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Wire
Wire is a mechanic introduced in Chip's Challenge 2. It technically not a tile, but instead enables floor and steel walls to carry a signal between various game elements. Pink buttons, black buttons, and logic gates are capable of outputting a signal, and many more tiles can take signal as input. Wires will also be activated if Chip, Melinda, a ghost, or a rover step on it while equipped with the lightning bolt.
Blue teleports can be connected together with wire. If a movable object enters such a teleport network, it must exit a teleport in the same network. Teleports that are not in a network can still link to teleports inside a network. Signal has no effect on these networks.
Tiles that accept signal input
A value of pulse in the toggle type column indicates that the tile only needs one frame of signal to toggle, while steady indicates that the tile will be toggled only when the signal is active.
Tile | Toggle type |
---|---|
Force floors | toggle |
Swivel doors | toggle |
Toggle walls | toggle |
Red teleports | steady |
Flame jets | toggle |
Transmogrifiers | steady |
Clone machines | toggle |
Traps | steady |
Railroad tracks | toggle |
Buttons and Switches
Pink Button
The pink button is a button found only in Chip's Challenge 2. When stepped on by Chip, Melinda, blocks, and monsters, it will activate any wire it is connected to.
Black Button
The black button is a button found only in Chip's Challenge 2. It has the opposite behavior of a pink button: it will activate any wire it is connected to except when stepped on by Chip, Melinda, blocks, and monsters.
Switch
The switch is a special tile in Chip's Challenge 2. When set to the on position, a current will be output through wire that is connected to the switch. When set to the off position, no current will be output. Switches can be toggled by Chip, Melinda, mirror characters, blocks, monsters, and bowling balls.
Logic Gates
Logic gates perform a logical operation on one or two wire inputs and produce a single output. They consist of the inverter, AND gate, OR gate, NAND gate, and XOR gate. There also exist NOR and XNOR logic gates, but these are not present in Chip's Challenge 2.
Inverter
The inverter, also called the NOT gate, accepts a single input and inverts the signal. If its input signal is ON, the output signal will be OFF. If its input signal is OFF, the output signal will be ON.
INPUT | OUTPUT |
A | NOT A |
0 | 1 |
1 | 0 |
AND gate
The AND gate accepts two inputs. If both inputs signals are ON, the output signal will be ON. Otherwise, the output signal will be OFF.
INPUT | OUTPUT | |
A | B | A AND B |
0 | 0 | 0 |
0 | 1 | 0 |
1 | 0 | 0 |
1 | 1 | 1 |
OR gate
The OR gate accepts two inputs. If at least one of the input signals are ON, the output signal will be ON. Otherwise, the output signal will be OFF.
INPUT | OUTPUT | |
A | B | A OR B |
0 | 0 | 0 |
0 | 1 | 1 |
1 | 0 | 1 |
1 | 1 | 1 |
NAND gate
The NAND gate accepts two inputs. It is equivalent to an AND gate immediately followed by an inverter. If both input signals are ON, the output signal will be OFF. Otherwise, the output signal will be on.
INPUT | OUTPUT | |
A | B | A NAND B |
0 | 0 | 1 |
0 | 1 | 1 |
1 | 0 | 1 |
1 | 1 | 0 |
XOR gate
The XOR gate gate accepts two inputs and performs an exclusive or operation. If one or the other of the two input signals is ON, the output signal will be ON. If neither input signals are ON or both input signals are ON, the output signal will be OFF.
INPUT | OUTPUT | |
A | B | A XOR B |
0 | 0 | 0 |
0 | 1 | 1 |
1 | 0 | 1 |
1 | 1 | 0 |
Other Wiring Elements
Counter
The counter is a gate with two inputs and two outputs. When the ADD ONE input goes from a FALSE state to a TRUE state, the digit is incremented by one. This is known as a positive edge trigger. If the digit wraps from 9 to 0, the OVERFLOW output will pulse TRUE for one clock cycle. This can be used to trigger some device, or it can be fed into another counter. When the SUBTRACT ONE input goes from a FALSE to a TRUE state, the digit is decremented by one. When the digit wraps from 0 to 9, the UNDERFLOW output will become TRUE until the digit is raised to 0 or lowered to 8.
Pictured is an example of a countdown timer that will close the door and start the flame jet, stopping the ball from continuing to push the button connected to it.