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tworld(6)							     tworld(6)

NAME
       tworld - Tile World

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

OVERVIEW OF THE GAME
       The main display shows Chip in the current level and his immediate sur‐
       roundings.  To the right of this display is shown the basic information
       about the current level. The most important data	 shown	here  are  how
       many seconds are left on the clock, and how many chips still need to be
       collected. (On some level the clock does not show a time. These	levels
       have no time limit.)

       The object of every level is to find and reach the exit before the time
       runs out. The exit is frequently (but not always)  guarded  by  a  chip
       socket.	To move past the chip socket, Chip must collect a certain num‐
       ber of computer chips; the amount needed is different in each level. As
       you play a level, the information display on the right shows the number
       of chips that still need to be collected in order to open  the  socket.
       (Remember  that	getting enough chips to open the chip socket is only a
       subgoal, not the main goal. Some levels do not require any chips to  be
       collected; some levels have no chip socket at all.)

       Also  occupying	many  of the levels are other creatures. Most (but not
       all) of them move about in simple, predictable  patterns,  and  without
       regard  for Chip's presence. The creatures know enough to avoid running
       into each other, but a collision with Chip is fatal. The complete  tax‐
       onomy  of  creatures  is:  tanks,  balls,  gliders, fireballs, walkers,
       blobs, teeth, bugs, and paramecia.

       In addition to the socket and the main exit, there are also  four  dif‐
       ferent kinds of doors. These doors can be opened with the right kind of
       key. The doors and the keys are color-coded -- red,  green,  blue,  and
       yellow -- so you can tell them apart. Like the chip socket, a door that
       has been opened stays open. Keys are picked up simply by stepping  upon
       them.  The  key disappears from the map and appears in your possession.
       Keys in your possession are displayed on the  right-hand	 side  of  the
       window.

       Besides	keys  and  chip, there are also four kinds of special footgear
       that Chip can collect. Like keys, boots can  be	picked	up  simply  by
       walking	over  them.  (There is no limit to the number of boots you can
       have.) These boots permit Chip to walk across four different  kinds  of
       surfaces,  just as if they were normal flooring. Fire and water are two
       kind of tiles that are normally fatal to Chip, but fire boots and water
       boots  will  permit  safe passage across these. Stepping onto ice sends
       Chip sliding at high speed unless he has a pair of ice boots.  Finally,
       there  are  force  floors that push Chip along in a specific direction;
       these can be counteracted with force boots.

       Two other types of surfaces are more useful to Chip, in that they  keep
       other creatures out. These are dirt and gravel, and they are special in
       that Chip is the only one who can walk  on  them.  However,  when  Chip
       steps onto a dirt tile, it is cleared away and becomes normal flooring.
       Gravel, on the other hand, is permanent.

       There are numerous other objects scattered around the  various  levels,
       which  Chip  can	 interact with, although he cannot pick them up. Bombs
       are one kind of object which should always be avoided, as they  explode
       when  stepped  on.  The	thief  tile  should also generally be avoided;
       entering this tile will cause Chip to lose any  footgear	 he  has  col‐
       lected.

       Dirt  blocks  are  large,  movable  squares of dirt. Chip can push them
       about, and use them to wall off areas or	 to  safely  detontate	bombs.
       Furthermore,  if	 a block is pushed into water, the tile will turn into
       dirt (which will	 become	 normal	 flooring  when	 Chip  steps  on  it).
       Finally,	 note  that  blocks  can  sometimes be resting on top of other
       objects, both helpful (such as a key) and harmful (such as a bomb).

       Some levels have teleports. Entering a teleport causes Chip  to	vanish
       and instantaneously reappear at another teleport.

       Even  some  of  the  walls can demonstrate surprising behavior. The so-
       called blue walls can either be actual walls, or	 empty	mirages.   The
       only  way for Chip to tell which is which is to attempt to walk through
       one. There are also popup walls -- Chip	can  walk  across  these  only
       once, for they turn into walls as he walks over them.

       There  are  four	 different  types of pushbuttons. Like keys and boots,
       they are color-coded. Stepping on a pushbutton activates it.

       The green buttons control the toggle walls. Toggle  walls  have	dotted
       green  outlines, and they change between being open (passable, like any
       other floor) and open (unpassable, a wall).  When  a  green  button  is
       pressed,	 the  closed toggle walls are opened and the open toggle walls
       are closed.

