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== Ice tiles and ramps ==
 
== Ice tiles and ramps ==
Nothing special. They just act like normal tiles. Instead, they are always white in color. The ice ramps work just the same, only that they are white. They are mainly seen in the Winter Games, and some of the side tunnels have them too. They are just a variant of the normal tiles and ramps.
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Ice tiles are always white in color. The ice ramps work just the same, only that they are white. They are mainly seen in the Winter Games, and some of the side tunnels have them too. However, the tiles give everyone a small speed boost and a decrease in maneuverability. The Skier and Ice Skater will get a greater speed boost and an increase in maneuverability.
   
 
== Ramps ==
 
== Ramps ==

Revision as of 20:29, 17 July 2017

There are different types of tiles in the game of Run 3: Boxes (Should count as a tile, right?), crumbling tiles, normal tiles, accelerating/slowing tiles, ice tiles, ramps, etc.

Normal tiles

Normal tiles are the most major tile in the game. They consist of many many colors, and they don't have any special properties, you just stand on them, run on them, and they won't crumble. They are seen in all levels of the game Run 3. The first few levels are even completely made out of these normal tiles.

Crumbling tiles

Crumbling tiles are grey stone-looking floor tiles that fall when you stand on them. The only exception is when playing as the Child; the Child can run across the crumbling tiles without making them fall due to his light weight. However, if the Child jumps off of a crumbling tile, it will still fall. Crumbling tiles can either be single tiles or, more commonly, in groups of multiple tiles together. Adjacent groups of tiles will be considered one big group, as long as they are touching by at least one corner. If a character runs or jumps on any tile in a group, it will set off a chain reaction, causing the whole cluster of tiles to fall in a descending pattern. The first tile touched will fall first, whereas the tiles furthest away from it will fall last by a space of a few moments. Some levels are covered in large groups of tiles, so it may be hard to complete a level if a group of tiles falls.

Crumbling tiles

Crumbling tiles falling in Infinite mode

Holes

Yes, do holes count as a tile? I personally think so. They just act as a "step on it and gameover" tile. I'm pretty sure that these tiles make quite a number of appearances in the whole game, and they must be crucial.

Ice tiles and ramps

Ice tiles are always white in color. The ice ramps work just the same, only that they are white. They are mainly seen in the Winter Games, and some of the side tunnels have them too. However, the tiles give everyone a small speed boost and a decrease in maneuverability. The Skier and Ice Skater will get a greater speed boost and an increase in maneuverability.

Ramps

Ramps are tiles that are tilted upwards in the front. If you skate on it or run on it, it will make you jump upwards. If your momentum is fast enough, you will be able to jump far far away (if you are using the Skater, Angel). If you are slow, you will jump less quicker, like Runner, Student and Lizard. It is unknown if the Bunny will jump faster if it steps on a ramp.

Power Tiles

LPT21

Power Tiles in Low-power Tunnel, part 21

Power tiles are tiles used for whenever it's dark. They are mostly found in the Low-power Tunnel, some levels of the New Tunnel and the Memory Evaluation. When the power goes off, power tiles will be lit.

Directional tiles

Directional tiles are tiles that only appear in The Way Onwards. It also appears in Infinite mode. These tiles can increase your momentum, or slow you down. They can also redirect you to left/right side, making you more difficult to navigate through the levels. But, they also prove to be useful, in such a case, like level 5 in the I-tunnel. But, they can be quite

N-1

The Runner on a platform with directional tiles. (Captured on N-1) In this case, forward momentum is added to the Runner.

troublesome if you meet them in such a level. Since they can increase your speed, or slow you down, they can prove a challenge if you need to jump between platforms.

Notes

Directional tiles that point towards right/left hand side will only appear in the I-tunnel and Infinite mode. They will not appear in N-tunnel.

Strategy:

Look for where the next platform is when you jump. If the direction tiles point forward, jump earlier. If the directional tiles are pointing backwards (slowing down your speed), only jump until you are on the edge of your present platform, this will decrease the distance between platforms. If you are using a faster character (such as Skater, Bunny, though Bunny is not allowed in the N and I-tunnels), you need to make the jump to the next platform much earlier if the directional tiles are pointing forward. You may jump a little later than usual if the directional tiles are pointing backwards.

If there are many directional tiles pointing left/right, they will divert your direction, making you turn to the other side, (thus making you fall right into a hole if you are unlucky and careless). You may want to keep jumping, making you less affected by their diverting behavior, but be more careful if you are using a fast-paced character, such as Skater, they are more difficult to maneuver when you jump.

Bouncing tiles

Boom

Runner navigating a level full of bouncing tiles in a testing mode of the Level Editor.

Bouncing tiles are tiles that are encountered in the level editor mode. You can't see them in the explore mode (yet). They are gravity-sensitive, and like crumbling tiles, when you jump or land or walk or skate... on them, they will bounce you up, making you jump higher than usual. If you are using the Child, since he is lightweight enough, they won't bounce you off immediately, they will only react when he jumps. If these bouncing tiles are on a wall, you can't run or jump on them. You will immediately be bounced off instead. In this case, you will need to find a better location to walk on walls. Though they can be useful somehow, as they can make you jump further.