recursal/Fanatic-Fandom huggingface dataset:
Lesson 8 (Pushmo)

*For the puzzle in Crashmo, view **Lesson 8 (Crashmo)**.*

*For the puzzle in Pushmo World, view **Lesson 8 (Pushmo World)**.*

*For the puzzle in Stretchmo, view **Lesson 8 (Stretchmo)***.

***Lesson 8*** is the eighth puzzle of ***Basic Lessons*** of *Pushmo.* It properly introduces the Side Pull mechanic.

## Overview

**1**. Pull the bottom orange block thrice.

**2**. Pull out the green block to the limit with a Side Pull.

**3**. Pull the beige block to the max with a Side Pull.

**4**. Pull the top orange block.

**5**. Jump to the goal.

## Transcript

*Only occurs when the puzzle is not cleared.*

Legend
 Mallo
 Ch
 R

PB: Huh?

[Ch attempts to pull block]

PB: That block in the middle is already pulled out three steps.

PB: I guess he doesn't know the trick to climbing farther up this one.

PB: It's called the side pull.

PB: It involves pulling a block by grabbing it from the side.

PB: Once you grabbed the side of a block,

PB: you can pull and push it!

[Ch acquieses, and side pull once]

PB: That's right! That's the side pull!

[Ch side pulls again and nearly falls]

PB: Watch out!

PB: If you're on the edge of a block and are about to fall of of it,

PB: you won't be able to pull out the block you're grabbing any farther!

PB: Find a more secure foothold, then grab on to the block you want to move

PB: and pull it out from there!

[Ch acquieses, backs up and pulls again, and reaches the goal]

PB: Good job, kiddo! You made it all the way up!

PB: By the way, Mallo...

PB: That technique might come in handy later.

PB: You should remember it.

[R appears, tackles M, and jumps on the reset switch]

PB: Ahh! You brat! Not you again!

PB: Oh no! Look!

PB: He's trapped!

[M approaches the side of a block]

PB: This is where you need to use the side pull!

PB: To make it to the top of this Pushmo,

PB: you have to pull a block out from the side!
Mallo

Gender
 First appearance

**Mallo** is the main protagonist of the *Pushmo*series. He rarely speaks, generally using gestures to communicate.

## Appearances

### *Pushmo*

Mallo is the playable character in *Pushmo*, rescuing the children after they have been trapped.

### *Crashmo*

Mallo reprises his role as a playable character, as well as unintentionally scaring the birds off by greeting Poppy, which sets up the game's main plot.

### *Pushmo World*

Mallo is once again the playable character in *Pushmo World*, having a similar role in the plot to the original *Pushmo*.

### *Stretchmo*

Mallo is a playable character in Mallo's Playtime Plaza (where he must once again rescue children), Stretchmo Studio levels, the Welcome Center, and The Perilous Peak.

## Voice actor

* Japanese - Hiromi Igarashi
* English - Leeah D. Jackson
(x+20n) repeater

An (x+20n) repeater is a repeater that produces a TRUE output on tick *x* (where *x* is an integer between 0 and 19, inclusive), and then every 20 ticks after that. It can be constructed by wiring a counter gate to an odd repeater or an even repeater.

(x+20n) repeaters may be built vertically or horizontally.

To determine the value of x, use the following rules:

For vertical (decrement) repeaters, *x* is equal to the sum of:

* 2 times the number on the counter,
* plus 1 if using an odd repeater
* plus 3 for logic gate delay
* subtract 20 if the total is greater than 20

For horizontal (increment) repeaters, *x* is equal to the sum of:

* 2 times the difference of 9 minus the number on the counter
* plus 1 if using an odd repeater
* plus 3 for logic gate delay
* subtract 20 if the total is greater than 20
Reverse reading order

**Reverse Reading Order**

This is a search backwards and up the map. It is a lot like reading text, only backwards. First it scans left from the starting point. If the target is not found on the line, the scan resumes at the far right on the line above, and continues to scan left. This continues up the map. If the target is not found before the top of the map is reached, then the scan wraps around to the bottom of the map. If no target is found before returning to the original position, then no link is found.
Notepad Invaders

**Notepad Invaders**, an online flash game, is a clone of Space Invaders in which everything looks like it has been drawn by a pencil, the background is replaced with notepad paper, and the music was added to, with inappropriate chants from the invaders. It was developed by Rob Manuel.

## Differences

The majority of Notebook Invaders plays the same of pretty much any Space Invaders game where the Invaders drop bombs, there are four bunkers to seek shelter behind, a high scoring mystery ship to shoot appears over the Invaders, etc.

Of course, the most obvious difference is the look and theme of the game, where the Invaders look like sketches, as they are invading a notebook. The bunkers, with each hit they take, start turning into piles of rubble, which the rubble will have to be destroyed so shots can pass through the remains of the bunkers. The bunkers also do not get refreshed in between levels, and once they are totally shot away, they do not return.

The Invaders also say “kill the fucker” as they move (which the usual “Space Invaders pulse” can be heard in the background), which, the faster they move as fewer Invaders remain, the chant is cut short to just “kill, kill, kill”. The game is also for one player only, an extra laser base is awarded with the clearing of each level, and when the player either runs out of laser bases or an Invader reaches the bottom of the screen/overruns the player, it says “DEAD!” on the screen, showing a skull and cross.

## Controls

* Move laser base–mouse (left and right)
* Fire–left mouse button
* Pause–P key
* Toggle screen size–S key
Cargo Rain

Cargo Rain is a bonus event triggered by the player by tapping an umbrella icon on the scanner page. A number of cargo crates are deposited within 200m of the player's current position.

