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A '''glitch''' in [[Chip's Challenge]] is a fault in the program which is caused by a coding error. The majority of glitches occur in Microsoft's version of Chip's Challenge, | A '''glitch''' in [[Chip's Challenge]] is a fault in the program which is caused by a coding error. The majority of glitches occur in [[Microsoft's version of Chip's Challenge]], and in [[Chip's Challenge 2]]. The MS emulation version of Tile World deliberately reproduces most MSCC glitches in order to maintain a fair basis for scorekeeping. | ||
== MS ruleset glitches == | |||
=== Boosting === | |||
{{main|Boosting}} | |||
This glitch can cause Chip to move faster than usual after exiting a sliding tile. | |||
=== Button Smash === | |||
{{main|Button Smash Glitch}} | |||
This glitch can prevent buttons from working when [[block]]s are [[flick|flicked]] onto them. | |||
=== Controller and Boss === | |||
{{main|Controller and Boss Glitch}} | |||
This glitch can sometimes prevent monsters from exiting [[trap]]s, as well as prevent [[clone machine]]s from working, or causing them to clone in an unexpected direction. | |||
=== Convergence === | |||
{{main|Convergence Glitch}} | |||
This glitch, involving [[block]]s and [[teleport]]s, can sometimes result in the creation of a second [[Chip]] in the level. | |||
=== Cross-checking === | |||
{{main|Cross-checking}} | |||
This glitch sometimes causes sliding [[block]]s to go through [[ice corner]]s. | |||
=== Frankenstein === | |||
{{main|Frankenstein Glitch}} | |||
This glitch sometimes causes [[tank]]s on top of [[clone machine]]s to switch direction. | |||
=== Mouse Panel === | |||
{{main|Mouse Panel Glitch}} | |||
This glitch allows Chip to [[ram]] or [[flick]] a [[block]] without stopping to move, when using the mouse. | |||
=== Non-Existence === | |||
{{main|Non-Existence Glitch}} | |||
This glitch occurs when there is no [[Chip]] on the map at the beginning of the level. | |||
=== Slide Delay === | |||
{{main|Slide delay}} | |||
This glitch causes some slipping [[block]]s or [[creature]]s to get moved twice while others do not move at all during a tick. | |||
<!-- Add glitches in Tile World (not those reproducing the Microsoft version) (I don't have Tile World) --> | == Advanced MS glitches == | ||
These glitches exist in [[MSCC]] but are are not correctly emulated by [[Tile World]]. They may, however, be added to Tile World in the future. | |||
=== 00Floor === | |||
{{main|00Floor}} | |||
This [[acting wall]] looks like a North-facing [[bug]] over a white background. In [[Tile World]], this tile is displayed like a regular wall. | |||
=== Data resetting === | |||
{{main|Data resetting}} | |||
This glitch, responsible for many [[insane level]]s, relies on clone connections beyond the map to produce unexpected results. | |||
=== Knight === | |||
{{main|Knight Glitch}} | |||
This glitch, related to the [[Controller and Boss Glitch]], sometimes causes monsters to move like a knight in chess. | |||
=== Multiple Tank === | |||
{{main|Multiple Tank Glitch}} | |||
This glitch, responsible for many [[insane level]]s, sometimes causes sliding [[tank]]s to create other tiles. | |||
=== Tank Top === | |||
{{main|Tank Top Glitch}} | |||
This glitch sometimes causes tanks sliding onto [[tank button]]s to turn in an unexpected direction. | |||
== Illegal MS glitches == | |||
These glitches are banned from [[optimization|competitive scoring]], and are therefore excluded from [[Tile World]]. | |||
=== Long First Second === | |||
{{main|Long First Second Glitch}} | |||
This glitch sometimes causes a second in the in-game timer (not always the first) to be longer than usual, sometimes allowing higher scores. | |||
=== Time Dilation === | |||
{{main|Time Dilation Glitch}} | |||
This glitch sometimes occurs after Chip dies using a mouse move. | |||
=== Twice Step === | |||
{{main|Twice Step Glitch}} | |||
This glitch results in unusual timing of buffered mouse moves. The legality of this glitch is still disputed, but currently only certain aspects of this glitch are legal. | |||
== MSCC crashes == | |||
These games, when triggered in [[Microsoft's version of Chip's Challenge]], cause the game to crash. They are intentionally absent from [[Tile World]]. | |||
=== Data Size === | |||
{{main|Data Size Glitch}} | |||
This glitch causes the game to crash due to running out of memory. | |||
=== Termination === | |||
{{main|Termination Glitch}} | |||
This glitch causes the game to crash when playing a set that does not have 144 or 149 levels. | |||
=== Transparency === | |||
{{main|Transparency Glitch}} | |||
This glitch causes the game to crash when Chip steps on two transparent tiles at once (usually a [[monster]] on top of a [[key]]). | |||
== Lynx glitches == | |||
The [[Lynx ruleset]] has relatively few glitches, and many of those that exist do not have wiki pages or even names yet. | |||
