1tworld(6)                        Games Manual                        tworld(6)
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NAME

6       tworld - Tile World
7

SYNOPSIS

9       Tile  World  is  a reimplementation of the game "Chip's Challenge". The
10       player controls Chip, navigating him through his challenges. The object
11       of  each  level  of  the game is to find and reach the exit tile, which
12       takes you to the next level. The levels contain many different kinds of
13       obstacles,  creatures  both  hostile and indifferent, tools, protective
14       gear -- and, of course, chips.
15

OVERVIEW OF THE GAME

17       The main display shows Chip in the current level and his immediate sur‐
18       roundings.  To the right of this display is shown the basic information
19       about the current level. The most important data  shown  here  are  how
20       many seconds are left on the clock, and how many chips still need to be
21       collected. (On some level the clock does not show a time. These  levels
22       have no time limit.)
23
24       The object of every level is to find and reach the exit before the time
25       runs out. The exit is frequently (but not always)  guarded  by  a  chip
26       socket.  To move past the chip socket, Chip must collect a certain num‐
27       ber of computer chips; the amount needed is different in each level. As
28       you play a level, the information display on the right shows the number
29       of chips that still need to be collected in order to open  the  socket.
30       (Remember  that  getting enough chips to open the chip socket is only a
31       subgoal, not the main goal. Some levels do not require any chips to  be
32       collected; some levels have no chip socket at all.)
33
34       Also  occupying  many  of the levels are other creatures. Most (but not
35       all) of them move about in simple, predictable  patterns,  and  without
36       regard  for Chip's presence. The creatures know enough to avoid running
37       into each other, but a collision with Chip is fatal. The complete  tax‐
38       onomy  of  creatures  is:  tanks,  balls,  gliders, fireballs, walkers,
39       blobs, teeth, bugs, and paramecia.
40
41       In addition to the socket and the main exit, there are also  four  dif‐
42       ferent kinds of doors. These doors can be opened with the right kind of
43       key. The doors and the keys are color-coded -- red,  green,  blue,  and
44       yellow -- so you can tell them apart. Like the chip socket, a door that
45       has been opened stays open. Keys are picked up simply by stepping  upon
46       them.  The  key disappears from the map and appears in your possession.
47       Keys in your possession are displayed on the  right-hand  side  of  the
48       window.
49
50       Besides  keys  and chips, there are also four kinds of special footgear
51       that Chip can collect. Like keys, boots can  be  picked  up  simply  by
52       walking  over  them.  (There is no limit to the number of boots you can
53       have.) These boots permit Chip to walk across four different  kinds  of
54       surfaces,  just as if they were normal flooring. Fire and water are two
55       kind of tiles that are normally fatal to Chip, but fire boots and water
56       boots  will  permit  safe passage across these. Stepping onto ice sends
57       Chip sliding at high speed unless he has a pair of ice boots.  Finally,
58       there  are  force  floors that push Chip along in a specific direction;
59       these can be counteracted with force boots.
60
61       Two other types of surfaces are more useful to Chip, in that they  keep
62       other creatures out. These are dirt and gravel, and they are special in
63       that Chip is the only one who can walk  on  them.  However,  when  Chip
64       steps onto a dirt tile, it is cleared away and becomes normal flooring.
65       Gravel, on the other hand, is permanent.
66
