Provided by: tworld_1.3.2-3_amd64 bug

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 chips, 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.

       F      (Lynx-mode only) rotates the initial "random" force floor direction.

       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, --audio-buffer=N
              Set the size of the audio buffer.  N can be a value from 1 (the default) to 6. Each
              higher  value  doubles  the  amount  of buffering. This option can reduce static or
              distortion in the sound playback, at the cost of increased latency.

       -b, --batch-verify
              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, --data-dir=DIR
              Read level data files from DIR instead of the default directory.

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

       -F, --full-screen
              Run in full-screen mode.

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

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

       -L, --levelset-dir=DIR
              Load level sets from DIR instead of the default directory.

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

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

       -P, --pedantic
              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, --no-passwords
              Turn off all password-checking. This option allows the normal sequence of levels to
              be bypassed.

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

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

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

       -S, --save-dir=DIR
              Read and write solution files under DIR instead of the default directory.

       -s, --list-scores
              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, --list-times
              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  --batch-verify,  the
              solutions are verified beforehand, and invalid solutions are indicated.

       -V, --version
              Display the program's version and license information on standard output and exit.

       -v, --version-number
              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.

       messages = TEXTFILE

       This  line  specifies a messages file to provide short textual messages to be displayed in
       between levels during play.  TEXTFILE names a file located in the data directory.

       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) 2001-2015 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  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 hundreds 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, called "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 was not interested in publishing the game, however,  and  so
       made no effort to release it.

       Microsoft  no longer sells any of the Entertainment Packs, so the older Windows version of
       "Chip's Challenge" is no longer (legally) available to newcomers except  by  finding  used
       copies for sale.

       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.  Version  1.0  was
       released in 2002. Version 1.3 was released in 2006.

       In 2015 Chuck Sommerville finally managed to strike a deal with Bridgestone Multimedia and
       get Chips Challenge 2 published on Steam.  Since this release also includes  the  original
       levels,  with  the  name  officially  being "Chip's Challenge 1", there is now yet another
       variation of the original ruleset.

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.  With  the  CC2  release, the objects have
       returned to being boots, but the suction boots are now called magno boots.

       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.