Crates are added to the Cargo Rain upon leveling up, completing a mission, servicing a mine, or buying an "in-app purchase".

The amount of cargo dropped by a Cargo Rain is indicated by a number on the umbrella icon (as of Version 1.5)

Cargo Rain stacks so that getting another Cargo Rain will add the new amount to the total waiting to be dropped.
Xor gate

This is an exclusive OR gate. This gate has two inputs. If one, but not both, of the inputs is TRUE the output will be TRUE. If both inputs are TRUE, or both inputs are FALSE, the output will be FALSE. This is like the statement "I will go to the movies if Chip OR Melinda goes to the movies, but NOT BOTH." One input is whether or not Chip goes to the movies, and the other input is whether or nor Melinda goes to the movies. The output is whether or not I go to the movies.

Input 1: F T F T

Input 2: F F T T

Output: F T T F

More images to be added

More information on logic circuits
Reading order

**Reading Order**

This is a search forward and down the map. It is a lot like reading text. First it scans right from the starting point. If the target is not found on the line, the scan resumes at the far left on the line below, and continues to scan right. This continues down the map. If the target is not found before the bottom of the map is reached, then the scan wraps around to the top of the map. If no target is found before returning to the original position, then no link is found.
Or gate

This gate has two inputs. If either or both inputs are TRUE, the output will be TRUE. If both inputs are FALSE, the output will be FALSE. The is like the statememnt "I will go to the movies if I have the money, OR someone else pays my way." One of the inputs is whether or not I have the money, and the other input is whether or not someone else will pay my way. The output is whether or not I got to the movies.

More images to be added

More information on logic circuits
Teleports

When an object steps into a teleport, it exits at another site. Blue teleports are linked in reverse reading order. If the exit of the next teleport is blocked in the direction of travel, it is skipped and the teleport after is used. If all teleports are blocked, the player stops on the teleport and may walk across it without being teleported anywhere.

When an object steps into a teleport, it exits at another site. Red teleports are linked in reading order. If the exit of the next teleport is blocked in the direction of travel, it checks other exits in a clockwise order, then it tries the next teleport. If all teleports are blocked, the player stops on the teleport. You can go in any direction with red teleports. Hit the arrow key right after you enter the teleport and you will go in that direction. Red teleports can be turned off and on when connected to logic circuits.

When an object steps into a teleport, it exits at another site. Green teleports will send the object to another teleport in a random direction.

When an object steps into a teleport, it exits at another site. Yellow teleports are linked in reverse reading order. If the exit of the next teleport is blocked in the direction of travel, it is skipped and the teleport after is used. If all teleports are blocked, the object can pick up the yellow teleport. This means that it can be put down somewhere else.
ForceFloors

Players will be carried along on force floors unless they have the Magno Boots. Of special note is that a player is carried along one square before regaining control. This means that a player that is trying to cross a strip of force floors will be carried along for one tile before stepping off the other side.

The random force floors are really not so random. Each time one acts on an object, it is forced out in the next direction in clockwise order, North, East, South, West, North, etc. All random force floors share one common direction variable, so stepping on one will affect all of them. Of course, the force floors also affect monsters.

Unidirectional force floors can switch directions in two ways: by wiring them to a logic circuit, or by using the area effect button.

Ghosts are unaffected by force floors.
(x+4n) repeater

The (x+4n) repeater is a repeater with a TRUE output on tick *x* (where *x* is usually between 3 and 6, inclusive), and every 4th tick after.

A (3+4n) repeater has a TRUE output on ticks 3, 7, 11 (+4n). Since movement is processed on ticks 3, 6, 9, and 12 (+12n), this repeater is always in sync with objects traveling in 3-step.

A (4+4n) repeater has a TRUE output on ticks 4, 8, 12 (+4n) and is in sync with objects traveling in 12-step.

A (5+4n) repeater has a TRUE output on ticks 5, 9, 13 (+4n). in sync with objects traveling in 9-step, but out of sync with all others.

A (6+4n) repeater has a TRUE output on ticks 6, 10, 14 (+4n) and is in sync with objects traveling in 6-step.

The practical function of the four (x+4n) repeaters is to produce the following 8 tiles:

* Three Toggle Wall (3TW): blocks 3-step movement, allows all others
* Three Toggle Floor (3TF): allows 3-step movement, blocks all others
* Six Toggle Wall (6TW): blocks 6-step movement, allows all others
* Six Toggle Floor (6TF): allows 6-step movement, blocks all others
* Nine Toggle Wall (9TW): blocks 9-step movement, allows all others
* Nine Toggle Floor (9TF): allows 9-step movement, blocks all others
* Twelve Toggle Wall (12TW): blocks 12-step movement, allows all others
* Twelve Toggle Floor (12TF): allows 12-step movement, blocks all others

To build a ( [x] + 4n) repeater, the following (x+20n) repeaters are wired in parallel:

* ( [x] + 20n)
* ( [x+4] + 20n)
* ( [x+8] + 20n)
* ( [x+12] + 20n)
* ( [x+16] + 20n)
Alien Abduction

## Background

   In **Alien Abduction**, the player must “fetch...puny humans” “for...gruesome experiments etc.” via piloting U. F. O.s and capturing them with their tractor beam.

The game was developed by dj\_pale and was released in 2015 on the PICO-8 medium, which can be played on various platforms.

