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== Demo ==
== Demo ==


This level is only solvable with boosting:
This level is solved using proper boosting techniques:


[[File:boostin1.png]]
[[File:Boosting demo.png]]


If Chip tries to slide right and walk past the middle tile he is killed by ball:
The [[clone machine]] blocks off the right edge of the grid. The correct route moves to the southwest, where there is an encounter between the ice and the force floors. If Chip were to move 2U L, since the L move was voluntary, he can't override the force floor. In order to get past it, Chip has to use the ice at [3, 3]. The full route is U 4L >D L 3U 2R URD >R 2U 2L, and then a choice between L >2D U, overriding [1, 2] with the use of the ice, and L to the exit, or step DL >L and override U. The second path is [1/2] quicker, but either way will use 2 turns for the purposes of the timer. <!---Check.---> The total time taken to reach the exit is 3.4 seconds.


[[File:boostin1 die.gif]]
== Boosting as a last resort ==


However if he slides right and then boosts over the middle tile he skips the ball and can finish the level:
In addition to helping solve a level faster, there are some situations where boosting may be ''required'' to solve a level, such as in this diagram:


[[File:boostin1 win.gif]]
[[File:Boosting demo 2.png]]


== Spring Sliding ==
As the [[pink ball]]s cannot move in their current positions, they will move when they are freed, in this case when the [[dirt]] is removed. Only Chip can remove dirt, but if he simply steps on the dirt, the ball will squash him as monsters move first. If Chip could ''slide'' onto one of the dirt spaces, he could then move instantaneously to the [[suction boots]] and then to the exit, but as it is, Chip must collect the [[ice skates]], and there are no other sliding tiles for Chip to use. Fortunately, there is a [[thief]] to the right side; Chip must move L 4U D to reach him. Now, Chip can slide L or U across the ice and then clamp to the exit.


After a boost is taken, the ''next'' move by Chip will sometimes happen immediately or sometimes after a half turn. The reason this happens is because a move can be made every 0.2s normally, but sliding and boosting happens every 0.1s. If Chip boosts on the second half of a 0.2s window, then by the time the boost is finished (taking 0.1s) Chip is into the next 0.2s window and can immediately make another move. However if Chip boosts during the first half of a 0.2s window, then he has to wait another 0.1s before he can move.
This motif is common in several [[custom level set]]s, as many designers specialize in unusual solutions to simple problems. One example of this device is the ending section to this level created by [[Andrew Bennett]]:


[[File:What the thief.png]]
All the buried tiles under [[yellow lock]]s are [[trap]]s except for [8, 6] and [8, 7], which are [[recessed wall]]s. When Chip reaches this section with 30 [[yellow key]]s, he can move to the trap at [7, 0] since it is connected and buried (although holding it down costs no time). Before Chip can proceed, he needs suction boots from behind the [[socket]], but must also find a [[thief]] to remove the ice skates that the player was forced to pick up at the start of the level. Otherwise, opening the [[blue lock]] will cause the pink ball to kill Chip. When the boosting works properly, Chip can avoid the ball and exit.
== Expansions ==
After a boost is taken, the ''next'' move by Chip will sometimes take an entire turn and sometimes only a half turn. The reason this works faster is because Chip can only make voluntary moves every 1/5 of a second. When Chip lands after sliding an ''odd'' number of tiles, it takes a multiple of 1/5 of a second for the move to be complete and ''1/10'' of a second for the boost to be made. Since Chip can then legally make another voluntary move in 1/10 of a second, he can cover two spaces in one turn.
Because of its effective kinship to the spring step, this behavior is known as the [[spring slide]].
[[Category:Mechanics]]
[[Category:Mechanics]]
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