Please create an account or Login! Have fun!
Editing In-game second
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
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 | 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 (similar to how "day" can mean "the time between midnight and 11:59pm" or "a period of 24 hours"). 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. | ||
== Common subdivisions == | == Common subdivisions == | ||
=== Move === | === Move === | ||
A '''move''', as a unit of time, is the amount of time most ([[movable object|movable]]) [[object]]s take to move 1 square on the [[grid]] in normal circumstances (no [[sliding tile|sliding]], [[spring step]]s, [[teleport]]ing, etc.). In each of the main [[ruleset]]s (MS, Lynx, and Steam), each in-game second is evenly split into 5 moves. There are, however, some versions of Chip's Challenge in which this is not the case: for example, in the Amiga and Atari ST ports, there are 6 moves in each in-game second. | A '''move''', as a unit of time, is the amount of time most ([[movable object|movable]]) [[object]]s take to move 1 square on the [[grid]] in normal circumstances (no [[sliding tile|sliding]], [[spring step]]s, [[teleport]]ing, etc.). In each of the main [[ruleset]]s (MS, Lynx, and Steam), each in-game second is evenly split into 5 moves. There are, however, some versions of Chip's Challenge in which this is not the case: for example, in the Amiga and Atari ST ports, there are 6 moves in each in-game second. | ||
'''''For the remainder of this article, discussion will be limited to the main rulesets.''''' | '''''For the remainder of this article, discussion will be limited to the main rulesets.''''' | ||
Line 10: | Line 10: | ||
A '''half move''' (sometimes hyphenated) is one half of a move, or 1/10 of an in-game second. When most objects slide, they take half a move to move between tiles. | A '''half move''' (sometimes hyphenated) is one half of a move, or 1/10 of an in-game second. When most objects slide, they take half a move to move between tiles. | ||
In MS, the graphics update every half move; i.e., MS runs at 10 "fps". <!--Apparently not accurate but idk how to fix.--> | In MS, the graphics update every half move; i.e., MS runs at 10 "fps". <!--Apparently not accurate but idk how to fix.--> The first and second halves of a move also have different properties in MS: see [[move order]]. | ||
The first and second halves of a move also have different properties in MS: see [[move order]]. | |||
=== Tick === | === Tick === | ||
Line 19: | Line 17: | ||
In Lynx, the graphics update every tick; i.e., Lynx runs at 20 fps. As such, in the context of Lynx, the term ''frame'' is sometimes used interchangeably with 'tick'. | In Lynx, the graphics update every tick; i.e., Lynx runs at 20 fps. As such, in the context of Lynx, the term ''frame'' is sometimes used interchangeably with 'tick'. | ||
Ticks | Ticks actually have meaning in MS as well. <!--I don't know how ticks work in MS, help.--> | ||
=== Frame === | === Frame === | ||
Line 28: | Line 26: | ||
== See also == | == See also == | ||
* [[Time limit]] | * [[Time limit]] | ||
* [[M/s]] - "move" in this | * [[M/s]] - "move" in this context is a unit of ''distance'', following the [https://en.wikipedia.org/wiki/Taxicab_geometry taxicab metric], equal to 1 square on the grid. | ||
* [[Move order]] | * [[Move order]] | ||
** [[Spring step]] | ** [[Spring step]] | ||
** [[Spring slide]] | ** [[Spring slide]] | ||
* [[Release desynchronization]] | * [[Release desynchronization]] | ||
{{stub}} | {{stub}} | ||
[[Category:Terminology]] | [[Category:Terminology]] |