## Story

The alien High Commander XL'ARGH has ordered the player to capture humans for their experiments with a small spacecraft (as their “mothership is too valuable to risk for close quarters operations”). Once a human is carried high enough in their atmosphere “they can be collected by the mothership”.

## Gameplay

At the beginning of each level, a U. F. O. will appear at the top center of the screen; humans scamper around below on the ground. The player must maneuver the U. F. O. towards the humans in order to capture them. Once a human is captured via tractor beam, the player must then make it back up towards the top of the screen with the human until it disappears. Once all humans have been disposed of, the next level will begin, although at a higher degree of difficulty.

Buildings on the ground produce projectiles that will destroy a U. F. O. upon contact. Starting at level two, fast moving airplanes appear and fire weapons; if one makes contact with a U. F. O., it will be lost and the game will end when there are no more U. F. O.s in reserve. If a projectile hits a human or if a U. F. O. is hit with a human in its tow, the human will fall back down to earth and die if it is too high up, costing the player points in the process as a penalty.

## Controls

* Start game–z or x key
* Move U. F. O.–arrow keys
* Activate tractor beam–z key
Nand gate

This gate has two inputs. If both of the inputs are TRUE, the output will be FALSE. If either or both inputs are FALSE, the output will be TRUE. This is like the statement "We will not go to the movies if we are both broke." One of the inputs is whether or not I am broke, and the other input is whether or not you are broke. The output is whether or not we go to the movies.

More information on logic circuits
Headquarters

The headquarters is the heart of every great empire. It is visible to every player on the map, so upgrade it to demonstrate your might. If you find a productive mining spot it is extremely advisable to place your HQ in the centre to reap the multiplier bonus. This can also be teamed with tech upgraded mines for extra bonuses.

Official Info: http://www.resources-game.ch/en/infos-zum-spiel/benutzerobeflaeche/hauptquartier
Green walls

Green walls are similar to blue walls in that they may be real or fake; however, the real ones do not change color when pressed, and the fake ones pop back up when an object leaves them. Monsters and players can cross fake green walls, but blocks cannot. Therefore, fake green walls make a useful tile for level designers in need of a floor tile that blocks cannot cross.

When the currently selected player has the eyeball in their inventory, all fake green walls appear in their down position.
Directional blocks

These blocks can only be pushed in the directions that have little orange arrow tags. They can only be rotated on train tracks. When they fall in water, they turn into floor. Unlike the other blocks, when it is ran over fire, it gets destroyed without doing anything to the fire. More than one block can be pushed at a time. Since they are just the frame of a block, the player can see what is under them.
Random Tile

The Random tile is a bug in the cc2 editor that is accessed by clicking on the black space at the bottom of the item selection side of the window. If done successfully it will do one of two things:

1. Crash the game. Don't worry, it won't break the game, you just have to restart it.

2. It will put an item similar to the one seen below in the paint pot.

**Note:** To do this, make sure the window size isn't above 1X!

These items do some weird stuff in the editor, given that it is a bug. These items may have a random sprite and a random set of properties.

One of the main tiles that is created with this bug is a "repeat tile." Essentially it is the way that the cc2 engine displays a tile that dosn't exist. It appears either as a blank floor tile, the letter tile seen above or one of the variations below. When an object moves on it, it's sprite is repeated many times over on the square.

Some of the random tiles that the editor has created appeared in the paint pot as follows:

Those items appeared on the map and in game as follows:

Weird thief = red button.

Weird walker tile = up force floor.

Not canopy= variation on the repeat tile.

Lettered tile = repeat tile.

Dark canopy: a canopy that has panel walls underneath it causing it to be inaccessible. Can be created in the editor by hand as well.

Weird chip in water : a variation on the repeat tile.

Ice corner : a blocked no slip ice corner that has weird exits. You can only enter through the left, top and right and you can only exit through the right, left and bottom

Forward chip : a non moving chip who kills you on contact.

Tile selector : a variation on the repeat tile.

Some times it simply places an already existing tile on the map that performs like normal. What this shows is that the item in the paint pot in this bug is not necessarily exactly what will be placed on the map.

Try to click on other parts of the black area to see what different tiles are created.

Experiment with this bug and see what happens but don't use it in official sets without telling people.
Capitán Watari

¡Esbozo-TAMA!

*Capitán Watari es un esbozo. Puede ayudar en Wikia Puzzle & Dragons expandiéndolo*.
## Capitán Watari

El **Capitán Watari** es el jefe de los Rangers y como tal es el encargado del Cuartel Ranger. Envía a los protagonistas de Puzzle & Dragons Z y a otros Rangers a cumplir misiones varias, en el caso de los protagonistas del juego les envía a vigilar a Paradox.

## Historia

Al inicio del juego te hace entrega de tus primeros huevos de dragón y supervisa el examen de iniciación a Domadragones.

Durante el juego te pedirá explorar junto a Syrup las diferentes regiones de Dragomancia y juntar las piezas que Paradox ha desencajado.

## Refuerzo

Watari (muy raramente) aparecerá como refuerzo junto a Mui-Mui
Players

A level can have as few as one player, or as many as will fit. To complete the level, all players must make it off the level. If there is more than one player in the level, a key may be pressed to cycle between the players. A split screen option also exists within the editor on a per-level basis.

Chip and Melinda have slightly different abilities. Chip can walk on dirt or gravel, while Melinda is blocked by both unless she has the dirt boots. However, Chip slides across the ice unless he has the ice cleats, while Melinda walks on ice just like on normal floor. Red teeth follow Chip and flee Melinda; Blue teeth follow Melinda and flee Chip. Chip can infinitely reuse green keys while Melinda can infinitely reuse yellow keys.

