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[[File:Lucky timing example.png|thumb|300px|alt=lucky timing example|An example level illustrating lucky timing. The green box indicates [[Chip]]'s current field of vision. Note that the [[pink ball]] is not visible to Chip until after he steps on the [[ice]].]]
[[File:Lucky timing example.png|thumb|300px|alt=lucky timing example|An example level illustrating lucky timing. The green box indicates [[Chip]]'s current field of vision. Note that the [[pink ball]] is not visible to Chip until after he steps on the [[ice]].]]
'''Lucky Timing''' refers to a type of guesswork in which the player has to time their interactions with an obstacle (e.g. dodging and getting past a [[monster]], pushing a sliding [[block]], or entering an open [[toggle wall]]) without being able to know or predict the current state of the obstacle. Generally, this involves stepping onto a long [[ice]] slide with the obstacle at the other end.
 
'''Lucky timing''' refers to a type of guesswork in which the player has to time their interactions with an obstacle (e.g. dodging and getting past a [[monster]], pushing a sliding [[block]], or entering an open [[toggle wall]]) without being able to know or predict the current state of the obstacle. Generally, this involves stepping onto a long [[ice]] slide with the obstacle at the other end.
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Revision as of 23:50, 21 May 2019

lucky timing example
An example level illustrating lucky timing. The green box indicates Chip's current field of vision. Note that the pink ball is not visible to Chip until after he steps on the ice.

Lucky timing refers to a type of guesswork in which the player has to time their interactions with an obstacle (e.g. dodging and getting past a monster, pushing a sliding block, or entering an open toggle wall) without being able to know or predict the current state of the obstacle. Generally, this involves stepping onto a long ice slide with the obstacle at the other end.