       Brown buttons control bear traps. Anything that	wanders	 into  a  bear
       trap  will  be  stuck  there  until the brown button connected to it is
       pushed.

       Blue buttons exercise some control over the  tanks.  Normally,  a  tank
       moves  directly	forward until it hits an obstacle, whereupon it stops.
       But when a blue button is pressed, all tanks turn  around  180  degrees
       and begin moving again.

       The  objects  with  the	most  potential for help and hindrance are the
       clone machines, which  are  controlled  by  red	buttons.  Every	 clone
       machine contains a dirt block, a tank, or some other creature. When the
       clone machine's red button is pressed,  a  duplicate  of	 whatever  the
       clone machine contains is created and set loose.

       Once  in a while there will also be hint buttons. These have a question
       mark displayed on them. When Chip steps onto a hint button, a short bit
       of  information	will  be displayed in the lower right-hand area of the
       window.

       Here are some general hints for successful play:

       * When moving dirt blocks around, take care not to shove them into cor‐
	 ners where you can't get them out again.
       * On some of the more mazelike levels, you may need to sketch out a map
	 in order to solve it.
       * Many of the creatures move in specific patterns (for example, as with
	 the tanks mentioned above).
       * A  number  of	the objects in the game will affect other creatures in
	 the same way they affect Chip.
       * Remember that if you get trapped somewhere, you can always use Ctrl-R
	 to restart a level.
       * When  you  find  a level to be unusually difficult, take some time to
	 examine it carefully. Make sure  you  truly  know  what  options  are
	 available  to	you.  In  any case, keep trying. Occasionally the game
	 will give you the opportunity to skip a level that seems too hard.

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

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

KEY COMMANDS
       During  game  play,  the	 arrows are the most important keys; they move
       Chip through the level. The keys 2 4 6 8 on the numeric keypad can also
       be used for the same purpose. Other keys have the following functions:

       Bkspc  pauses the game; press any key to resume play.

       Ctrl-H same as Bkspc.

       Ctrl-N stops the current game and moves forward to the next level.

       Ctrl-P stops the current game and moves back to the previous level.

       Q      quits the current level.

       Ctrl-R starts over at the beginning of the current level.

       ?      pauses  the game and displays a list of topics for which help is
	      available within the program.

       V      decreases the volume level. (If the volume level is  reduced  to
	      zero,  then the program will display sound effects textually, as
	      onomatopoeia.)

       Shift-V
	      increases the volume level.

       At the start of a level, before game play  begins,  the	following  key
       commands are available:

       Q      returns to the list of available level sets.

       Spc    starts the current level without moving (i.e., standing still).

       N      moves to the next level.

       P      moves to the previous level.

       PgUp   moves ahead ten levels.

       PgDn   moves back ten levels.

       G      displays	a  prompt  and	accepts	 a password, then jumps to the
	      level with that password.

       Tab    plays back the best solution for that level.

       Shift-Tab
	      verifies the best solution for that level. If the solution is no
	      longer  valid  (e.g.  because  the  level has been altered), the
	      solution will automatically be deprecated.

       Ctrl-I same as Tab.

       Shift-Ctrl-I
	      same as Shift-Tab.

       O      toggles between even-step and odd-step offset.

       Shift-O
	      (Lynx-mode only) increments the stepping offset by one.

       Ctrl-X deprecates the best solution for that level.  If	the  level  is
	      then  succesfully	 completed  again,  the saved solution will be
	      replaced with the new one, whether or not it had a better time.

       Shift-Ctrl-X
	      deletes the saved solution for that  level.  If  confirmed,  the
	      solution will be immediately removed from the solution file.

       S      displays	the  list  of  known levels and the score for each, as
	      well as the overall score for the level set. The score list dis‐
	      play  also  permits  changing  the  current  level by moving the
	      selection and pressing Enter.

       Ctrl-S displays the list of solution files in the save directory	 whose
	      names  start with the name of the current level set. From here a
	      different solution file can be selected.

       ?      displays a list of topics for which help is available within the
	      program.

       At  every point in the program, the Q key will abort the current activ‐
       ity and return to the previous display.

       Finally, the program can be exited at any  time	by  pressing  Shift-Q.
       (Ctrl-C or Alt-F4 will also force an immediate exit.)