67       There are numerous other objects scattered around the  various  levels,
68       which  Chip  can  interact with, although he cannot pick them up. Bombs
69       are one kind of object which should always be avoided, as they  explode
70       when  stepped  on.  The  thief  tile  should also generally be avoided;
71       entering this tile will cause Chip to lose any  footgear  he  has  col‐
72       lected.
73
74       Dirt  blocks  are  large,  movable  squares of dirt. Chip can push them
75       about, and use them to wall off areas or  to  safely  detontate  bombs.
76       Furthermore,  if  a block is pushed into water, the tile will turn into
77       dirt (which will  become  normal  flooring  when  Chip  steps  on  it).
78       Finally,  note  that  blocks  can  sometimes be resting on top of other
79       objects, both helpful (such as a key) and harmful (such as a bomb).
80
81       Some levels have teleports. Entering a teleport causes Chip  to  vanish
82       and instantaneously reappear at another teleport.
83
84       Even  some  of  the  walls can demonstrate surprising behavior. The so-
85       called blue walls can either be actual walls, or  empty  mirages.   The
86       only  way for Chip to tell which is which is to attempt to walk through
87       one. There are also popup walls -- Chip  can  walk  across  these  only
88       once, for they turn into walls as he walks over them.
89
90       There  are  four  different  types of pushbuttons. Like keys and boots,
91       they are color-coded. Stepping on a pushbutton activates it.
92
93       The green buttons control the toggle walls. Toggle  walls  have  dotted
94       green  outlines, and they change between being open (passable, like any
95       other floor) and open (unpassable, a wall).  When  a  green  button  is
96       pressed,  the  closed toggle walls are opened and the open toggle walls
97       are closed.
98
99       Brown buttons control bear traps. Anything that  wanders  into  a  bear
100       trap  will  be  stuck  there  until the brown button connected to it is
101       pushed.
102
103       Blue buttons exercise some control over the  tanks.  Normally,  a  tank
104       moves  directly  forward until it hits an obstacle, whereupon it stops.
105       But when a blue button is pressed, all tanks turn  around  180  degrees
106       and begin moving again.
107
108       The  objects  with  the  most  potential for help and hindrance are the
109       clone machines, which  are  controlled  by  red  buttons.  Every  clone
110       machine contains a dirt block, a tank, or some other creature. When the
111       clone machine's red button is pressed,  a  duplicate  of  whatever  the
112       clone machine contains is created and set loose.
113
114       Once  in a while there will also be hint buttons. These have a question
115       mark displayed on them. When Chip steps onto a hint button, a short bit
116       of  information  will  be displayed in the lower right-hand area of the
117       window.
118
119       Here are some general hints for successful play:
120
121       * When moving dirt blocks around, take care not to shove them into cor‐
122         ners where you can't get them out again.
123       * On some of the more mazelike levels, you may need to sketch out a map
124         in order to solve it.
125       * Many of the creatures move in specific patterns (for example, as with
126         the tanks mentioned above).
127       * A  number  of  the objects in the game will affect other creatures in
128         the same way they affect Chip.
129       * Remember that if you get trapped somewhere, you can always use Ctrl-R
130         to restart a level.
131       * When  you  find  a level to be unusually difficult, take some time to
132         examine it carefully. Make sure  you  truly  know  what  options  are
133         available  to  you.  In  any case, keep trying. Occasionally the game
134         will give you the opportunity to skip a level that seems too hard.
135

