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(Information on the various units of time - move, half-move, tick, and frame - needs a home. This was the best idea i had.) |
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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 | 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 == | ||
=== 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.<ref>Example video of Amiga gameplay: https://www.youtube.com/watch?v=dP2Vjo7rW0E</ref> | ||
'''''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.''''' | ||
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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.--> The first and second halves of a move also have different properties in MS: see [[move order]]. | 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'. | ||
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 actually have meaning in MS as well. <!--I don't know how ticks work in MS, help.--> | Ticks in this sense actually have meaning in MS as well. <!--I don't know how ticks work in MS, help.--> | ||
=== Frame === | === Frame === | ||
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== See also == | == See also == | ||
* [[Time limit]] | * [[Time limit]] | ||
* [[M/s]] - "move" in this | * [[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. | ||
* [[Move order]] | * [[Move order]] | ||
** [[Spring step]] | ** [[Spring step]] | ||
** [[Spring slide]] | ** [[Spring slide]] | ||
* [[Release desynchronization]] | * [[Release desynchronization]] | ||
== Notes == | |||
<references group=note/> | |||
== References == | |||
<references/> | |||
{{stub}} | {{stub}} | ||
[[Category:Terminology]] | [[Category:Terminology]] |