RULESETS
       Tile  World  contains  emulators	 for two different versions of "Chip's
       Challenge". They are referred to as the Lynx ruleset and the  MS	 rule‐
       set.  The  Lynx	ruleset	 recreates  the original implementation of the
       game, and the MS ruleset recreates the version that was implemented for
       Microsoft Windows (cf HISTORY).

       The  most notable difference between the two rulesets is that in the MS
       ruleset, movement between tiles is  instantaneous,  whereas  under  the
       Lynx  ruleset  motion  occurs  across  several  "ticks". (This probably
       reflects the fact that the latter ran on dedicated hardware, while  the
       former  ran  on	33  MHz	 PCs  under a non-preemptive multitasking OS.)
       Although the basic mechanics of the game are the same under both	 rule‐
       sets, there are also a host of subtle differences between the two.

       Each  level set file includes a flag that indicates which ruleset it is
       to be played under. Some level sets can be played under	both  rulesets
       (most notably, the original set of levels), but this is the exception.

ADDING NEW LEVEL SETS
       Level  sets  are	 defined  by  data files. By convention these file are
       named with a .dat extension. Typically the  name	 proper	 contains  the
       author's	 first	name, last initial, and a single digit -- for example,
       EricS1.dat. (The digit is used to give the sequence in case the author,
       for whatever reason, stores their creations in more than one file.)

       When  a	new  data  file	 is obtained, it may simply be copied into the
       level set directory (cf DIRECTORIES), and Tile World will then make  it
       available for playing.

       An  alternate  method is to use a configuration file (see CONFIGURATION
       FILES below).

COMMAND-LINE OPTIONS
       tworld is normally invoked without arguments.  The  program  begins  by
       displaying  a  list  of	the available level sets. After a level set is
       chosen, the program jumps to the first unsolved level to begin play.

       The available command-line options are enumerated in the following  ta‐
       ble.  (Windows  users:  The  options  that cause the program to display
       information on standard output actually go to a file  named  stdout.txt
       instead.)

       -a     Double  the  size	 of  the  audio	 buffer.  This	option	can be
	      repeated, so for example -aaa would increase  the	 audio	buffer
	      size eightfold.

       -b     Do a batch-mode verification of the existing solutions and exit.
	      Levels with invalid solutions are displayed on standard  output.
	      If  used	with  -q, then nothing is displayed, and the program's
	      exit code is the number of invalid solutions. Can also  be  used
	      with -s or -t to have solutions verified before the other option
	      is applied. Note that this options requires  a  level  set  file
	      and/or a solution file be named on the command line.

       -D DIR Read level data files from DIR instead of the default directory.

       -d     Display  the default directories used by the program on standard
	      output, and exit.

       -F     Run in full-screen mode.

       -H     Upon exit, display a histogram of idle time on standard  output.
	      (This option is used for evaluating optimization efforts.)

       -h     Display  a summary of the command-line syntax on standard output
	      and exit.

       -L DIR Look for level sets in DIR instead of the default directory.

       -l     Write a list of available level  sets  to	 standard  output  and
	      exit.

       -n N   Set  the initial volume level to N, 0 being silence and 10 being
	      full volume. The default level is 10.

       -P     Turn on pedantic mode, forcing the Lynx ruleset to  emulate  the
	      original	game  as closely as possible. (See the Tile World web‐
	      site for more information on emulation of the Lynx ruleset.)

       -p     Turn off all password-checking. This option  allows  the	normal
	      sequence of levels to be bypassed.

       -q     Run  quietly.  All sounds, including the ringing of the terminal
	      bell, are suppressed.

       -r     Run in read-only mode. This guarantees that no changes  will  be
	      made to the solution files.

       -R DIR Read resource data from DIR instead of the default directory.

       -S DIR Read  and	 write solution files under DIR instead of the default
	      directory.

       -s     Display the current scores for the selected level set  on	 stan‐
	      dard  output  and exit. A level set must be named on the command
	      line. If used with -b, the solutions  are	 verified  beforehand,
	      and invalid solutions are indicated.

       -t     Display  the  best  times for the selected level set on standard
	      output and exit. A level set must be named on the command	 line.
	      If  used	with  -b,  the	solutions are verified beforehand, and
	      invalid solutions are indicated.