If there is more than one player in the level, the active player in each view is highlighted to make it more visible like this:
Museum

Increases the chance of finding more valuable items as well as greater amounts. Increases the maximum distance at which lost freight can be opened.

Maximum distance: 250m
Items:
1. Copper Coins
2. Fossils
1. 100,000,000 Coins
2. 9,500 Fossils
3. 9,500 Copper coins
4. 6,500 Roman coins

Maximum distance: 270m
Items:
1. Scrap metal
2. Old tires
Costs:
1. 400,000,000 Coins
2. 38,000 Fossils
3. 38,000 Copper coins
4. 26,000 Roman coins

Maximum distance: 290m
1. 900,000,000 Coins
2. 85,500 Fossils
3. 85,500 Copper coins
4. 58,500 Roman coins

Maximum distance: 310m
Items:
1. Electronic scraps
Costs:
1. 1,600,000,000 Coins
2. 152,000 Fossils
3. 152,000 Copper coins
4. 104,000 Roman coins

Maximum distance: 330m
1. 2,500,000,000 Coins
2. 237,500 Fossils
3. 237,500 Copper coins
4. 162,500 Roman coins

Maximum distance: 350m
Items:
1. Plastic scraps
Costs:
1. 3,600,000,000 Coins
2. 342,000 Fossils
3. 342,000 Copper coins
4. 234,000 Roman coins

Maximum distance: 370m
Items:
1. Tech-upgrade 1
1. 4,900,000,000 Coins
2. 465,500 Fossils
3. 465,500 Copper coins
4. 318,500 Roman coins

Maximum distance: 390m
Items:
1. Tech-upgrade 2
Costs:
1. 6,400,000,000 Coins
2. 608,000 Fossils
3. 608,000 Copper coins
4. 416,000 Roman coins

Maximum distance: 410m
1. 8,100,000,000 Coins
2. 769,500 Fossils
3. 769,500 Copper coins
4. 526,500 Roman coins

Maximum distance: 430m

Items: N/A
Costs:1. 10,000,000,000 Coins
2. 950,000 Fossils
3. 950,000 Copper coins
4. 650,000 Roman coins

Maximum distance: 450m

Items:
1. Tech-Upgrade 4
2. Giant diamond
Ghost

This monster moves counter-clockwise and can travel through everything but steel walls, water, and blocks (although a ghost can travel through water if it possesses flippers). Ghosts can pick up tools and keys, except the red key. If the ghost has a tool or a key, it will use it. For instance, if the ghost has a yellow key and passes through a yellow door, it will open the yellow door on the way through. If a ghost picks up the lightning bolt, it will trigger wires in the floor while passing over them. If a ghost becomes overloaded with tools, it will drop them, just like Chip. If a ghost picks up foil, it will start turning normal walls into steel walls. The ghost also avoids custom floors and custom walls. Ghosts can be destroyed by active flame jets unless they possess a pair of fire boots, in which they'll go through the flame jet unharmed.
Chips and sockets

In order to open up the IC chip socket, the players must collect enough IC chips. There are two different types of IC chips that can be placed in a level. The normal IC chips, and the extra IC chips. The extra IC chips have a little + symbol on them in the editor. They look and behave exactly the same in game play. To tell how many IC chips need to be collected to open the IC chip sockets, count only the normal IC chips. There is no score bonus for collecting extra chips. In fact, it slows the player down and takes away from any time bonus.  The socket is usually placed to block the exit and thereby prevent the player from reaching the exit until he/she has collect the required number of chips.

Green toggle chips and toggle bombs also count towards chips needed to get past the chip socket.
Mine Service

Mine Service is the act of repairing another player's mines. As a reward for your altruism you will gain some of the resource that mine produces and a possibility of adding a number of crates to your cargo rain.

There are a few limitations to servicing mines.

* The mine must be within 100m (same as "Boss repair")
* The mine must be at 96% condition or less.
* The mine cannot be repaired for 12 hours after attack

The amount of resources you get as a reward is equal to your Service Center level \* the maximum performance of that mine (aka 100% condition). For example, with a Service Center level 3 you gain 3 hours worth of production from the mine. Repairing with Service Center level 0 (unbuilt) will gain 1/2 hour of production.

The number of crates gained for your cargo rain is random with the max amount roughly equal to half your Service Center level.

There is a mission that requires you to service mines for a reward of credits

Mine Service was added in Version 1.5.
Designer Notes for CC2

Note that a CC2 level can be anything up to 100 x 100 squares. If used at the maximum size, this is much larger than a CC1 level. This could be used to make some mazes especially difficult. It can be either a square or a rectangle and boarders of are not needed.

Blocks aren't for only pushing around.

* You can push more than one ice block at a time, there can't be any dirt blocks in the line of ice blocks you are pushing.
* Ice blocks turn into water when they hit fire, or when fire boxes hit them.  Fire boxes do not fall in the water they make when they first hit the ice block.  Ice blocks burn up when touched by a flame jet - by either being pushed into one or being on one when it is turned on.
* Dirt blocks turn into ice blocks and vice-versa when pushed onto a transmogrifier.

Also, when blobs go into transmogrifiers, they turn into any monster(except yellow tanks). Nothing turns into a blob.

When designing levels sets, all of the information is script contained in a notepad file. This scripting language specifies the order of levels (including the MIDI file you want to play for each level). You can also insert special story messages anywhere you please. The game figures out which level number you are on based on the order specified in the script.
Lesson 12 (Pushmo)

*For the puzzle in Crashmo, view **Lesson 12 (Crashmo)**.*

*For the puzzle in Stretchmo, view **Lesson 12 (Stretchmo)***.

