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Odd and even step: Difference between revisions

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→‎Using odd and even step: wording, small grammar errors
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m (→‎Using odd and even step: wording, small grammar errors)
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== Using odd and even step ==
== Using odd and even step ==


For exploiting such occurrences, [[Tile World]] is generally preferred, because simply pressing ''O'' allows the player to manually toggle the modes at the beginning of a level. In versions 1.x.x of Tile World, the word ''(odd)'' will appear next to the [[time limit]] when odd step is selected, and will remain there the entire time the level is being played; in Tile World 2, however, the words ''odd-step'' will appear below the [[hint]] box and will not remain there for the rest of the level, as the same box is also used to display onomatopoeia of game sounds when the game's volume is set to 0. In [[Microsoft's version of Chip's Challenge|MSCC]], however, because of the continuing clock counter, the algorithm is harder to control. The CC window will always begin in even step, so it is easy to select even step. Odd step is much harder to select, since it depends on the player switching over to the desired level exactly [1/2] after the clock ticks - not enough to cause the clock to drop, but enough to cause the level to begin on an odd tick.
For exploiting such occurrences, [[Tile World]] is generally preferred, because simply pressing ''O'' allows the player to manually toggle the modes at the beginning of a level. In versions 1.x.x of Tile World, the word ''(odd)'' will appear next to the [[time limit]] when odd step is selected, and will remain there the entire time the level is being played; in Tile World 2, however, the word ''odd-step'' will appear below the [[hint]] box and will not remain there for the rest of the level, as the same box is also used to display onomatopoeia of game sounds when the game's volume is set to 0. In [[Microsoft's version of Chip's Challenge|MSCC]], however, because of the continuing clock counter, the algorithm is harder to control. The CC window will always begin in even step, so it is easy to select even step. Odd step is much harder to select, since it depends on the player switching over to the desired level exactly [1/2] after the clock ticks - not enough to cause the clock to drop, but enough to cause the level to begin on an odd tick.


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.
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=== 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, 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, see the page on [[Animation delay|animation delay]].
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 its duration is actually dependent on the current step parity.


== Demonstration ==
== Demonstration ==
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