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 surroundings.
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 number 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 taxonomy 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 different 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 collected.
Dirt blocks are large, movable squares of dirt. Chip can push them about, and
use them to wall off areas or to safely detonate 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 corners
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 ostensible purpose
of passwords is to allow you to come back to a level. However, 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
successfully 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 display 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 activity 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 ruleset.
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 rulesets, 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 table.
(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 website 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 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.
- -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 standard 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 (relative or
absolute), then Tile World will use that level set only, without 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. Configuration files
are by convention named with a .dac extension. A configuration file is stored
in the level set directory in the place of the data file, which then goes into
the data directory (cf
DIRECTORIES).
The configuration file is a simple text file. The first line of a configuration
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 configuration 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 Challenge"
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 directory (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 fallbacks 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 website 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 information 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 ruleset, 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 specification 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 complete 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 available, 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 supplied.
The main database of unsolvable levels is stored in the resource directory. 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 purpose. 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 referenced 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
merchantability
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 introduced a surprising number of changes
to the mechanics of the game. Some were clearly intentional, some were done
through ignorance or indifference, 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
connected via a MSN chatroom (and later through the internet). A few members
of this community managed to decipher the format of the MS game's data file,
and John K. Elion subsequently created a freeware level editor, 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 created 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 centipedes 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.