Lately, I've been thinking it would be good to do a bugfix release of TW2. But before that, there are some issues to take of. Specifically, back in July I found on Atari Lynx that Chip can collect things he starts on if he doesn't move, and also that he can immediately exit the level if he starts on an exit. This breaks lots of custom levels, including a few official levels, which makes updating TW to emulate this a bit problematic. So, it would be good to reach a consensus on how best to handle this. I take the view that TW1 and TW2 should behave identically with respect to the game logic, which means that this ultimately depends on what Brian does with TW1.
But even before that, we need to understand the Atari Lynx behavior with respect to things (namely Chip, monsters, and blocks) starting on top of other things. I have done some investigation, and below is what I know.
So, then, what to do with Tile World? We could very well decide to make some changes but not others.
Exit
Chip can move off, or win instantly by staying put.
Collectibles
Chip can immediately move away without collecting. If Chip stays put, he collects the item (except, as found by Brian, that chips are not collected).
Blue key
Monsters can move off. They erase it if they can't move. Blocks also erase blue keys they start on.
Green, red, and blue buttons
Not activated.
Brown button
Activated if whatever is on top doesn't move.
Water
Drowns Chip, monsters, and blocks if they do not immediately move.
Fire
Does not kill Chip.
Bomb
Does not go off.
Dirt, fake blue wall
Cleared away if Chip doesn't move.
Real blue wall, appearing wall
No effect.
Chip socket
Removed by Chip if there are no mandatory chips and he doesn't move.
Force floor
Pushes in given direction. Chip can go sideways, but not backwards.
Chip can move any direction off a random force floor.
Ice, ice corner
Chip is trapped and cannot move even right away. Ice slide sound effect is playing. If on an ice corner, the drowning sound effect also continually plays.
Monsters are not affected by ice initially underneath them unless they're stuck there. (Fireballs can turn right, for example.) Ice corners do redirect them.
Blocks do not move, but can be pushed. Pushing a block on an ice corner can dislodge it, but Chip will die if he doesn't get out of the way.
Teleport
Chip is stuck teleporting around indefinitely.
Monsters ignore teleports under them unless they're stuck.
Blocks teleport around indefinitely. It is possible to rescue a block by pushing it. Chip can be killed by stepping in front of a teleport exit, even though the block doesn't leave the teleport sequence.
Clone machine
If Chip starts on a clone machine, he is stuck. However, if he pushes in a direction, and then the clone button is pressed, he will exit the clone machine in the direction he is facing and leave another Chip inside. Pressing the button again can create "extra" Chips, which cannot move voluntarily. If Chip enters a tile containing a stationary Chip, he automatically exits the other side unless you are pressing a different direction. Monsters and blocks cannot enter tiles containing an "extra" Chip. An extra Chip moving on ice or force floors can kill Chip.
Recessed wall
Pops up if Chip doesn't move.
Now for the big surprise. If a monster or block starts on top of a recessed wall, it doesn't cause the wall to pop up. However, if the entity stays on the recessed wall, ordinary walls are spontaneously created wherever Chip goes. It also isn't possible for Chip to collect things, activate buttons, exit the level, etc.; objects just turn into walls when you step on them. If the monster or block later leaves the recessed wall, this behavior stops.
(The behavior with teleports is strange. A teleport turned to wall can be brought back by going through another teleport that would cause you to exit from the first teleport. But you don't exit from the recreated teleport at the same time as its creation.)
But even before that, we need to understand the Atari Lynx behavior with respect to things (namely Chip, monsters, and blocks) starting on top of other things. I have done some investigation, and below is what I know.
So, then, what to do with Tile World? We could very well decide to make some changes but not others.
Exit
Chip can move off, or win instantly by staying put.
Collectibles
Chip can immediately move away without collecting. If Chip stays put, he collects the item (except, as found by Brian, that chips are not collected).
Blue key
Monsters can move off. They erase it if they can't move. Blocks also erase blue keys they start on.
Green, red, and blue buttons
Not activated.
Brown button
Activated if whatever is on top doesn't move.
Water
Drowns Chip, monsters, and blocks if they do not immediately move.
Fire
Does not kill Chip.
Bomb
Does not go off.
Dirt, fake blue wall
Cleared away if Chip doesn't move.
Real blue wall, appearing wall
No effect.
Chip socket
Removed by Chip if there are no mandatory chips and he doesn't move.
Force floor
Pushes in given direction. Chip can go sideways, but not backwards.
Chip can move any direction off a random force floor.
Ice, ice corner
Chip is trapped and cannot move even right away. Ice slide sound effect is playing. If on an ice corner, the drowning sound effect also continually plays.
Monsters are not affected by ice initially underneath them unless they're stuck there. (Fireballs can turn right, for example.) Ice corners do redirect them.
Blocks do not move, but can be pushed. Pushing a block on an ice corner can dislodge it, but Chip will die if he doesn't get out of the way.
Teleport
Chip is stuck teleporting around indefinitely.
Monsters ignore teleports under them unless they're stuck.
Blocks teleport around indefinitely. It is possible to rescue a block by pushing it. Chip can be killed by stepping in front of a teleport exit, even though the block doesn't leave the teleport sequence.
Clone machine
If Chip starts on a clone machine, he is stuck. However, if he pushes in a direction, and then the clone button is pressed, he will exit the clone machine in the direction he is facing and leave another Chip inside. Pressing the button again can create "extra" Chips, which cannot move voluntarily. If Chip enters a tile containing a stationary Chip, he automatically exits the other side unless you are pressing a different direction. Monsters and blocks cannot enter tiles containing an "extra" Chip. An extra Chip moving on ice or force floors can kill Chip.
Recessed wall
Pops up if Chip doesn't move.
Now for the big surprise. If a monster or block starts on top of a recessed wall, it doesn't cause the wall to pop up. However, if the entity stays on the recessed wall, ordinary walls are spontaneously created wherever Chip goes. It also isn't possible for Chip to collect things, activate buttons, exit the level, etc.; objects just turn into walls when you step on them. If the monster or block later leaves the recessed wall, this behavior stops.
(The behavior with teleports is strange. A teleport turned to wall can be brought back by going through another teleport that would cause you to exit from the first teleport. But you don't exit from the recreated teleport at the same time as its creation.)