Chip's Challenge - Lynx Mode

Differences in Rules

Rare situations and advanced tricks

  • In Lynx, a monster that enters a blocked teleport will be unaffected by the teleport, and will attempt to make its next move as usual. But if it tries to move in a direction that is blocked, it will then teleport in that direction if possible. Thus, walkers or blobs entering a teleport blocked along the line of entry could likely end up teleporting in a transverse direction. Other creatures too may teleport in unexpected directions - if the tile they chose to retreat into gets occupied by a creature that moves earlier in the "creature order".
  • In MS, Chip is never safe from a sliding block headed towards him, even if the tile that he is standing on is one that the block would normally bounce off. Such tiles are: thin walls, ice corners, thief tiles, closed toggle walls and popup walls.
  • In MS, creatures (including Chip and blocks) starting out on force floors or ice tiles are not initially subject to those forces, and can move off in any direction - whenever they feel like doing so. In Lynx, creatures are immediately governed by these forces and will be pushed in the appropriate direction. A "directional" cloner block on ice will move in its assigned direction. A "normal" block on ice will move north. Thus, the level shown in the image can be solved in Lynx.
  • In MS, toggle walls and teleports that start out below Chip or a block remain "dead". Such toggle walls will never switch states, and such teleports will not participate in the network of remaining teleports. Therefore, the very simple level shown in the image cannot be completed in MS.
  • In MS, when Chip knocks off a block onto a button without moving himself, the button is not triggered. This has been termed the "button smash" glitch. In the example, pushing the block will not clone the fireball and the bomb will remain intact.
  • When Chip enters a teleport at the same time that a monster has stepped into the destination teleport, he will "partial post" to the next teleport. This is true of both modes. But when the creature comes sliding in to the teleport, Chip is bound to die in MS, but not so in Lynx. In the teleport arrangement seen here, if Chip enters just as the glider is returning into the middle teleport, he will partial post to the exit on the right. If he waits just a bit longer so that it's coming back out of the one at the bottom, he will still dodge it, rebound and reach the exit on the left. These solutions would be possible even if the glider were to be replaced by a block.
  • In Lynx, cloning is a single-step process: if the output tile is vacant when the red button is hit, the clone immediately enters that tile. In MS, the output tile is checked when the button is hit, but the clone will be placed in the tile on the next move. Now if the tile has since been occupied or sealed, the clone will still exist, hidden inside the clone machine, waiting for a chance to come out.

    Such "latent" clones may also be created when the output tile wasn't even vacant in the first place - when it was occupied by a monster of the same species facing the same direction as the cloner. What's more is that tank clones waiting to be released can be turned around by blue buttons, and doing so will also flip the direction of the tank cloner itself.

    By putting all this together, the adjoining example allows reaching either exit in MS, but neither in Lynx.

  • To quote Brian Raiter, "When I originally started compiling this document, I had hoped to make it comprehensive. ... I no longer entertain such hopes, however, as I have come to realize that the differences are too numerous."

    Several complex differences have not been listed in this guide. There are also some known bugs in Tile World's implementation of the rules, which might perhaps be fixed in a later version. Information regarding all these can be found elsewhere: see the "Further Reading" section that follows. There might also remain a few differences that are not yet documented, or even discovered.

    Don't bother too much about these differences; the goal is simply that levels be equally enjoyable in both rulesets.

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