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* Elements like the [[toggle door]], which are really a collection of multiple tiles (the "open" and "closed" states are internally distinct in every Chip's Challenge game), but which act like a single entity that changes state.
* Elements like the [[toggle door]], which are really a collection of multiple tiles (the "open" and "closed" states are internally distinct in every Chip's Challenge game), but which act like a single entity that changes state.
* An element ''and'' its facing direction, especially when editing for the [[DAT]] format.  For example, a west-facing [[glider]] is an available tile, encoded in DAT as the byte <code>0x51</code>.
* An element ''and'' its facing direction, especially when editing for the [[DAT]] format.  For example, a west-facing [[glider]] is an available tile, encoded in DAT as the byte <code>0x51</code>.
* A combinations of tiles that functions as a single unit, especially if it alters the behavior of its parts.  For example, a "fireball cloner" is really a [[fireball]] on top of a [[clone machine]] (which prevents the fireball from moving), and a "no green keys" sign is really a [[green key]] beneath a [[no sign]] (which prevents the key from being picked up).
* A combination of tiles that functions as a single unit, especially if it alters the behavior of its parts.  For example, a "fireball cloner" is really a [[fireball]] on top of a [[clone machine]] (which prevents the fireball from moving), and a "no green keys" sign is really a [[green key]] beneath a [[no sign]] (which prevents the key from being picked up).
* One of the square positions within the grid of a level, which may contain multiple elements.  For example, "[[invalid tile]]" can refer to a ''stack'' of tiles expressible in a [[DAT]] level but that would be impossible on the original [[Lynx]] game.  More pedantically known as a '''cell'''.
* One of the square positions within the grid of a level, which may contain multiple elements.  For example, "[[invalid tile]]" can refer to a ''stack'' of tiles expressible in a [[DAT]] level but that would be impossible on the original [[Lynx]] game.  More pedantically known as a '''cell'''.
* One individual square of artwork used by any version of the game.  Also known as a '''sprite'''.
* One individual square of artwork used by any version of the game.  Also known as a '''sprite'''.

Revision as of 12:20, 3 May 2021

Tile refers, broadly, to any distinct element within the world of Chip's Challenge. For example, Chip himself, the iconic computer chips, locked doors, and pushable blocks are all tiles.

Other uses of the term include:

  • Elements like the toggle door, which are really a collection of multiple tiles (the "open" and "closed" states are internally distinct in every Chip's Challenge game), but which act like a single entity that changes state.
  • An element and its facing direction, especially when editing for the DAT format. For example, a west-facing glider is an available tile, encoded in DAT as the byte 0x51.
  • A combination of tiles that functions as a single unit, especially if it alters the behavior of its parts. For example, a "fireball cloner" is really a fireball on top of a clone machine (which prevents the fireball from moving), and a "no green keys" sign is really a green key beneath a no sign (which prevents the key from being picked up).
  • One of the square positions within the grid of a level, which may contain multiple elements. For example, "invalid tile" can refer to a stack of tiles expressible in a DAT level but that would be impossible on the original Lynx game. More pedantically known as a cell.
  • One individual square of artwork used by any version of the game. Also known as a sprite.

In Chip's Challenge 1

Chip S.png Chip Computer chip.png Computer chip Socket.png Chip socket Exit.png Exit
Floor.png Floor Hint.png Hint Thin wall SE.png Thin wall Wall.png Wall
Invisible wall.png Invisible wall Hidden wall.png Hidden wall Recessed wall.png Recessed wall Blue wall.png Blue wall
Water.png Water Fire.png Fire Ice.png Ice Force floor S.png Force floor
Dirt.png Dirt Gravel.png Gravel Ice NW.png Ice corner Force floor Random.png Random force floor
Flippers.png Flippers Fire boots.png Fire boots Ice skates.png Ice skates Suction boots.png Suction boots
Blue key.png Blue key Red key.png Red key Green key.png Green key Yellow key.png Yellow key
Blue lock.png Blue lock Red lock.png Red lock Green lock.png Green lock Yellow lock.png Yellow lock
Block.png Block Teleport.png Teleporter Thief.png Thief Bomb.png Bomb
Green button.png Green button Red button.png Red button Blue button.png Blue button Brown button.png Brown button
Toggle wall Closed.png Toggle wall Clone machine.png Cloner Tank S.png Tank Trap.png Trap
Fireball.png Fireball Glider S.png Glider Bug S.png Bug Paramecium NS.png Paramecium
Pink ball.png Ball Walker NS.png Walker Teeth S.png Teeth Blob.png Blob

MS also has the clone block, used to indicate the direction of a block cloner. This is a tile in the sense that it can be placed within a level, but it exists as an editing trick and is not intended as a distinct game element. In all other rulesets, dirt blocks have a direction like every other moving object, so a separate clone block is unnecessary.

Invalid tiles

These tiles are possible to place in a level due to quirks of the DAT format, and may have interesting properties, but only exist as accidents and aren't defined within the normal rules of the game.

One of the unused tiles found new life in the "pgchip" patch for MSCC, which replaced it with the ice block from CC2.

See also