1tworld(6) Games Manual tworld(6)
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6 tworld - Tile World
7
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)