trusted-editors
994
edits
Please create an account or Login! Have fun!
m (moved an explanation to its own "Notes" section) |
m (link to MSCC-on-64-bit-machines article) |
||
Line 1: | Line 1: | ||
An '''in-game second''' is the amount of time between two consecutive decrements of the [[time limit|timer]]—or, more generally, any other period of time equal in length.<ref group=note>Similar to how "day" can mean "the time between midnight and 11:59pm" or "a period of 24 hours".</ref> This unit of time is intended to emulate 1 real second. In [[Lynx ruleset|Lynx]] and [[Steam ruleset|Steam]], 1 in-game second is in fact 1 real second; in [[Microsoft's version of Chip's Challenge|MSCC]], however, it depends on the machine. On most of the more modern 32-bit machines, MSCC consistently runs at about 1.17 real seconds per in-game second. [[Tile World]]'s emulation of the [[MS ruleset]] attempts to emulate this lag at 1.1 real seconds per in-game second. | An '''in-game second''' is the amount of time between two consecutive decrements of the [[time limit|timer]]—or, more generally, any other period of time equal in length.<ref group=note>Similar to how, for example, "day" can mean "the time between midnight and 11:59pm" or "a period of 24 hours".</ref> This unit of time is intended to emulate 1 real second. In [[Lynx ruleset|Lynx]] and [[Steam ruleset|Steam]], 1 in-game second is in fact 1 real second; in [[Microsoft's version of Chip's Challenge|MSCC]], however, it depends on the machine. On most of the more modern 32-bit machines,<ref group=note>See [[Chip's Challenge 1 on 64-bit machines]].</ref> MSCC consistently runs at about 1.17 real seconds per in-game second. [[Tile World]]'s emulation of the [[MS ruleset]] attempts to emulate this lag at 1.1 real seconds per in-game second. | ||
== Common subdivisions == | == Common subdivisions == |