       -V     Display the program's version and license information  on	 stan‐
	      dard output and exit.

       -v     Display  the  program's  version	number	on standard output and
	      exit.

       Besides the above options, tworld can accept up to  three  command-line
       arguments:  the name of a level set, the number of a level to start on,
       and the name of an alternate solution file. If the name of an installed
       level  set  is  specified,  then	 Tile World will start up in that set,
       skipping the initial level set selection.

       If the specified level set is not a simple name but is a pathname (rel‐
       ative or absolute), then Tile World will use that level set only, with‐
       out requiring that it first be installed. No solutions  will  be	 saved
       unless  an explicit solution file is also supplied on the command-line.
       (If the command-line only specifies a solution file,  then  Tile	 World
       will look up the name of the level set in the solution file.)

CONFIGURATION FILES
       Configuration files are used to override some of the settings in a data
       file, or to set values not provided for by the data file format.	  Con‐
       figuration  files are by convention named with a .dac extension. A con‐
       figuration file is stored in the level set directory in	the  place  of
       the  data  file,	 which	then goes into the data directory (cf DIRECTO‐
       RIES).

       The configuration file is a simple text file. The first line of a  con‐
       figuration file must have the following form:

       file = DATAFILE

       where  DATAFILE is the filename of the data file. (Arbitrary whitespace
       is permitted around the equal sign, but there cannot be any  whitespace
       embedded	 at  the  beginning of the line.) After this initial line, the
       configuration file can contain any of the following lines:

       usepasswords = y|n

       This line permits password-checking to be enabled/disabled when playing
       the levels in the set. The default is y.

       ruleset = ms|lynx

       This line allows the configuration file to override the ruleset setting
       in the data file. This is mainly useful in the case where one level set
       is  playable  under  either  ruleset  (as is the case with the original
       level set). The author can then provide one data file and two  configu‐
       ration files to make both versions available.

       lastlevel = levelnum

       This  line marks an arbitrary level as being the last level in the set.
       The game will stop when this level is completed, instead of  proceeding
       to  the	next  level.  (Note  that if the data file contains any levels
       beyond this one, they will only be reachable via a password.)

       fixlynx = y|n

       This line is specifically for use with the original level  set.	It  is
       not  generally useful, and is described here only for completeness. The
       chips.dat file that MS distributed with their version of "Chip's	 Chal‐
       lenge" contained a few minor differences from the original level set as
       appeared on the Lynx. A positive value for  this	 entry	instructs  the
       program	to  undo those changes, so that the original Lynx level set is
       obtained. (The changes made in the MS version were: an extra level  was
       added;  four  passwords were garbled; and four or five levels' maps had
       minor alterations.)

RESOURCES
       Tile World loads various resources at runtime from its resource	direc‐
       tory  (cf  DIRECTORIES).	  These	 resources include the program's font,
       graphic images, and sound effects. The actual file names are determined
       by the contents of a file named rc (short for "resource configuration",
       not "runtime commands") in the same directory.

       The rc file is a plain text file, and contains lines of the form

       resource = filename

       where resource is a symbolic resource name, and filename is the name of
       a file in the resource directory.

       The  resources can be set differently depending on the ruleset that the
       program is using. A line in the rc file of the form

       [ ruleset]

       indicates that the lines that follow only apply when that ruleset is in
       effect (where ruleset is either MS or Lynx). Resources that are defined
       before any such line apply to both rulesets, and are also used as fall‐
       backs if a ruleset-specific resource could not be loaded. (The font and
       the text-color resources also need to have ruleset-independent  values,
       as  these  are  needed  when displaying the initial file list, before a
       ruleset has been chosen.)

       A line of the form

       TileImages = FILENAME

       identifies the file that provides the images used  to  draw  the	 game.
       These  images  are stored in a Windows bitmap. (See the Tile World web‐
       site for more information about this resource.)

       A line of the form

       Font = FILENAME

       identifies the file that provides  the  program's  font.	 The  font  is
       stored as a Windows bitmap. (See the Tile World website for more infor‐
       mation about this resource.)

       A line of the form

       UnsolvableList = FILENAME

       identifies the filename for the	database  of  unsolvable  levels.  See
       DATABASE	 OF  UNSOLVABLE	 LEVELS	 below for more information about this
       file. Note that this resource must be defined independent of the	 rule‐
       set, or else it will be ignored.