## Lesson 12

### Next

Lesson 13

***Lesson 12*** is the twelfth puzzle of ***Basic Lessons*** of *Pushmo.*

## Overview

**1**. Pull the left orange block at least twice.

**2**. Pull out the green block once..

**3**. Jump to the goal.
File Formats

In Chips Challenge 2, there are several file formats used, and each one serves a different purpose.

c2h and c2s files deal with the save data for which level you are on and scores.

c2m files contain the data for individual maps. The is the file format the cc2 editor saves in. It is not equivalent to the Chips dat file format or any of Tile Worlds file formats, as c2m files are individual levels, not level sets. Click here for more info

c2g files are text files that handle level set operations. They contain the information on the level order as well as what music will play during a level or script sequence. It can be opened in any text editor and the format is easy to understand. I have even created a program that will make a c2g file for you by having you select levels and music and adding in your own script.

To convert Chip's dat files to c2g files, use dat2c2g made by Chuck. You can download it here.
Alice au Pays des Merveilles (Disney 1974) - Hebdo-Revue

## ENCYCLOPÉDIE DE LA BANDE DESSINÉE DE JOURNAL AU QUÉBEC 1918-1988

Visitez notre page Facebook et adhérez à notre groupe: https://www.facebook.com/groups/1957307814484818/

## Des personnages célèbres: Alice au Pays des Merveilles ou Alice in Wonderland

**Publications originales aux USA:**

* Alice in Wonderland (Classics Illustrated)
* Alice in Wonderland (Chad)
* Alice in Wonderland (Disney 1951)
* Alice in Wonderland (Disney 1974)

**Traductions au Québec:**

* Alice au Pays des Merveilles - Le Soleil
* Alice au Pays des Merveilles (Chad) - La Presse
* Alice au Pays des Merveilles - Photo-Journal
* Alice au Pays des Merveilles (Disney 1974) - La Presse
* **Alice au Pays des Merveilles (Disney 1974) - Hebdo-Revue**
* Alice au Pays des Merveilles - Progrès-Dimanche

**Publication au Québec**

## Les Contes de Walt Disney - Hebdo-Revue épisode Alice au Pays des Merveilles (ce dernier titre n'apparaît pas sur les planches)

* Origine: américaine

* Journal: Hebdo-Revue ( Le Droit )

* Format: tabloïd couleur

* Support: papier journal ordinaire

* Périodicité: hebdomadaire

* Date de début: 2 février 1974

* Date de fin: 27 avril 1974

* Nombre de planches publiées: 13

* Genre: conte de fée

**Publication originale aux USA**

## Walt Disney's Treasury of Classic Tales épisode Alice in Wonderland (Disney 1974)

* Dessinateur: Mike Arens

* Scénariste: Frank Reilly

* Date de début: 3 février 1974

* Date de fin: 28 avril 1974

* Copyright: Walt Disney Productions

* Distribution: King Features Syndicate

* https://en.wikipedia.org/wiki/Walt\_Disney%27s\_Treasury\_of\_Classic\_Tales

**Le film de Disney:**

* Titre original: Alice in Wonderland

* Titre en français: Alice au Pays des Merveilles

* Année: 1951

* Genre: dessins animés

* https://fr.wikipedia.org/wiki/Alice\_au\_pays\_des\_merveilles\_(film,\_1951)

* https://en.wikipedia.org/wiki/Alice\_in\_Wonderland\_(1951\_film)

**Publication en France**

* Titre: ?

* Journal: ?

* Année: ?

**Liens intéressants:**

* http://lambiek.com/comiclopedia.html
* http://lambiek.com/artists/d/disney.htm
* http://lambiek.com/artists/a/arens\_mike.htm

**Références:**

* 100 years of American Newspaper Comics de Maurice Horn, Gramercy Books 1996
* BDM Trésors de la Bande Dessinée

**Contactez nous pour toute question:**

anfo45@maskatel.net
Bowling ball

When the player drops this, it rolls along until it hits something, then shatters. If it hits a monster or block, both are destroyed. The bowling ball has an inventory, similar to players, ghosts, doppelgangers, and rovers. If it picks up more than four tools it starts dropping them in the order of pick up. The bowling ball is immune to thieves, but can kill Chip or Melinda if they collide with the bowling ball while it is rolling.
Hint

This displays the hint for this level when a player steps on it. Blocks may enter, but most monsters cannot, so it also functions as a gender-neutral gravel tile. The hint text is entered in the Map Properties "Clue" textbox when editing a level. You can have multiple clues by separating them with lines containing "[CLUE]" in the "Comments" textbox as in the following example:

So, if you have four clue tiles, in reading order they will display A, B, C and C,
Doors and Keys

The doors need matching colored keys to enter. When Chip opens a green door with a green key, he keeps the key. All other doors that Chip opens, he will need one key for each door. Melinda on the other hand, keeps the yellow key. The red key and the blue key are unique as well. Monsters can walk over red keys, and will eat blue keys.
Blocks

Chip and Melinda can push these around. Only one dirt block can be pushed at a time, but many ice blocks can be pushed at a time. When dirt blocks are pushed into water, they turn into dirt floor. Blocks cannot be pushed over dirt. When ice blocks are pushed into water, they turn into ice floor. When ice blocks are pushed into fire, they melt and turn into water. If a fire box hits an ice block, it will also melt. When ice blocks and dirt blocks are covering something you can see what it is when you are in the editor. On fire, it would look like this:

   Blocks can be pushed though teleports, but they cannot be pulled through if Chip or Melinda has the hook in their possession.
Options

***Options*** is a recurring element and gameplay mechanic in the *Pushmo* series. In each of the games, it allows player to edit settings, though the number of settings vary among installments.

