Flick

Revision as of 04:40, 19 May 2024 by Tylersontag (talk | contribs)

A flick is a specialized technique in the MS ruleset of Chip's Challenge, which allows Chip to push a block off an acting wall that he would otherwise be unable to enter. Prominent levels which require flicking to solve include Checkerboard II with closed toggle walls, and Debug File and Captured with thin walls. Other tiles that blocks can be flicked off of include walls, sockets, real blue walls, and locks when Chip does not hold its key. If a block is on a clone machine, pushing the block will clone a new block in the direction of the push rather than moving the block off of the clone machine.

Conditions

For a flick to work, the block must be directly next to Chip and on top of any acting wall. The block itself must be able to make the intended move legally; otherwise, nothing will happen. Some tiles, such as an ice corner or a thin wall, will only block specific directions. For example, a block on a southeast thin wall can be flicked north when Chip is south of the block or flicked west when Chip is east of the block, but cannot be flicked south or east.

Demonstration

 

In this small level, to reach the exit, Chip must move the block to pass the water. When he tries to move -L, the block is pushed L off the east thin wall, such that this happens:

 

and the block continues to slide across the ice until Chip can use it. Note that if the thin wall was facing west, the flick would not work from this direction.

In Lynx

Flicking is not possible in the Lynx ruleset with an exception for blocks on real blue walls. This is commonly seen in community pack levels after CCLP2 which required that all levels be compatible with the Lynx ruleset.

In Chip's Challenge 2

Flicking appears in a more minor form in CC2, where entities can push blocks off of recessed walls, railroads with appropriate junctions, turtles, and swivel doors but do not move onto the tile the block was previously occupying afterward.

See also