PASSWORDS

137       Every level has a four-letter password. The password  for  a  level  is
138       shown  in the information display at the upper-right of the window. The
139       obstensible purpose of passwords is to allow you  to  come  back  to  a
140       level.  Howver,  normally you will never need to remember passwords, as
141       Tile World will automatically store the passwords for you. However,  if
142       you  somehow  manage to learn the password of a level that you have yet
143       to achieve, you can use the password  to  gain  early  access  to  that
144       level.
145

SCORING

147       For  each  level in a set that you complete, the game awards 500 points
148       times the level's number. Furthermore, if the level is timed, an  extra
149       10  points  is added for every second left on the clock when you finish
150       the level. You can thus sometimes improve your score  by  returning  to
151       already-completed levels and playing them again.
152

KEY COMMANDS

154       During  game  play,  the  arrows are the most important keys; they move
155       Chip through the level. The keys 2 4 6 8 on the numeric keypad can also
156       be used for the same purpose. Other keys have the following functions:
157
158       Bkspc  pauses the game; press any key to resume play.
159
160       Ctrl-H same as Bkspc.
161
162       Ctrl-N stops the current game and moves forward to the next level.
163
164       Ctrl-P stops the current game and moves back to the previous level.
165
166       Q      quits the current level.
167
168       Ctrl-R starts over at the beginning of the current level.
169
170       ?      pauses  the game and displays a list of topics for which help is
171              available within the program.
172
173       V      decreases the volume level. (If the volume level is  reduced  to
174              zero,  then the program will display sound effects textually, as
175              onomatopoeia.)
176
177       Shift-V
178              increases the volume level.
179
180       At the start of a level, before game play  begins,  the  following  key
181       commands are available:
182
183       Q      returns to the list of available level sets.
184
185       Spc    starts the current level without moving (i.e., standing still).
186
187       N      moves to the next level.
188
189       P      moves to the previous level.
190
191       PgUp   moves ahead ten levels.
192
193       PgDn   moves back ten levels.
194
195       G      displays  a  prompt  and  accepts  a password, then jumps to the
196              level with that password.
197
198       Tab    plays back the best solution for that level.
199
200       Shift-Tab
201              verifies the best solution for that level. If the solution is no
202              longer  valid  (e.g.  because  the  level has been altered), the
203              solution will automatically be deprecated.
204
205       Ctrl-I same as Tab.
206
207       Shift-Ctrl-I
208              same as Shift-Tab.
209
210       O      toggles between even-step and odd-step offset.
211
212       Shift-O
213              (Lynx-mode only) increments the stepping offset by one.
214
215       F      (Lynx-mode only) rotates the initial "random" force floor direc‐
216              tion.
217
218       Ctrl-X deprecates  the  best  solution  for that level. If the level is
219              then succesfully completed again, the  saved  solution  will  be
220              replaced with the new one, whether or not it had a better time.
221
222       Shift-Ctrl-X
223              deletes  the  saved  solution  for that level. If confirmed, the
224              solution will be immediately removed from the solution file.
225
226       S      displays the list of known levels and the  score  for  each,  as
227              well as the overall score for the level set. The score list dis‐
228              play also permits changing  the  current  level  by  moving  the
229              selection and pressing Enter.
230
231       Ctrl-S displays  the list of solution files in the save directory whose
232              names start with the name of the current level set. From here  a
233              different solution file can be selected.
234
235       ?      displays a list of topics for which help is available within the
236              program.
237
238       At every point in the program, the Q key will abort the current  activ‐
239       ity and return to the previous display.
240
241       Finally,  the  program  can  be exited at any time by pressing Shift-Q.
242       (Ctrl-C or Alt-F4 will also force an immediate exit.)
243

RULESETS

245       Tile World contains emulators for two  different  versions  of  "Chip's
246       Challenge".  They  are referred to as the Lynx ruleset and the MS rule‐
247       set. The Lynx ruleset recreates  the  original  implementation  of  the
248       game, and the MS ruleset recreates the version that was implemented for
249       Microsoft Windows (cf HISTORY).
250
251       The most notable difference between the two rulesets is that in the  MS
252       ruleset,  movement  between  tiles  is instantaneous, whereas under the
253       Lynx ruleset motion  occurs  across  several  "ticks".  (This  probably
254       reflects  the fact that the latter ran on dedicated hardware, while the
255       former ran on 33 MHz  PCs  under  a  non-preemptive  multitasking  OS.)
256       Although  the basic mechanics of the game are the same under both rule‐
257       sets, there are also a host of subtle differences between the two.
258
259       Each level set file includes a flag that indicates which ruleset it  is
260       to  be  played under. Some level sets can be played under both rulesets
261       (most notably, the original set of levels), but this is the exception.
262

ADDING NEW LEVEL SETS

264       Level sets are defined by data files.  By  convention  these  file  are
265       named  with  a  .dat  extension. Typically the name proper contains the
266       author's first name, last initial, and a single digit --  for  example,
267       EricS1.dat. (The digit is used to give the sequence in case the author,
268       for whatever reason, stores their creations in more than one file.)
269
270       When a new data file is obtained, it may  simply  be  copied  into  the
271       level  set directory (cf DIRECTORIES), and Tile World will then make it
272       available for playing.
273
274       An alternate method is to use a configuration file  (see  CONFIGURATION
275       FILES below).
276

