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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.
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 ==
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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.--> Because of this, in the context of MS, the term ''tick'' occasionally is used to mean 'half move'.
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 ===
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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 in this sense actually have meaning in MS as well. <!--I don't know how ticks work in MS, help.-->
Ticks actually have meaning in MS as well. <!--I don't know how ticks work in MS, help.-->


=== Frame ===
=== Frame ===
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Every 3rd frame from the beginning of a level is a '''movement frame'''. Even though voluntary moves can only start on movement frames, i.e. once per tick, movement is actually processed every frame, not just their animations, as can be seen when objects slide. <!--I'd mention the whole misalignment thing, but i already have that on 2 other articles. Maybe it should be its own article?--> <!--Also not clear which frames (mod 3) are movement frames, or if movement is processed between frames.-->
Every 3rd frame from the beginning of a level is a '''movement frame'''. Even though voluntary moves can only start on movement frames, i.e. once per tick, movement is actually processed every frame, not just their animations, as can be seen when objects slide. <!--I'd mention the whole misalignment thing, but i already have that on 2 other articles. Maybe it should be its own article?--> <!--Also not clear which frames (mod 3) are movement frames, or if movement is processed between frames.-->
== References ==
<references/>


== See also ==
== See also ==
* [[Time limit]]
* [[Time limit]]
* [[M/s]] - "move" in this article, when not referring to the action itself, is a unit of ''distance'', following the [https://en.wikipedia.org/wiki/Taxicab_geometry taxicab metric], equal to 1 square on the grid.
* [[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]]
== Notes ==
<references group=note/>
== References ==
<references/>


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[[Category:Terminology]]
[[Category:Terminology]]
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