## Pushmo

*Completing **Pushmo Park** unlocks Staff Credits.*

In *Pushmo*, players access the Options from the Main Menu by touching the wrench at the bottom right of the Touch Screen or by pressing the [Y] button.

* ***Sound***: Turn on/off Music and Sound Effects (SFX).
* ***Staff Credits***: Watch epilogue and credits again.
* ***Save Data***: Delete the save file.
* ***Back***: Close the Options window.

## Crashmo

In *Crashmo*, the Options are accessed in Options from ***Visit Papa Blox***.

* ***Control Settings***: Swap between two control schemes, *Control Scheme 1* and *Control Scheme 2*.
* ***Audio Settings***: Turn on/off Music and Sound Effects (SFX).
* ***SpotPass***: Enable/disable SpotPass to receive Nintendo's made Crashmo.

## Pushmo World

Similar to *Crashmo*, Options in *Pushmo World* are accessed from Options in Visit Papa Blox.

* ***Control Settings***: Swap between *Mode A* and *Mode B* control schemes.
* ***Audio Settings***: Turn on/off Music and Sound Effects.
* ***Save Data***: Reset the save file.

## Stretchmo

Although accessing Options in *Stretchmo* is similar to the two previous installments, ***Visit Papa Blox*** is now ***Help Center***.

* ***Control Settings***: Swap between *Suggested*, *Classic*, and *Gamer* control schemes, and change the Rotation Angle.
* ***Audio Settings***: Turn on/off Music and Sound Effects (SFX).
* ***SpotPass Setting***: Enable/disable SpotPass to receive notifications.
* ***Data-Share Setting***: Enable/disable sharing feedback for future products and services.
* ***Delete Save Data***: Delete the save file.
Thieves

The thief with the red bandanna removes all tools from the player's inventory. He also takes one half of the player's current bonus flag points.

This thief with the blue bandanna acts like a tool thief except that he steals your keys. He will also take one half of the player's current bonus flag points.
Movement

Movement logic is performed on every 3rd tick of the game's 60Hz clock, or 20 times per second. The game clock starts on tick 1, so monsters and players have their first chance to move on tick 3.

Players and monsters move at two distinct speeds, normal and fast.

Normal speed is defined as 5 tiles per second, and is the speed for the player and most monsters when walking across normal floor. This equates to 12 ticks per move.

Fast speed is defined as 10 tiles per second, and is the speed for the player when wearing the Speed boots and for any object traveling on ice or force floors. This equates to 6 ticks per move.

Because it takes 12 ticks to complete a normal move, but the movement logic is processed every 3rd tick, it is possible to have players, blocks and monsters (at normal speed) moving in four distinct `steps':

In 3-step, the object begins movement on tick 3+12n. When starting a level, monsters will always start movement in 3-step unless restricted.

In 6-step, the object begins movement on tick 6+12n.

In 9-step, the object begins movement on tick 9+12n.

In 12-step, the object begins movement on tick 12+12n.

An object that travels over a single ice or force floor tile will have its movement step offset by 6, so that 3-step becomes 9-step and vice versa, and 6-step becomes 12-step and vice versa.

It is possible both to force monsters into desired movement steps, and also to differentiate between them using logic circuits and purple toggle walls.

Image: A series of pink balls moving in different movement steps.
More information on logic circuits

**Logic circuits**

Using the wire tool circuit wires can be laid on normal floor and through steel walls.

Wires can control many of the map elements, like the toggle doors, and the traps. The purple button is used as a circuit input, although on off switches can be used as well. Here is a video of Chip's Challenge 2 lesson 6 showing how various objects can be wired up:

Each wire is called a node, no matter how long the wire is, or how many times it branches. If it is continuous, it is one node. In the example video above at 20 sec, there is one wire node between the on off switch and the purple toggle door and bear trap. Each node is either on or off at any given time. When it is on, it looks purple, and we call it a logical TRUE. When it is off, is looks dark blue and we call it a logical FALSE. This leads us into our discussion on logic gates.

**Logic gates**

Each of these gates has either one or two inputs, and one output. To use an input or output, attach a wire to it. The gate will read the states of the inputs and use them to determine the state of the output. Each time this is done is called a clock cycle. All logic gates except the counter can be rotated.
Lesson 14 (Pushmo)

*For the puzzle in Crashmo, view **Lesson 14 (Crashmo)**.*

*For the puzzle in Stretchmo, view **Lesson 14 (Stretchmo)***.

## Lesson 14

### Next

Lesson 15

***Lesson 14*** is the fourteenth puzzle of ***Basic Lessons*** of *Pushmo.*

## Overview

**1**. Pull the bottom green stair to the limit.

**2**. Pull the orange block twice.

**3**. Pull the top green stair once.

**4**. On the bottom green stair, push the orange block all the way.

**5**. Side Pull the top green stair at least at two levels.

**6**. Pull the orange block at least once.

**7**. Jump to the goal.
Slime

This stuff kills players. Monsters, except for the blob, refuse to go in it. The blob is fine in it. In fact, if a blob moves off of slime onto regular floor, it spreads the slime along onto the floor making it grow. When blocks are pushed into slime, they wipe the floor clean and make it back into regular floor.
Custom

Anything can move on these floors and they act like regular floor tiles and the walls behave like regular walls. They are only used for decoration. Three exceptions are that Ghosts don't like to move across custom walls or custom floors, bombs destroy both of them, and foil cannot be used on custom walls.
Bionicle: Tales of the Tohunga

**Bionicle: Tales of the Tohunga** (Later renamed to ***Bionicle: Quest for the Toa*** due to legal issues) was released in 2001 for the Game Boy Advance. It was developed by Lego Media.

