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Tylersontag (talk | contribs) m (Tylersontag moved page spring step to Spring step over redirect: revert) |
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== Mechanics == | == 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. | 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. | ||
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== Uses == | == Uses == | ||
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. | ||
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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. | ||
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 | 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 noticeable 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 == | == Emulation differences == | ||
The spring step is most effective in [[Tile World]], which allows [1/2] waits to be performed noticeably 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. | |||
The spring step is most effective in [[Tile World]], which allows [1/2] waits to be performed | |||
== See also == | == See also == | ||
* [[Spring slide]] | |||
[[Category:Mechanics]] | |||
[[Category:Terminology]] | [[Category:Terminology]] |