|CC1 Index||12 (regular), 26 (NW corner), 27 (NE corner), 28 (SE corner), 29 (SW corner)|
Ice is a tile in Chip's Challenge that makes any moving object move without user interaction and without any control. Whenever an object steps on ice, it will slide in that direction at double its normal speed in Lynx (blocks are considered to be as fast as Chip, since they are always moved by Chip), and at 10 m/s in MS discounting slide delay, until the ice stops. The four "ice corners" will turn the object in that direction.
If Chip has ice skates, he can step on ice as if it were floor but at 5 m/s. In MS, he can also step over ice corners. Lynx does not permit this; an ice corner will always act as two thin walls even if Chip wears ice skates.
Semi-transparency of ice corners
Buried ice corners have unusual properties, stemming from the same programming that allows Chip to skate over them. When monsters or Chip start on ice corners, they can step over them, but blocks can only do so in a specific situation. The reason for this is that ice corners are mostly programmed to be transparent, but they do not act as transparent to a sliding object because it turns before the transparency takes effect.
The one exception is when Chip is sliding directly behind a block that reaches an ice corner, either because of Chip using boosting or a spring step, or the block being slowed by slide delay. Although the block is now programmed to turn, it has not physically turned yet. Chip slides before blocks, such that if Chip is within one space of the block, he attempts to push it. The Headbanger Rule does not apply because the block is currently programmed to move in the new direction, so the result is that the block is pushed as if there was nothing under it.
Usually, the result is that the block moves across the ice corner the same direction as Chip was moving and Chip continues sliding, although if this move is illegal a ram will occur instead. This behavior is termed cross-checking.