Brian Raiter suggested created a thread to discuss the differences between Atari Lynx behavior and the CC2 engine which is also used for the rerelease of CC1. He has written up some differences here:
http://www.muppetlabs.com/~breadbox/soft...comp2.html
random 8 has also posted some here:
http://cczone.invisionzone.com/index.php?/topic/1151-tile-world-131/?p=34076
Here are some more differences between Atari Lynx and Windows versions:
* You no longer get stuck in teleports if there is no available exit.
* Level borders consistently act as barriers.
* Pausing now hides the display (it shows entirely as floor tiles).
* When you have more than one key of a color, the number of keys is displayed. If the number is greater than 9 but less than 128, a + is displayed. For 128 or more there is neither a number nor a + displayed, just as for when you have one key.
* There can now be an unlimited number of creatures on the map, and clone machines cannot run out.
* The Melinda skip feature has been dropped; you can now skip levels at any time.
* You can freely navigate to different levels without resetting.
* You always get the full level bonus when completing a level.
* The timer is reset properly, so you always get the full first second. Also, there do not seem to be different "steppings" for the teeth movement.
* The initial direction for the directional force floors is now north.
* On Atari Lynx, if you start out on top of a collectable item you will collect it if you start the level without moving (not so in Tile World!!). You do not collect it in Windows.
* Clone machines behave differently. In particular the "release boosting" and "clone desynchronization" phenomena seem not to be present. (See thread http://cczone.invisionzone.com/index.php?/topic/167-possible-new-glitch-in-tile-world-lynx-clone-desynchronization/. Note that is is not, in fact, a glitch in Tile World.)
* In the editor, there are settings for three versions of blob movement, "Deterministic", "4 Patterns" (as in Atari Lynx), and "Extra random". (While we're on the subject, the Windows version appears to use the same PRNG as Atarl Lynx. How exactly this interacts with the different blob modes has not been determined.)
Some differences between Tile World's Lynx mode and Windows versions:
* The limitation to holding 255 keys of one color from the Atari Lynx is still present in Windows. Getting a 256th key of a color resets your key count to 0.
* If you are on top of a collectable item that blocks monster movement, you are safe from monsters in Tile World Lynx. Not so in Windows. (Note: in Atari Lynx, if a monster starts out adjacent to you, and you start without moving, the monster will bounce off as you simultaneously collect the item.)
The inconsistency between Tile World and Atari Lynx with regards to starting on top of an item surprised me, and I just discovered it today. I hope there are not too many custom levels that would be broken by this.
http://www.muppetlabs.com/~breadbox/soft...comp2.html
random 8 has also posted some here:
http://cczone.invisionzone.com/index.php?/topic/1151-tile-world-131/?p=34076
Here are some more differences between Atari Lynx and Windows versions:
* You no longer get stuck in teleports if there is no available exit.
* Level borders consistently act as barriers.
* Pausing now hides the display (it shows entirely as floor tiles).
* When you have more than one key of a color, the number of keys is displayed. If the number is greater than 9 but less than 128, a + is displayed. For 128 or more there is neither a number nor a + displayed, just as for when you have one key.
* There can now be an unlimited number of creatures on the map, and clone machines cannot run out.
* The Melinda skip feature has been dropped; you can now skip levels at any time.
* You can freely navigate to different levels without resetting.
* You always get the full level bonus when completing a level.
* The timer is reset properly, so you always get the full first second. Also, there do not seem to be different "steppings" for the teeth movement.
* The initial direction for the directional force floors is now north.
* On Atari Lynx, if you start out on top of a collectable item you will collect it if you start the level without moving (not so in Tile World!!). You do not collect it in Windows.
* Clone machines behave differently. In particular the "release boosting" and "clone desynchronization" phenomena seem not to be present. (See thread http://cczone.invisionzone.com/index.php?/topic/167-possible-new-glitch-in-tile-world-lynx-clone-desynchronization/. Note that is is not, in fact, a glitch in Tile World.)
* In the editor, there are settings for three versions of blob movement, "Deterministic", "4 Patterns" (as in Atari Lynx), and "Extra random". (While we're on the subject, the Windows version appears to use the same PRNG as Atarl Lynx. How exactly this interacts with the different blob modes has not been determined.)
Some differences between Tile World's Lynx mode and Windows versions:
* The limitation to holding 255 keys of one color from the Atari Lynx is still present in Windows. Getting a 256th key of a color resets your key count to 0.
* If you are on top of a collectable item that blocks monster movement, you are safe from monsters in Tile World Lynx. Not so in Windows. (Note: in Atari Lynx, if a monster starts out adjacent to you, and you start without moving, the monster will bounce off as you simultaneously collect the item.)
The inconsistency between Tile World and Atari Lynx with regards to starting on top of an item surprised me, and I just discovered it today. I hope there are not too many custom levels that would be broken by this.