According to the Tile World article: In 2015, new glitches in the original Atari Lynx version of Chip's Challenge were discovered, allowing Chip to pick up an item he starts on, and winning instantly if he starts on the exit, among others. As implementing these in the main Lynx ruleset would break several levels, these were added to pedantic Lynx only. | |||
=== Failed Move === | |||
''Official name pending''. The '''Failed Move Glitch''', often referred to informally as '''The Stupid Glitch''', is not actually a glitch, but an exploit of the way Lynx [[move order|processes movement]]. This term refers to a specific application in which a monster sees a direction as open, turns to face that direction, then finds that for whatever reason it is no longer able to enter the tile. The most notable cases of this are when a [[bug]], [[paramecium]], [[glider]], or [[fireball]] turns around because a [[block]] just moved into a space beside it or a [[toggle wall]] changed from open to closed, whereas if the block were always there, or the toggle wall were always closed, the monster would choose a different direction. An example of this is in the [[public TWS]] for [[Stratagem]]. | |||
=== Release Desynchronization === | |||
{{main|Release desynchronization}} | |||
This glitch, also known as '''clone desynchronization''' due to the way it was discovered, causes some cloning streams to desynchronize over time when they would synchronize in MS. | |||
=== Teleport Stacking === | |||
''Official name pending''. Some of this behavior is demonstrated [https://www.youtube.com/watch?v=eKoKZwFj3rM here]. | |||
<!-- Add glitches in Tile World (not those reproducing the Microsoft version) (I don't have Tile World) (would this mean the 1.3 mouse timing bugs and force floor accelerating?)--> | |||
== Chip's Challenge 2 == | |||
While [[Chip's Challenge 2]] is coded much more professionally than MSCC, it has its fair share of bugs and bizarre behaviors as well. Most of these behaviors do not have wiki pages yet. | |||
=== Despawning and Respawning === | |||
{{main|Despawning and Respawning Glitch}} | |||
This glitch allows entities to "disappear," remaining invisible and intangible while still occupying a physical location. These entities can reappear later, even after the level resets or changes. The usage of this glitch to move entities between levels is banned in optimization. | |||
=== Explosion Sneaking === | |||
This glitch allows [[movable object]]s within the explosion radius of a [[time bomb]] to escape unharmed if moving at the precise [[tick]] of the explosion. The Chip and Melinda variant is banned in optimization, but the monster variant remains legal. | |||
=== Item Bestowal === | |||
{{main|Item Bestowal}} | |||
This glitch makes it possible for [[monster]]s to pick up items when they normally should not be able to. | |||
=== Monster Hooking === | |||
{{dablink|See: [[Item#Hook]]}} | |||
When an entity with a hook attempts to move away from another moving entity, the hook will attempt and fail to pull that entity. For the player, this often results in death, as their inability to move allows the other entity to collide with them. | |||
=== Salmon === | |||
{{main|Salmon Glitch}} | |||
This glitch makes it possible to override [[force floor]]s in directions that would normally be impossible. A demonstration can be found [https://www.youtube.com/watch?v=Al5CGczBpNY here]. | |||
=== Simultaneous Character Movement === | |||
By switching between playable characters at high speed in-between tiles, it can be possible to essentially move several characters at once. This glitch is banned in optimization. | |||
=== Spring mining === | |||
{{main|Spring mining}} | |||
This glitch lets Chip (or other monsters that can push) move onto a tile with a block when pushing the block, in cases where they would normally stay behind while the block moves forward. The glitch is named after the level [[Spring Mines]], in which it can easily be triggered. | |||
[[Category:Glitches]] | |||
[[Category:Mechanics]] | [[Category:Mechanics]] |
Latest revision as of 16:23, 3 October 2021
A glitch in Chip's Challenge is a fault in the program which is caused by a coding error. The majority of glitches occur in Microsoft's version of Chip's Challenge, and in Chip's Challenge 2. The MS emulation version of Tile World deliberately reproduces most MSCC glitches in order to maintain a fair basis for scorekeeping.
MS ruleset glitches[edit]
Boosting[edit]
This glitch can cause Chip to move faster than usual after exiting a sliding tile.
Button Smash[edit]
This glitch can prevent buttons from working when blocks are flicked onto them.
Controller and Boss[edit]
This glitch can sometimes prevent monsters from exiting traps, as well as prevent clone machines from working, or causing them to clone in an unexpected direction.
Convergence[edit]
This glitch, involving blocks and teleports, can sometimes result in the creation of a second Chip in the level.
Cross-checking[edit]
This glitch sometimes causes sliding blocks to go through ice corners.
