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| == [[MS ruleset|MS]] behavior == | | == [[MS ruleset|MS]] behavior == |
| The tank is one of the most intricately programmed monsters in [[Chip's Challenge]], alongside the [[teeth]], due to its numerous rules of turning and the two [[glitch]]es which can occur exclusively to the tank. For example, in MSCC (as this will not work in [[Tile World]]), the [[Tank Top Glitch]] occurs if a tank hits a blue button after turning as a result of sliding on a ''single'' ice or force floor. Tanks sliding when a button is hit will not reverse since they are not voluntarily moving, and tanks on [[clone machine]]s will only reverse as a result of the [[Frankenstein Glitch]].
| | Tanks in MS move in their facing direction until their path is blocked, at which point they stop and will remain still even if their path becomes clear. The only exception to this is a trap, if a tank is stuck in a trap it will continue to move forward ''if'' its path is clear once the trap is opened<ref>Although due to trap behavior in the MS ruleset it can reverse (or reverse twice) and move out of the trap at any time once the trap's button has been pressed, the path is clear, and the tank has not yet left already.</ref>. |
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| A closely related property of tanks is when they begin a level on a [[trap]]: when their brown button is hit and the released tank cannot legally move in its pointed direction, it will be free from the trap even after the button is released. When reversed, the tank will move. In this manner, it can escape the [[Concussion Rule]] since it can turn around without hitting a wall.
| | When a blue button is pressed all tanks rotate 180° (the midpoint 90° turn is purely visual). Any further actions are unrelated to the turning logic and are purely normal monster movement. |
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| When a button is pushed, there are specific rules which determine when the tank actually begins to start moving in the opposite direction. The tank will either move on the same turn as the button press, or turn 90 degrees during this turn and ''then'' start moving backwards, on the next turn instead.
| | One example of this can be seen in this level: |
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| * All tanks already in motion when a blue button is pushed reverse on the same move.
| | [[File:New Super Tank Demo.png]] |
| * All tanks reversed on the first turn of a level wait [1].
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| * If Chip or a block touches a blue button and the tank is stationary, it will wait [1] unless Chip waited [1/2] before touching the button, in which case it will not wait. <!---Why exactly? I would think it is similar to the spring slide: the tank's programming allows it to move sooner than [1] after the button is hit. But if Chip waits [1/2] and the tank doesn't wait at all, doesn't it start moving [1/2] sooner, or does the tank wait [1/2] before moving?--->
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| * If a [[monster]] touches a blue button, all stationary tanks ahead of the touching monster in the [[monster order]] wait, and all stationary tanks behind will not. By inference, if a ''tank'' hits the button, that specific tank will always wait, but any tanks after it in the monster order will still turn immediately.
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| === Use in play ===
| | The [[monster list]] order (shown in red) dictates that the top 2 tanks move first, then the ball which presses the button causing all tanks to rotate 180°, then finally the bottom 2 tanks. A side effect of this is that when the tanks rotate the top 2 have already moved once this turn and can't move again until the next turn, whereas the bottom two have not moved and as such will start heading in the opposite direction immediately. |
| Knowledge of this programming may be from useful to necessary, particularly when other monsters interact with tanks. Whether a tank will block a monster or let it through is often an exact science. An example is the following:
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| [[File:Tank demo.png]] | |
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| Assuming the pink ball is ahead of the tank in the [[monster order]], it will move first. The tank is thereby blocked, and stalls where it is as the ball plays 2U 2D and then 3U 2D continuously until Chip decides to touch the [[blue button]]. This causes the tank to reverse itself onto the force floor and charge west. Assuming Chip does not use a [1/2] wait, these are the possible results:
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| * If the pink ball is standing at (1, 3) or moving north on (1, 2), it will stall the tank again.
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| * If the ball is at (1, 1), the tank will squeeze under the ball as it plays U or D and explode the [[bomb]].
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| * If the ball is on (1, 2) moving ''south'', the tank will explode the bomb.
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| | [[File:New Super Tank Demo Anim.gif]] |
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| == [[Ruleset#Lynx ruleset|Lynx]] behavior == | | == [[Ruleset#Lynx ruleset|Lynx]] behavior == |
| In Lynx (and CC2) tanks move straight ahead until their path is blocked, unlike MS if the path becomes unblocked later they will continue to move forwards. When a blue button is pressed only fully tile aligned tanks will reverse, tanks between tiles will not reverse and will continue to move in their current direction. | | In Lynx (and CC2) tanks move in their facing direction until their path is blocked, unlike MS if the path becomes unblocked later they will continue to move forwards. When a blue button is pressed only fully tile aligned tanks will reverse, tanks between tiles will not reverse and will continue to move in their current direction. |
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| == Trivia == | | == Trivia == |
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| * [[Pink ball]] | | * [[Pink ball]] |
| * [[Yellow tank]] | | * [[Yellow tank]] |
| | * [[Tank Top Glitch]] A glitch where a sliding tank in MS can sometimes only rotate 90°. |
| | * [[Frankenstein Glitch]] A glitch where a tank on a clone machine can sometimes rotate 180°. |
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| | == Footnotes == |