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(Added that canopies and fire are acting walls to rovers.)
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The '''rover''' is a [[monster]] introduced in [[Chip's Challenge 2]]. It can travel over [[dirt]], [[gravel]], and other similar [[tile]]s which normally block monsters, but like [[blob]]s, move at half the [[m/s|speed]] of most monsters. Canopies and fire are [[acting wall]] to rovers. Rovers have the ability to pick up and use [[key]]s and [[tool]]s, push [[block]]s, and pick up [[bonus flag]]s, though the player is not awarded bonus points when they do. After a player has collected all required [[computer chip|chips]], rovers can remove [[chip socket]]s. Its movement mimics that of other monsters and changes periodically from one type to another.
The '''rover''' is a [[monster]] introduced in [[Chip's Challenge 2]]. It can travel over [[dirt]], [[gravel]], and other similar [[tile]]s which normally block monsters, but like [[blob]]s, move at half the [[m/s|speed]] of most monsters. Canopies and fire are [[acting wall]]s to rovers. Rovers have the ability to pick up and use [[key]]s and [[tool]]s, push [[block]]s, and pick up [[bonus flag]]s, though the player is not awarded bonus points when they do. After a player has collected all required [[computer chip|chips]], rovers can remove [[chip socket]]s. Its movement mimics that of other monsters and changes periodically from one type to another.


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Revision as of 22:13, 11 December 2020

The rover is a monster introduced in Chip's Challenge 2. It can travel over dirt, gravel, and other similar tiles which normally block monsters, but like blobs, move at half the speed of most monsters. Canopies and fire are acting walls to rovers. Rovers have the ability to pick up and use keys and tools, push blocks, and pick up bonus flags, though the player is not awarded bonus points when they do. After a player has collected all required chips, rovers can remove chip sockets. Its movement mimics that of other monsters and changes periodically from one type to another.

Sequence

Each behavior lasts for 32 attempted moves. A cycle can be shortened if the rover gets stuck or runs into a wall, and can be lengthened by delaying voluntary movement, such as sliding, being trapped, or being on a clone machine, in which cases it will not update for the duration it cannot voluntarily move. However, each tick a rover attempts to move but cannot counts as 2 attempted moves instead of 1. For example, if a rover is surrounded by walls, each non-teeth cycle lasts 0.8 seconds rather than 32 ticks = 1.6 seconds. The teeth cycles would last twice as long because rovers obey odd and even step while in a teeth cycle.

Appearance Behavior
Rover1.gif
Angry teeth
Rover2.gif
Glider
Rover3.gif
Ant
Rover4.gif
Purple ball
Rover5.gif
Timid teeth
Rover6.gif
Fire box
Rover7.gif
Centipede
Rover8.gif
Walker