COMMAND-LINE OPTIONS

278       tworld  is  normally  invoked  without arguments. The program begins by
279       displaying a list of the available level sets. After  a  level  set  is
280       chosen, the program jumps to the first unsolved level to begin play.
281
282       The  available command-line options are enumerated in the following ta‐
283       ble. (Windows users: The options that  cause  the  program  to  display
284       information  on  standard output actually go to a file named stdout.txt
285       instead.)
286
287       -a, --audio-buffer=N
288              Set the size of the audio buffer.  N can be a value from 1  (the
289              default)  to  6. Each higher value doubles the amount of buffer‐
290              ing. This option can reduce static or distortion  in  the  sound
291              playback, at the cost of increased latency.
292
293       -b, --batch-verify
294              Do a batch-mode verification of the existing solutions and exit.
295              Levels with invalid solutions are displayed on standard  output.
296              If  used  with  -q, then nothing is displayed, and the program's
297              exit code is the number of invalid solutions. Can also  be  used
298              with -s or -t to have solutions verified before the other option
299              is applied. Note that this options requires  a  level  set  file
300              and/or a solution file be named on the command line.
301
302       -D, --data-dir=DIR
303              Read level data files from DIR instead of the default directory.
304
305       -d, --list-dirs
306              Display  the default directories used by the program on standard
307              output, and exit.
308
309       -F, --full-screen
310              Run in full-screen mode.
311
312       --histogram
313              Upon exit, display a histogram of idle time on standard  output.
314              (This option is used for evaluating optimization efforts.)
315
316       --h, --help
317              Display  a summary of the command-line syntax on standard output
318              and exit.
319
320       -L, --levelset-dir=DIR
321              Load level sets from DIR instead of the default directory.
322
323       -l, --list-levelsets
324              Write a list of available level  sets  to  standard  output  and
325              exit.
326
327       -n, --volume=N
328              Set  the initial volume level to N, 0 being silence and 10 being
329              full volume. The default level is 10.
330
331       -P, --pedantic
332              Turn on pedantic mode, forcing the Lynx ruleset to  emulate  the
333              original  game  as closely as possible. (See the Tile World web‐
334              site for more information on emulation of the Lynx ruleset.)
335
336       -p, --no-passwords
337              Turn off all password-checking. This option  allows  the  normal
338              sequence of levels to be bypassed.
339
340       -q, --quiet
341              Run  quietly.  All  sounds,  including the ringing of the system
342              bell, are suppressed.
343
344       -r, --read-only
345              Run in read-only mode. This guarantees that no changes  will  be
346              made to the solution files.
347
348       -R, --resource-dir=DIR
349              Read resource data from DIR instead of the default directory.
350
351       -S, --save-dir=DIR
352              Read  and  write solution files under DIR instead of the default
353              directory.
354
355       -s, --list-scores
356              Display the current scores for the selected level set  on  stan‐
357              dard  output  and exit. A level set must be named on the command
358              line. If used with -b, the solutions  are  verified  beforehand,
359              and invalid solutions are indicated.
360
361       -t, --list-times
362              Display  the  best  times for the selected level set on standard
363              output and exit. A level set must be named on the command  line.
364              If  used with --batch-verify, the solutions are verified before‐
365              hand, and invalid solutions are indicated.
366
367       -V, --version
368              Display the program's version and license information  on  stan‐
369              dard output and exit.
370
371       -v, --version-number
372              Display  the  program's  version  number  on standard output and
373              exit.
374
375       Besides the above options, tworld can accept up to  three  command-line
376       arguments:  the name of a level set, the number of a level to start on,
377       and the name of an alternate solution file. If the name of an installed
378       level  set  is  specified,  then  Tile World will start up in that set,
379       skipping the initial level set selection.
380
381       If the specified level set is not a simple name but is a pathname (rel‐
382       ative or absolute), then Tile World will use that level set only, with‐
383       out requiring that it first be installed. No solutions  will  be  saved
384       unless  an explicit solution file is also supplied on the command-line.
385       (If the command-line only specifies a solution file,  then  Tile  World
386       will look up the name of the level set in the solution file.)
387

