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tworld(6)			 Games Manual			     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;  en-
       tering 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  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).   Fi-
       nally,  note  that  blocks can sometimes	be resting on top of other ob-
       jects, 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  ma-
       chine  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  so-
	      lution 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 re-
	      placed 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 so-
	      lution 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 se-
	      lection 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 re-
       flects the fact that the	latter ran on dedicated	 hardware,  while  the
       former  ran on 33 MHz PCs under a non-preemptive	multitasking OS.)  Al-
       though 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 au-
       thor's first name, last initial,	and a single digit -- for example, Er-
       icS1.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 in-
       formation on standard output actually go	to a file named	stdout.txt in-
       stead.)

       -a     Double the size of the audio buffer.  This  option  can  be  re-
	      peated, 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 in-
	      valid 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  be-
       yond 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 de-
       sign, 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  un-
       solvable.  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/lo-
	      cal/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 il-
       legal 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 en-
       couragement 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  re-
       ferred  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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