## Background

The game was released to supplement the Bionicle toys released by Lego at the time. At one point, the Maori people complained about the Lego company copyrighting words from their language, leading to many Bionicle related stuff being renamed, such as the game being changed from *Tales of the Tohunga* to *Quest for the Toa*. In 2002, Argonaut Games released a sequel called Bionicle: Matoran Adventures.

## Gameplay

The player must get past traps, puzzles, enemy Rahi and other challenges in each of the six environments, in order to clear the level to beat the game.

## Story

On the Beaches of Mata Nui, Takua hears he is needed in the Village of Onu-Koro, and travels there. After finding that Turaga Whenua is missing, he looks for him in the tunnels of Onu-Wahi for him, and frees him after defeating a Vatuka, a species of Rahi. He also found Toa Onua's stone, and saved the Vuata Maca tree. After completing similar tasks for the other villages, he walks near Lava Fields, but accidently launches himself onto the beaches and loses his memory. By putting the Toa Stones in a monument, he summons the Toa to the island.
Time Bomb

When the player drops this, it will delay for five seconds, then explode. It will destroy everything within this blast pattern and leave a fire in the center. Monsters, dirt blocks, and directional blocks caught in the blast are replaced with fire, and ice blocks caught in the blast are replaced by water. Note that the time bomb can be used to destroy water guarding an exit square or regular walls on the back of exit squares, providing access to the exit.

Time bombs do not destroy chip sockets, logic gates, wires, or steel walls.

Advanced players and level designers will note that the dropped TNT behaves in some very interesting and unexpected ways. It essentially acts as an unpushable dirt block which retains a copy of the player's inventory at the time of drop, and will not begin its count down until it stops on an eligible tile.
Rover

This is the nemesis monster. It can go on dirt, gravel, and just about anywhere the players can go. It picks up keys and tools. Its movement mimics that of other monsters (i.e. the ant, centipede, fire box, etc.) and changes periodically from one type of movement to another. Rover's appearance changes with his behavior. When he is red and yellow he's going his own way. When he is blue he turns into teeth, chasing Chip and running from Melinda. When he is purple he turns into timid teeth, chasing Melinda and running from Chip.

All monster behaviors last for 32 rover moves, except for teeth behaviors which are more complicated.

Sequence:

1. Red Teeth (flashing red & yellow/cyan)
2. Glider (red & yellow dots rotate slowly clockwise)
3. Ant (red & yellow dots rotate quickly counterclockwise)
4. Pink Ball (flashing red & yellow/yellow & red)
5. Blue Teeth (flashing pink & black/red & yellow)
6. Fireball (red & yellow dots rotate slowly counterclockwise)
7. Centipede (red & yellow dots rotate quickly clockwise)
8. Walker (flashing pink & black/cyan)
Doom 64

**Doom 64** was released in 1997, and was developed by Midway Games. It was released exclusively for the Nintendo 64, where it took advantage of its 3D Qualities.

## Gameplay

The game is a First-Person Shooter, with the aim being to clear the levels of Demon's and reach the end of the level. There are traps in the levels you must avoid, as well as keys required to unlock doors.

## Story

The Marine who survived the Depths of Doom returned to Earth. In a last ditch effort to kill the remaining Demons, radioactive weapons were used on Deimos and Phobos. Something, however, survived and began russurecting a Horde of Demons to fight the residents of Earth. A Strike Force of Marines were sent to kill them, but failed with only one survivor, who is then tasked with killing all Demons.
Children

**Children** are minor characters in the *Pushmo* series. In *Pushmo*, *Pushmo World*, *Stretchmo* and *Pushmo : The Movie*, they are trapped inside puzzles and must be rescued by Mallo, serving as the goal to each puzzle the first time it is completed. Children are also shown in various cutscenes, including the opening and credits of *Pushmo* and *Pushmo World.*

## Appearance

Children have a facial structure similar to that of Mallo, but each one has a unique color, "hairstyle", and accessory combination.

## Voice actor

* Japanese - Chika Fujimura
* English - Cara Buono
Latch gate

The arrow points from the data input to the output. As long as the latch input is TRUE, the output will be the same as the data input. When the latch input is FALSE, the output will stay the same as it was when the latch input was last TRUE. This is a combination data flow valve and one bit memory. It's like the statement "As long as I can see you, I will follow your lead. When I can't see you, I'll do the last thing I saw you do."

The second latch is a mirror image of the first latch, used to keep the game elements symmetrical.

More information on logic circuits
Chips Challenge 2 wiki

## Welcome to the Chips Challenge 2 Wiki

Chips Challenge 2 is finally on Steam. I have copied Richard Field's cc2 information that was on his site in the 90's regarding the game. It is continuing to be updated by myself and other fans.

## Chips Challenge 2

After Chuck Sommerville created Chip's Challenge 1 in just ten weeks, Chuck spent two years creating Chip's Challenge 2. However disaster struck, on finishing the development, Chuck found the trademark had been sold and the new owners wanted him to fund the publishing. Having just spent two years working on Chip’s Challenge 2, Chuck couldn’t afford this so with colossal personal sadness Chip’s Challenge 2 wasn’t released.