Frankenstein[edit]
This glitch sometimes causes tanks on top of clone machines to switch direction.
Mouse Panel[edit]
This glitch allows Chip to ram or flick a block without stopping to move, when using the mouse.
Non-Existence[edit]
This glitch occurs when there is no Chip on the map at the beginning of the level.
Slide Delay[edit]
This glitch causes some slipping blocks or creatures to get moved twice while others do not move at all during a tick.
Advanced MS glitches[edit]
These glitches exist in MSCC but are are not correctly emulated by Tile World. They may, however, be added to Tile World in the future.
00Floor[edit]
This acting wall looks like a North-facing bug over a white background. In Tile World, this tile is displayed like a regular wall.
Data resetting[edit]
This glitch, responsible for many insane levels, relies on clone connections beyond the map to produce unexpected results.
Knight[edit]
This glitch, related to the Controller and Boss Glitch, sometimes causes monsters to move like a knight in chess.
Multiple Tank[edit]
This glitch, responsible for many insane levels, sometimes causes sliding tanks to create other tiles.
Tank Top[edit]
This glitch sometimes causes tanks sliding onto tank buttons to turn in an unexpected direction.
Illegal MS glitches[edit]
These glitches are banned from competitive scoring, and are therefore excluded from Tile World.
Long First Second[edit]
This glitch sometimes causes a second in the in-game timer (not always the first) to be longer than usual, sometimes allowing higher scores.
Time Dilation[edit]
This glitch sometimes occurs after Chip dies using a mouse move.
Twice Step[edit]
This glitch results in unusual timing of buffered mouse moves. The legality of this glitch is still disputed, but currently only certain aspects of this glitch are legal.
MSCC crashes[edit]
These games, when triggered in Microsoft's version of Chip's Challenge, cause the game to crash. They are intentionally absent from Tile World.
Data Size[edit]
This glitch causes the game to crash due to running out of memory.
Termination[edit]
This glitch causes the game to crash when playing a set that does not have 144 or 149 levels.
Transparency[edit]
This glitch causes the game to crash when Chip steps on two transparent tiles at once (usually a monster on top of a key).
Lynx glitches[edit]
The Lynx ruleset has relatively few glitches, and many of those that exist do not have wiki pages or even names yet.
According to the Tile World article: In 2015, new glitches in the original Atari Lynx version of Chip's Challenge were discovered, allowing Chip to pick up an item he starts on, and winning instantly if he starts on the exit, among others. As implementing these in the main Lynx ruleset would break several levels, these were added to pedantic Lynx only.
Failed Move[edit]
Official name pending. The Failed Move Glitch, often referred to informally as The Stupid Glitch, is not actually a glitch, but an exploit of the way Lynx processes movement. This term refers to a specific application in which a monster sees a direction as open, turns to face that direction, then finds that for whatever reason it is no longer able to enter the tile. The most notable cases of this are when a bug, paramecium, glider, or fireball turns around because a block just moved into a space beside it or a toggle wall changed from open to closed, whereas if the block were always there, or the toggle wall were always closed, the monster would choose a different direction. An example of this is in the public TWS for Stratagem.
Release Desynchronization[edit]
This glitch, also known as clone desynchronization due to the way it was discovered, causes some cloning streams to desynchronize over time when they would synchronize in MS.
Teleport Stacking[edit]
Official name pending. Some of this behavior is demonstrated here.
Chip's Challenge 2[edit]
While Chip's Challenge 2 is coded much more professionally than MSCC, it has its fair share of bugs and bizarre behaviors as well. Most of these behaviors do not have wiki pages yet.
Despawning and Respawning[edit]
This glitch allows entities to "disappear," remaining invisible and intangible while still occupying a physical location. These entities can reappear later, even after the level resets or changes. The usage of this glitch to move entities between levels is banned in optimization.
Explosion Sneaking[edit]
This glitch allows movable objects within the explosion radius of a time bomb to escape unharmed if moving at the precise tick of the explosion. The Chip and Melinda variant is banned in optimization, but the monster variant remains legal.
Item Bestowal[edit]
This glitch makes it possible for monsters to pick up items when they normally should not be able to.
Monster Hooking[edit]
When an entity with a hook attempts to move away from another moving entity, the hook will attempt and fail to pull that entity. For the player, this often results in death, as their inability to move allows the other entity to collide with them.
Salmon[edit]
This glitch makes it possible to override force floors in directions that would normally be impossible. A demonstration can be found here.
Simultaneous Character Movement[edit]
By switching between playable characters at high speed in-between tiles, it can be possible to essentially move several characters at once. This glitch is banned in optimization.
Spring mining[edit]
This glitch lets Chip (or other monsters that can push) move onto a tile with a block when pushing the block, in cases where they would normally stay behind while the block moves forward. The glitch is named after the level Spring Mines, in which it can easily be triggered.