       Four resources define the colors used in rendering text:

       BackgroundColor = RRGGBB
       TextColor = RRGGBB
       BoldTextColor = RRGGBB
       DimTextColor = RRGGBB

       The  value of RRGGBB is a string of six hexadecimal digits defining the
       red, green, and blue values of the color (as with the color  specifica‐
       tion used in HTML or X Windows, but without the preceding octothorpe).

       The remaining resources all define the game's sound effects. The sounds
       are stored as Microsoft RIFF files (so-called wave files).  Unlike  the
       tile  images, each sound effect is defined as a separate file. The com‐
       plete list of symbolic resource names is as follows:

       Sounds used in both rulesets

       * LevelCompleteSound
       * ChipDeathSound
       * BlockedMoveSound
       * PickupToolSound
       * ThiefSound
       * TeleportSound
       * OpenDoorSound
       * SocketSound
       * SwitchSound
       * BombSound
       * SplashSound

       Sounds used only under the MS ruleset

       * TickSound
       * ChipDeathByTimeSound
       * PickupChipSound

       Sounds used only under the Lynx ruleset

       * TileEmptiedSound
       * WallCreatedSound
       * TrapEnteredSound
       * BlockMovingSound
       * SkatingForwardSound
       * SkatingTurnSound
       * SlidingSound
       * SlideWalkingSound
       * IceWalkingSound
       * WaterWalkingSound
       * FireWalkingSound

       (Note that the symbolic names for the shared and MS-only	 sounds	 match
       the  names in the entpack.ini file used by the Microsoft program.  This
       makes it easy for someone with a copy of Microsoft's "Chip's Challenge"
       to  use	the  sound effects that were provided with that version of the
       game.)

DATABASE OF UNSOLVABLE LEVELS
       Of the many thousands of user-created levels that are  publicly	avail‐
       able,  there  are some that are not possible to complete. Some of these
       are intentionally so (e.g. requiring the player to deduce the  password
       to  the	next  level).  The  remainder, however, are simply due to poor
       design, and there is typically no indication that attempting  to	 solve
       these levels is fruitless.

       To help alleviate this, Tile World comes with a database of levels that
       have been identified by the community to be definitely unsolvable. When
       the  player  visits a level that appears in this database, a warning is
       displayed, and the password to the next	level  is  automatically  sup‐
       plied.

       The main database of unsolvable levels is stored in the resource direc‐
       tory. In addition, a player can keep a separate database in a  file  of
       the  same  name	in  the directory for solution files. If present, Tile
       World will use the information from both of these files.

       The offending levels are identified by content as well as by  name  and
       number,	so  that  updated  versions  will  no  longer be identified as
       unsolvable. See the Tile World website for more information  about  the
       format of this file, and to check for updates to the database.

DIRECTORIES
       Tile  World uses four different directories for storing external files.
       The following list enumerates the directories and describes their  pur‐
       pose.  The  default directories that the program uses can be configured
       at compile time. The directories can also be  changed  at  runtime  via
       command-line options and/or environment variables (see below).

       Sets   This  directory  is  used	 to hold the available level sets. The
	      files in this directory are either data files  or	 configuration
	      files. (default for Linux: /usr/local/share/tworld/sets)

       Data   This  directory  is  used to hold the data files that are refer‐
	      enced   by   configuration   files.    (default	 for	Linux:
	      /usr/local/share/tworld/data)

       Res    This  directory  stores the graphics and sound files used by the
	      program. (default for Linux: /usr/local/share/tworld/res)

       Save   This directory is used for saving solution files.	 (default  for
	      Linux: ~/.tworld)

ENVIRONMENT VARIABLES
       Two  environment variables can be used to override the program's built-
       in defaults for which directories to use. They are as follows:

       TWORLDDIR
	      Specifies a top-level directory, in which the program will  look
	      for the resource, level set, and data file directories.

       TWORLDSAVEDIR
	      Specifies a directory for saving solution files.

LICENSE
       Tile World is copyright (C) 2001-2006 by Brian Raiter.

       This program is free software; you can redistribute it and/or modify it
       under the terms of the GNU General Public License as published  by  the
       Free  Software Foundation; either version 2 of the License, or (at your
       option) any later version.