CONFIGURATION FILES

389       Configuration files are used to override some of the settings in a data
390       file, or to set values not provided for by the data file format.   Con‐
391       figuration  files are by convention named with a .dac extension. A con‐
392       figuration file is stored in the level set directory in  the  place  of
393       the  data  file,  which  then goes into the data directory (cf DIRECTO‐
394       RIES).
395
396       The configuration file is a simple text file. The first line of a  con‐
397       figuration file must have the following form:
398
399       file = DATAFILE
400
401       where  DATAFILE is the filename of the data file. (Arbitrary whitespace
402       is permitted around the equal sign, but there cannot be any  whitespace
403       embedded  at  the  beginning of the line.) After this initial line, the
404       configuration file can contain any of the following lines:
405
406       usepasswords = y|n
407
408       This line permits password-checking to be enabled/disabled when playing
409       the levels in the set. The default is y.
410
411       messages = TEXTFILE
412
413       This  line  specifies a messages file to provide short textual messages
414       to be displayed in between levels during play.  TEXTFILE names  a  file
415       located in the data directory.
416
417       ruleset = ms|lynx
418
419       This line allows the configuration file to override the ruleset setting
420       in the data file. This is mainly useful in the case where one level set
421       is  playable  under  either  ruleset  (as is the case with the original
422       level set). The author can then provide one data file and two  configu‐
423       ration files to make both versions available.
424
425       lastlevel = levelnum
426
427       This  line marks an arbitrary level as being the last level in the set.
428       The game will stop when this level is completed, instead of  proceeding
429       to  the  next  level.  (Note  that if the data file contains any levels
430       beyond this one, they will only be reachable via a password.)
431
432       fixlynx = y|n
433
434       This line is specifically for use with the original level  set.  It  is
435       not  generally useful, and is described here only for completeness. The
436       chips.dat file that MS distributed with their version of "Chip's  Chal‐
437       lenge" contained a few minor differences from the original level set as
438       appeared on the Lynx. A positive value for  this  entry  instructs  the
439       program  to  undo those changes, so that the original Lynx level set is
440       obtained. (The changes made in the MS version were: an extra level  was
441       added;  four  passwords were garbled; and four or five levels' maps had
442       minor alterations.)
443

RESOURCES

445       Tile World loads various resources at runtime from its resource  direc‐
446       tory  (cf  DIRECTORIES).   These  resources include the program's font,
447       graphic images, and sound effects. The actual file names are determined
448       by the contents of a file named rc (short for "resource configuration",
449       not "runtime commands") in the same directory.
450
451       The rc file is a plain text file, and contains lines of the form
452
453       resource = filename
454
455       where resource is a symbolic resource name, and filename is the name of
456       a file in the resource directory.
457
458       The  resources can be set differently depending on the ruleset that the
459       program is using. A line in the rc file of the form
460
461       [ ruleset]
462
463       indicates that the lines that follow only apply when that ruleset is in
464       effect (where ruleset is either MS or Lynx). Resources that are defined
465       before any such line apply to both rulesets, and are also used as fall‐
466       backs if a ruleset-specific resource could not be loaded. (The font and
467       the text-color resources also need to have ruleset-independent  values,
468       as  these  are  needed  when displaying the initial file list, before a
469       ruleset has been chosen.)
470
471       A line of the form
472
473       TileImages = FILENAME
474
475       identifies the file that provides the images used  to  draw  the  game.
476       These  images  are stored in a Windows bitmap. (See the Tile World web‐
477       site for more information about this resource.)
478
479       A line of the form
480
481       Font = FILENAME
482
483       identifies the file that provides  the  program's  font.  The  font  is
484       stored as a Windows bitmap. (See the Tile World website for more infor‐
485       mation about this resource.)
486
487       A line of the form
488
489       UnsolvableList = FILENAME
490
491       identifies the filename for the  database  of  unsolvable  levels.  See
492       DATABASE  OF  UNSOLVABLE  LEVELS  below for more information about this
493       file. Note that this resource must be defined independent of the  rule‐
494       set, or else it will be ignored.
495
496       Four resources define the colors used in rendering text:
497
498       BackgroundColor = RRGGBB
499       TextColor = RRGGBB
500       BoldTextColor = RRGGBB
501       DimTextColor = RRGGBB
502
503       The  value of RRGGBB is a string of six hexadecimal digits defining the
504       red, green, and blue values of the color (as with the color  specifica‐
505       tion used in HTML or X Windows, but without the preceding octothorpe).
506
507       The remaining resources all define the game's sound effects. The sounds
508       are stored as Microsoft RIFF files (so-called wave files).  Unlike  the
509       tile  images, each sound effect is defined as a separate file. The com‐
510       plete list of symbolic resource names is as follows:
511
512       Sounds used in both rulesets
513
514       * LevelCompleteSound
515       * ChipDeathSound
516       * BlockedMoveSound
517       * PickupToolSound
518       * ThiefSound
519       * TeleportSound
520       * OpenDoorSound
521       * SocketSound
522       * SwitchSound
523       * BombSound
524       * SplashSound
525
526       Sounds used only under the MS ruleset
527
528       * TickSound
529       * ChipDeathByTimeSound
530       * PickupChipSound
531
532       Sounds used only under the Lynx ruleset
533
534       * TileEmptiedSound
535       * WallCreatedSound
536       * TrapEnteredSound
537       * BlockMovingSound
538       * SkatingForwardSound
539       * SkatingTurnSound
540       * SlidingSound
541       * SlideWalkingSound
542       * IceWalkingSound
543       * WaterWalkingSound
544       * FireWalkingSound
545
546       (Note that the symbolic names for the shared and MS-only  sounds  match
547       the  names in the entpack.ini file used by the Microsoft program.  This
548       makes it easy for someone with a copy of Microsoft's "Chip's Challenge"
549       to  use  the  sound effects that were provided with that version of the
550       game.)
551