Twenty-five years later with fans pleading with Chuck to release Chip’s Challenge 2 and nearly five years of negotiation with the trademark owners, Chip’s Challenge 2 can now finally be released in all its original glory with every unseen level and game element.

List of Levels and Designers in the official set

CC2 Element Picture Map: A detailed explanation of each items use in the game.

Designer Notes for CC2

Introduction to the Chip's Challenge 2 game

CC1 and CC2 element similarities

File Formats

Chips Challenge 2 Level Set Maker

Most of the information on this site has been taken from an archived copy of Richard Field's Chip's Challenge 2 page. His current page can be visited here.

Chip's Challenge is copyright Niffler Limited 2015. In USA & Europe Chip's Challenge™ is used
under license from Code 10 Digital Ltd and Bridgestone Multimedia Group,
 all rights reserved. The EPYX logo is ™ Bridgestone Multimedia Group.

Visit Niffler at http://www.niffler.co.uk/
Cod of Duty

**Cod of Duty** (Abbreviated as **CoDoD**) was released in 2013 by Ryan Evans, an Indie Developer. The game is a parody of Call of Duty, which is commonly abbreviated as *CoD*, hence the name.

## Gameplay

The player has to complete given objectives, usually to kill Cod. The Cod are in barrels, and usually do no harm to the player, apart from the armed ones, and the final boss. The final boss is a large, flying Cod which the player must kill.
FIFA 97

**FIFA 97** was released in 1996 by EA Canada/Extended Play Productions, and was released for numerous platforms. It

   was the sequel to FIFA Soccer 96, which was released a year earlier.

## Background

Although known in some areas as ***FIFA Soccer 97***, the game was the first in the series to drop Soccer from its name. EA Sports had other developers make versions for other consoles, with Perfect Entertainment developing for the Sega Saturn, Rage Software for the SNES and XYZ Productions for the Sega Genesis. The Game Boy version was developed by Tiertex Design Systems and published by Black Pearl Software. Instead of using Sprites, as its predecessor did, the game featured players made out of polygons.

## Gameplay

The game is an Association Football simulator, like its predecessors. The aim is to score as many goals as possible before the match ends. The players movement is now more sharp and accurate due to motion capturing, and indoor matches are featured in the game, as well as five other modes.
Alphabet tile

This tile can be used to write messages on the floor. These tiles act like regular floor when a player steps on them. They can be letters, numbers, punctuation marks, red directional arrows, or even a blank tile that looks very similar to the floor tile.

Yellow teleports cannot be dropped on alphabet tiles.
UniWar S

## Background

   **UniWar S** was a bit of a unique bottom of the screen shooter when it hit the arcades due to being one of the earlier games to have several different stages/enemies to deal with. It was released by Irem in 1980.

## Gameplay

Players controlled a Space Ship that fired at different overhead targets. Colliding with any of the enemies, their fire or Spears would cause the player to lose a Ship and the game would end when they had no more Ships left in reserve.

With the first stage, players are engaged in space combat, facing a horde of Super Mosquitos that appeared in formation overhead. Just like with Galaxian, one or more Mosquitos would leave the formation and dive downwards towards the player’s Ship while dropping bombs. If the player did not shoot, nor allow a Mosquito to ram their Ship, then the Mosquito would reappear at the top of the screen, rejoining the formation.

If the player was able to clear out all Mosquitos, their ship would WARP and start into the ground combat rounds from there, first facing several Hovering Attackers that materialized in the center of the screen and bobbed from side to side. If the player did not shoot one after several seconds, it would dip closer to the player’s Ship, quickly spin around and then dive to a side while firing. If the player was unable to shoot it at that stage, then the Attacker would re-materialize back at the center of the screen again.

Clearing all Attackers would advance the player to face a group of Demon Flies, which slowly floated around, although if several seconds went by without the player destroying one, it could drop down a Spy Alien; shooting a Fly would also cause a Spy to drop down. If the player was unable to shoot a Spy, it would appear below their Ship and start deploying an electronic Spear, which, if it made contact with the player’s Ship, it would be destroyed.

Finally, if the player was able to pass the set of Flies, they would face Rolling Fires, which could only be destroyed with a shot in between segments that made up a Fire. Behavior in regards to dropping Spies was the same as on the previous wave. If the player was able to get past this area, they would start over on the next pattern of Super Mosquitos, but at an advanced degree of difficulty.

Also, during the last two rounds, a lone Killing King appeared during each wave, which, if the player was able to destroy it, would remove all onscreen Spies.

## Controls

* Move Space Ship–joystick (left/right only)
* Fire–fire button
Sonic the Hedgehog (1991 Videogame)

*For other articles named Sonic the Hedgehog, see Sonic the Hedgehog (Disambiguation)*

**Sonic the Hedgehog** was released in 1991 for the Sega Genesis, and was developed and published by Sega.

## Gameplay

The Game is a Side-Scrolling Platformer. The player must control Sonic the Hedgehog and run the the end of the level. The player can collect rings to earn point. If a player is attacked, but has Rings, he simply falls back and loses his rings. If the player is attacked when without rings, Sonic loses a life. When all lives are lost, the game is over.

## Story

Doctor Ivo Robotnik plans to steal the Chaos Emeralds use their immense power. To assist him, he has kidnapped many animals and put them in aggressive robots (Which require the Animals to function). However, a fast blue Hedgehog name Sonic comes to thwart Robotnik's plans.