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The rules for the movement of [[teeth]] and [[blob]]s, as well as [[animation delay]] in [[Lynx]], are governed by the principles of '''odd and even step''', and are vital mechanics to understand at high levels of [[Chip's Challenge]] play.
The rules for the movement of [[teeth]], as well as [[blob]]s in [[MS]] and [[animation delay]] in [[Lynx]], are governed by the principles of '''odd and even step''', and are vital mechanics to understand at many levels of [[Chip's Challenge]] play.


== Mechanics ==
== Mechanics ==
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[[Chip]] is always given one free turn at the beginning before any monsters move (unless the [[Time Dilation Glitch]] is triggered, which is generally not triggered in active play). ''Odd step'' happens when teeth and blobs move on the second turn, and ''even step'' happens when they move on the third turn. This single move can cause either just the same single-move difference, or being clear on the opposite side of a level, after playing the same route. Note this in the example image.
[[Chip]] is always given one free turn at the beginning before any monsters move (unless the [[Time Dilation Glitch]] is triggered, which is generally not triggered in active play). ''Odd step'' happens when teeth and blobs move on the second turn, and ''even step'' happens when they move on the third turn. This single move can cause either just the same single-move difference, or being clear on the opposite side of a level, after playing the same route. Note this in the example image.


In most levels where teeth and blobs can interact with Chip in some way, either initial setting will produce a higher result than the other, whether it be simply [1] added to the route as part of an extra second or mere icing on the cake, or even far more if the placement affects other sections of the level. In the guides, it will be specified which algorithm is preferred or required for the solution.
In most levels where teeth and blobs can interact with Chip in some way, either initial setting will produce a higher result than the other, whether it be simply [1] added to the route as part of an extra second or mere icing on the cake, or even far more if the placement affects other sections of the level. In level guides, it will be specified which algorithm is preferred or required for the solution.


== Using odd and even step ==
== Using odd and even step ==
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MSCC users can use [[Fullsec]] to easily toggle between odd and even step, but it is harder to use than Tile World's control. The F5 control will start the level, unlike the ''O'' control, such that unless initial waiting is required, the level has to be started again. Odd step in Fullsec can only be detected by looking at the Best Times submenu, whose ''U'' is capitalized during odd step mode.
MSCC users can use [[Fullsec]] to easily toggle between odd and even step, but it is harder to use than Tile World's control. The F5 control will start the level, unlike the ''O'' control, such that unless initial waiting is required, the level has to be started again. Odd step in Fullsec can only be detected by looking at the Best Times submenu, whose ''U'' is capitalized during odd step mode.


== Lynx ==
=== Lynx ===


In Lynx mode, there are actually 8 step parities as opposed to only 2. The "new" step parities include even+1, even+2, even+3, and their odd step counterparts. Pressing the ''O'' key will still toggle odd and even step, skipping the +1, +2 and +3 parities, but pressing ''Shift+O'' will advance one step parity at a time. This can be used to more precisely control teeth and blobs, but it is also useful in controlling animation delay, as how long it lasts for is actually dependent on the current step parity. For more details, [[Animation delay|see the page]].
In Lynx mode, there are actually 8 step parities as opposed to only 2. The "new" step parities include even+1, even+2, even+3, and their odd step counterparts. Pressing the ''O'' key will still toggle odd and even step, skipping the +1, +2 and +3 parities, but pressing ''Shift+O'' will advance one step parity at a time. This can be used to more precisely control teeth, but not blobs as they are unaffected by step parity in Lynx. It is also useful in controlling animation delay, as how long it lasts for is actually dependent on the current step parity. For more details, [[Animation delay|see the page]].


== Demonstration ==
== Demonstration ==
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The fastest way is in odd step, as after sliding on the [[ice]] and moving L, Chip now has to wait only [1] before getting the key (also avoiding the [[Transparency Glitch]]), instead of [2]. Now, Chip can collect the key, slide back, and open the [[blue lock]] without waiting. Now, move (2D 2R [3]) U to exit, with 15 seconds remaining. Waiting [4] would allow the teeth to match Chip's second L move, rather than the first U move, and he could not escape in time; waiting only [2] does not put the teeth on (2, 2) at all. As this route is a [[Chip's Challenge scoring|15.0]], using even step will only score 14.
The fastest way is in odd step, as after sliding on the [[ice]] and moving L, Chip now has to wait only [1] before getting the key (also avoiding the [[Transparency Glitch]]), instead of [2]. Now, Chip can collect the key, slide back, and open the [[blue lock]] without waiting. Now, move (2D 2R [3]) U to exit, with 15 seconds remaining. Waiting [4] would allow the teeth to match Chip's second L move, rather than the first U move, and he could not escape in time; waiting only [2] does not put the teeth on (2, 2) at all. As this route is a [[Chip's Challenge scoring|15.0]], using even step will only score 14.
[[Category:Mechanics]]
[[Category:Mechanics]]
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