       This program is distributed in the hope that it	will  be  useful,  but
       without	any  warranty;	without	 even  the  implied  warranty  of mer‐
       chantability or fitness for a particular purpose.  See the GNU  General
       Public License for more details.

       Please send bug reports to breadbox@muppetlabs.com.

HISTORY
       "Chip's Challenge" was created by Chuck Sommerville, and was originally
       written for the Atari Lynx handheld game console. ("Tile World" was his
       working	title  for the game.) "Chip's Challenge" was published by Epyx
       (the company who designed the Lynx before selling the rights to	Atari)
       in  1989,  and  was among the first set of games made available for the
       Lynx.

       "Chip's Challenge" was subsequently ported to several other  platforms:
       MS-DOS,	Microsoft  Windows (16-bit), Amiga, ZX Spectrum, Atari ST, and
       the Commodore 64. (A NES port was also planned, but never completed.)

       The Windows port was different from most (perhaps all?) of  the	others
       in  that	 it  was not done by the original team at Epyx. Instead it was
       done by Microsoft and sold as part of Windows Entertainment Pack 4 (and
       later as part of Best of Windows Entertainment Pack). In the process of
       recreating the game for the 16-bit Windows platform,  Microsoft	intro‐
       duced a surprising number of changes to the mechanics of the game. Some
       were clearly intentional, some were done through ignorance or indiffer‐
       ence, and others were simply bugs in the program.  The programs in WEP4
       came pre-installed on many PC computers sold during the 1990s, which is
       part of the reason why this particular version became the most popular.
       A small but fanatically loyal community of adherents to the  game  con‐
       nected  via a MSN chatroom (and later through the internet). A few mem‐
       bers of this community managed to decipher the format of the MS	game's
       data file, and John K. Elion subsequently created a freeware level edi‐
       tor, called ChipEdit. As a result there are now	dozens	of  new	 level
       sets, created by fans of the game and all freely available.

       Atari  discontinued support for the Lynx in 1994. When Epyx went under,
       the rights to their games were  purchased  by  Bridgestone  Multimedia.
       Responding to the success of "Chip's Challenge", Chuck Sommerville cre‐
       ated a sequel ("Chip's Challenge 2"). The sequel included the  original
       game as a proper subset, and the company held the rights to both games.
       Bridgestone Multimedia, who has now become  Alpha  Omega	 Publications,
       unfortunately did not see fit to actually release "Chip's Challenge 2",
       and by now it is highly unlikely that it ever will be  released.	 Since
       Chuck Sommerville no longer has rights to either game, and Microsoft no
       longer sells either of the Entertainment Packs,	the  original  "Chip's
       Challenge"  is  no longer available except by purchasing a used copy of
       one of the aforementioned Entertainment Packs  (or  by  downloading  an
       illegal copy).

       In  2001,  the  author began writing "Tile World" with the intention of
       recreating a version of the MS game for	the  Linux  platform.  At  the
       encouragement  of  Chuck	 Sommerville,  this  project  was  expanded to
       include the goals of recreating the original Lynx  game	as  well,  and
       also making the program work under MS Windows in addition to Linux.

APPENDIX: NOTES ON NOMENCLATURE
       "Chip's	Challenge"  has	 seen  several	incarnations. Each had its own
       graphical rendering, and thus many of the objects in the game are known
       by  more	 than one name. For example, the four types of boots in the MS
       version of the game were known as fire  boots,  flippers	 (for  water),
       skates (for ice), and suction boots (for force floors). In the original
       Lynx version, however, they were not even boots -- the four tools  were
       fire shields, water shields, cleats, and magnets, respectively.

       Several	of  the	 creatures  have  seen a variety of names. The list of
       creatures given in OVERVIEW OF THE GAME corresponds to the  MS  version
       of  the	game.  In  the	original Lynx version, the paramecia were cen‐
       tipedes instead. In still other versions	 of  the  game,	 gliders  were
       referred	 to as ghosts or sharks, fireballs were flames, and teeth were
       called frogs. (You will also occasionally see bugs referred to as bees,
       and walkers referred to as dumbbells.)

       Finally, the thief tile was called a spy in the MS version.

       None  of	 this  information is needed in order to play the game, but it
       helps to explain the titles of some of the user-created levels.

Tile World			   Mar 2006			     tworld(6)
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