Time limit: Difference between revisions

68 bytes added ,  4 April 2020
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changed "MS CC" to "MSCC"; wording, links
m (Text replacement - "CCLP2" to "CCLP2")
m (changed "MS CC" to "MSCC"; wording, links)
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The '''time limit''' of a level is the amount of time [[Chip]] has to complete it, measured in "seconds", which are not actually real seconds. One Chip's Challenge second is equal to 1.17 real seconds.
The '''time limit''' of a level is the amount of time [[Chip]] has to complete it, measured in [[in-game second]]s, which in [[MS ruleset|MS]] are not actual seconds. One Chip's Challenge second is equal to 1.17 real seconds.


== How it works in play ==
== How it works in play ==
 
The time limit in [[Microsoft's version of Chip's Challenge|MSCC]] is indicated in the info panel, possibly containing up to three digits, under the heading "TIME". The digits are always green if the time limit is between 16 and 999, except if the black and white option is selected; in that case, the digits for the level, time limit, and chips left will always be yellow. When the time reaches 15, a click is heard and the display turns yellow, with every further second continuing to click until the timer reaches 0, which is equivalent to any other death and accesses the [[death message]] of ''Ooops! Out of time!''. When playing [[Knot]] and [[Joyride I]], each with [[bold time]]s of 6, a [[Chipster]] can often be caught out. As the last level in most [[custom level set]]s will cause the [[Termination Glitch]] if completed, a [[dummy level]] often ends a levelset by not allowing Chip to finish it within the time limit.
The time limit in MS CC is indicated in the info panel, possibly containing up to three digits, under the heading "TIME". The digits are always green if the time limit is between 16 and 999, except if the black and white option is selected; in that case, the digits for the level, time limit, and chips left will always be yellow. When the time reaches 15, a click is heard and the display turns yellow, with every further second continuing to click until the timer reaches 0, which is equivalent to any other death and accesses the [[Death message]] of ''Ooops! Out of time!''. When playing [[Knot]] and [[Joyride I]], each with [[bold time]]s of 6, a Chipster can often be caught out. As the last level in most [[custom level set]]s will cause the [[Termination Glitch]] if completed, a [[dummy level]] often ends a levelset by not allowing Chip to finish it within the time limit.


If there is no time limit, specified by typing ''0'' into the time limit field in [[level editor]]s, three yellow dashes cover the display for the entire duration of the level. In [[Tile World]], the time limit display is always in the same white color and allows for higher time limits (see Mechanics), but still specifies dashes as no time limit. In [[Chip's Challenge 1|CC1]], 29 levels were untimed, and in [[Chip's Challenge Level Pack 2|CCLP2]], all levels were modified to timed levels, which allowed for a score of higher than 6,000,000. The [[Charter Chipsters]] set themselves towards the "[[quest for 6,000,000]]" as their CC1 scores moved closer to this goal, but it is all but clear that this is impossible in CC1.
If there is no time limit, specified by typing ''0'' into the time limit field in [[level editor]]s, three yellow dashes cover the display for the entire duration of the level. In [[Tile World]], the time limit display is always in the same white color and allows for higher time limits (see Mechanics), but still specifies dashes as no time limit. In [[Chip's Challenge 1|CC1]], 29 levels were untimed, and in [[Chip's Challenge Level Pack 2|CCLP2]], all levels were modified to timed levels, which allowed for a score of higher than 6,000,000. The [[Charter Chipsters]] set themselves towards the "[[quest for 6,000,000]]" as their CC1 scores moved closer to this goal, but it is all but clear that this is impossible in CC1.
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== Mechanics ==
== Mechanics ==
 
In MSCC, the clock is controlled by a continuous upward counter which starts from 0, counts each number as 1/10 of a second, and executes the command to tick down every multiple of 10. Unlike [[Tile World]], which resets the timer after every death or level change, the MS clock counter will not reset to zero unless the game is exited, and will thus cause the timer to tick down sooner than one CC second a lot of the time. To fix this, [[Fullsec]] can be used. Otherwise, perform [[clock setting]], or exit and reopen the program, which does this automatically and will also set the [[odd and even step]] algorithm to even step. The timer algorithm maxes out at 65,536 if the player continues to play this long, and it will roll over from here, which causes the legendary [[Long First Second Glitch]].
In MS CC, the clock is controlled by a continuous upward counter which starts from 0, counts each number as 1/10 of a second, and executes the command to tick down every multiple of 10. Unlike [[Tile World]], which resets the timer after every death or level change, the MS clock counter will not reset to zero unless the game is exited, and will thus cause the timer to tick down sooner than one CC second a lot of the time. To fix this, [[Fullsec]] can be used. Otherwise, perform [[clock setting]], or exit and reopen the program, which does this automatically and will also set the [[odd and even step]] algorithm to even step. The timer algorithm maxes out at 65,536 if the player continues to play this long, and it will roll over from here, which causes the legendary [[Long First Second Glitch]].


Even though the info panel only reserves three digits for the time limit, it is possible for the time limit to go up to 65,535, since four bytes were allotted to this function; however, the clock in actual play can only handle 32,767.
Even though the info panel only reserves three digits for the time limit, it is possible for the time limit to go up to 65,535, since four bytes were allotted to this function; however, the clock in actual play can only handle 32,767.
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== How it is recorded ==
== How it is recorded ==
The time limit is often divided into tenths (see [[Chip's Challenge scoring]]); one move takes 2/10, or 1/5 of a second, and one slide on [[ice]] or [[force floor]]s or two perpendicular moves on force floors (see [[Forced Entry]]) takes 1/10 of a second.


The time limit is often divided into tenths (see [[Chip's Challenge scoring]]); one move takes 2/10, or 1/5 of a second, and one slide on [[ice]] or [[force floor]]s or two perpendicular moves on force floors (see [[Forced Entry]]) takes 1/10 of a second.
[[Category:Mechanics]]
[[Category:Mechanics]]
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