DATABASE OF UNSOLVABLE LEVELS

553       Of the many thousands of user-created levels that are  publicly  avail‐
554       able,  there  are some that are not possible to complete. Some of these
555       are intentionally so (e.g. requiring the player to deduce the  password
556       to  the  next  level).  The  remainder, however, are simply due to poor
557       design, and there is typically no indication that attempting  to  solve
558       these levels is fruitless.
559
560       To help alleviate this, Tile World comes with a database of levels that
561       have been identified by the community to be definitely unsolvable. When
562       the  player  visits a level that appears in this database, a warning is
563       displayed, and the password to the next  level  is  automatically  sup‐
564       plied.
565
566       The main database of unsolvable levels is stored in the resource direc‐
567       tory. In addition, a player can keep a separate database in a  file  of
568       the  same  name  in  the directory for solution files. If present, Tile
569       World will use the information from both of these files.
570
571       The offending levels are identified by content as well as by  name  and
572       number,  so  that  updated  versions  will  no  longer be identified as
573       unsolvable. See the Tile World website for more information  about  the
574       format of this file, and to check for updates to the database.
575

DIRECTORIES

577       Tile  World uses four different directories for storing external files.
578       The following list enumerates the directories and describes their  pur‐
579       pose.  The  default directories that the program uses can be configured
580       at compile time. The directories can also be  changed  at  runtime  via
581       command-line options and/or environment variables (see below).
582
583       Sets   This  directory  is  used  to hold the available level sets. The
584              files in this directory are either data files  or  configuration
585              files. (default for Linux: /usr/local/share/tworld/sets)
586
587       Data   This  directory  is  used to hold the data files that are refer‐
588              enced   by   configuration   files.    (default    for    Linux:
589              /usr/local/share/tworld/data)
590
591       Res    This  directory  stores the graphics and sound files used by the
592              program. (default for Linux: /usr/local/share/tworld/res)
593
594       Save   This directory is used for saving solution files.  (default  for
595              Linux: ~/.tworld)
596

ENVIRONMENT VARIABLES

598       Two  environment variables can be used to override the program's built-
599       in defaults for which directories to use. They are as follows:
600
601       TWORLDDIR
602              Specifies a top-level directory, in which the program will  look
603              for the resource, level set, and data file directories.
604
605       TWORLDSAVEDIR
606              Specifies a directory for saving solution files.
607

LICENSE

609       Tile World is copyright (C) 2001-2015 by Brian Raiter.
610
611       This program is free software; you can redistribute it and/or modify it
612       under the terms of the GNU General Public License as published  by  the
613       Free  Software Foundation; either version 2 of the License, or (at your
614       option) any later version.
615
616       This program is distributed in the hope that it  will  be  useful,  but
617       without  any  warranty;  without  even  the  implied  warranty  of mer‐
618       chantability or fitness for a particular purpose.  See the GNU  General
619       Public License for more details.
620
621       Please send bug reports to breadbox@muppetlabs.com.
622

