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Spring step: Difference between revisions
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When walking between [[monster]]s, spring steps can be used if the [[monster order]] is unclear and Chip does not know which monster will move which direction after they collide, or in cases of [[walker]]s and [[blob]]s which are ''always'' uncertain, to determine which direction the enemy is moving before committing himself. By pausing the game directly afterwards, Chip knows which way is dangerous and which way is safe, and assuming the wait was timed correctly, lose no time. This is a mandatory technique for high-level [[Blobnet]] play, and that of other blob levels that can be found in [[custom level set]]s. | When walking between [[monster]]s, spring steps can be used if the [[monster order]] is unclear and Chip does not know which monster will move which direction after they collide, or in cases of [[walker]]s and [[blob]]s which are ''always'' uncertain, to determine which direction the enemy is moving before committing himself. By pausing the game directly afterwards, Chip knows which way is dangerous and which way is safe, and assuming the wait was timed correctly, lose no time. This is a mandatory technique for high-level [[Blobnet]] play, and that of other blob levels that can be found in [[custom level set]]s. | ||
The spring step can also minimize time loss when moving blocks across [[ice]] and [[force floor]]s if Chip is using the requisite [[boot]]. The more [1/2] waits are in a route, compared to half as many [1] waits, the quicker the route will be in total. [[BlockSlide]] will require this in many places: the [[ | The spring step can also minimize time loss when moving blocks across [[ice]] and [[force floor]]s if Chip is using the requisite [[boot]]. The more [1/2] waits are in a route, compared to half as many [1] waits, the quicker the route will be in total. [[BlockSlide]] will require this in many places: the [[slide delay]] is tailored to encourage a [1/2] wait compared to a [1] wait. | ||
Finally, a spring step is helpful or even required when removing obstacles in front of sliding blocks where the [[ram]] is impossible or requires extra time, or when pushing blocks onto ice which may recoil onto him. By using the spring step, Chip will reduce the time he spends in the line of fire, and consequently he can get out of the way sooner. | Finally, a spring step is helpful or even required when removing obstacles in front of sliding blocks where the [[ram]] is impossible or requires extra time, or when pushing blocks onto ice which may recoil onto him. By using the spring step, Chip will reduce the time he spends in the line of fire, and consequently he can get out of the way sooner. |
Revision as of 22:20, 13 February 2019
The spring step is an advanced Chip's Challenge technique used in several different situations, such as monster watching, sliding block pushing, or negotiating dangerous sliding block chains. Its properties are similar to that of boosting, without the sliding.
Mechanics
The spring step is performed by waiting [1/2], then making Chip's next two moves in quick succession, which will not lose time but rather rearrange it among the next 3/5 of a second: Chip spends more time on the first square and less time on the second square, with the third square not affected.
This happens because even though voluntary moves can only occur once in each turn, they can be performed at any time during that one turn - either immediately or after [1/2]. Even though two voluntary moves have occurred within [1/2] of each other, they still occurred only once per turn, which is different from once per 1/5 second.
Uses
When walking between monsters, spring steps can be used if the monster order is unclear and Chip does not know which monster will move which direction after they collide, or in cases of walkers and blobs which are always uncertain, to determine which direction the enemy is moving before committing himself. By pausing the game directly afterwards, Chip knows which way is dangerous and which way is safe, and assuming the wait was timed correctly, lose no time. This is a mandatory technique for high-level Blobnet play, and that of other blob levels that can be found in custom level sets.
The spring step can also minimize time loss when moving blocks across ice and force floors if Chip is using the requisite boot. The more [1/2] waits are in a route, compared to half as many [1] waits, the quicker the route will be in total. BlockSlide will require this in many places: the slide delay is tailored to encourage a [1/2] wait compared to a [1] wait.
Finally, a spring step is helpful or even required when removing obstacles in front of sliding blocks where the ram is impossible or requires extra time, or when pushing blocks onto ice which may recoil onto him. By using the spring step, Chip will reduce the time he spends in the line of fire, and consequently he can get out of the way sooner.
A situation such as a block with 2 ice spaces and a wall in front of it will require either slide delay or a spring step for Chip to dodge the block in time. The Prisoner is a noticable example, as Chip not only has to avoid being hit but also to use it to redirect a fireball. Fortunately, both happen at once.
Emulation differences
The spring step is most effective in Tile World, which allows [1/2] waits to be performed noticably easier than in MS. The MS version of Chip's Challenge experiences a slight delay when responding to arrow keys, while Tile World responds immediately.