HISTORY

624       "Chip's Challenge" was created by Chuck Sommerville, and was originally
625       written for the Atari Lynx handheld game console. ("Tile World" was his
626       working  title  for the game.) "Chip's Challenge" was published by Epyx
627       (the company who designed the Lynx before selling the rights to  Atari)
628       in  1989,  and  was among the first set of games made available for the
629       Lynx.
630
631       "Chip's Challenge" was subsequently ported to several other  platforms:
632       MS-DOS,  Microsoft  Windows (16-bit), Amiga, ZX Spectrum, Atari ST, and
633       the Commodore 64. (A NES port was also planned, but never completed.)
634
635       The Windows port was not done by the original team at Epyx. Instead  it
636       was  done by Microsoft and sold as part of Windows Entertainment Pack 4
637       (and later as part of Best  of  Windows  Entertainment  Pack).  In  the
638       process  of recreating the game for the 16-bit Windows platform, Micro‐
639       soft introduced a surprising number of changes to the mechanics of  the
640       game.  Some  were clearly intentional, some were done through ignorance
641       or indifference, and others were simply bugs in the program.  The  pro‐
642       grams  in  WEP4 came pre-installed on many PC computers sold during the
643       1990s, which is part of the reason why this particular  version  became
644       the  most popular. A small but fanatically loyal community of adherents
645       to the game connected via a MSN chatroom (and later through the  inter‐
646       net). A few members of this community managed to decipher the format of
647       the MS game's data file, and John K. Elion subsequently created a free‐
648       ware  level editor, called ChipEdit. As a result there are now hundreds
649       of new level sets, created by fans of the game and  all  freely  avail‐
650       able.
651
652       Atari  discontinued support for the Lynx in 1994. When Epyx went under,
653       the rights to their games were  purchased  by  Bridgestone  Multimedia.
654       Responding to the success of "Chip's Challenge", Chuck Sommerville cre‐
655       ated a sequel, called "Chip's Challenge 2".  The  sequel  included  the
656       original  game  as  a proper subset, and the company held the rights to
657       both games. Bridgestone Multimedia was not interested in publishing the
658       game, however, and so made no effort to release it.
659
660       Microsoft  no longer sells any of the Entertainment Packs, so the older
661       Windows version of "Chip's Challenge" is no longer (legally)  available
662       to newcomers except by finding used copies for sale.
663
664       In  2001,  the  author began writing "Tile World" with the intention of
665       recreating a version of the MS game for  the  Linux  platform.  At  the
666       encouragement  of  Chuck  Sommerville,  this  project  was  expanded to
667       include the goals of recreating the original Lynx  game  as  well,  and
668       also  making  the  program  work under MS Windows in addition to Linux.
669       Version 1.0 was released in 2002. Version 1.3 was released in 2006.
670
671       In 2015 Chuck Sommerville finally managed to strike a deal with Bridge‐
672       stone  Multimedia  and get Chips Challenge 2 published on Steam.  Since
673       this release also includes the original levels,  with  the  name  offi‐
674       cially  being  "Chip's Challenge 1", there is now yet another variation
675       of the original ruleset.
676

APPENDIX: NOTES ON NOMENCLATURE

678       "Chip's Challenge" has seen several  incarnations.  Each  had  its  own
679       graphical rendering, and thus many of the objects in the game are known
680       by more than one name. For example, the four types of boots in  the  MS
681       version  of  the  game  were known as fire boots, flippers (for water),
682       skates (for ice), and suction boots (for force floors). In the original
683       Lynx  version, however, they were not even boots -- the four tools were
684       fire shields, water shields, cleats, and  magnets,  respectively.  With
685       the CC2 release, the objects have returned to being boots, but the suc‐
686       tion boots are now called magno boots.
687
688       Several of the creatures have seen a variety  of  names.  The  list  of
689       creatures  given  in OVERVIEW OF THE GAME corresponds to the MS version
690       of the game. In the original Lynx  version,  the  paramecia  were  cen‐
691       tipedes  instead.  In  still  other  versions of the game, gliders were
692       referred to as ghosts or sharks, fireballs were flames, and teeth  were
693       called frogs. (You will also occasionally see bugs referred to as bees,
694       and walkers referred to as dumbbells.)
695
696       Finally, the thief tile was called a spy in the MS version.
697
698       None of this information is needed in order to play the  game,  but  it
699       helps to explain the titles of some of the user-created levels.
700
701
702
703Tile World                         Mar 2006                          tworld(6)
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