In-game second: Difference between revisions

415 bytes added ,  3 May 2021
m
reordered sections (based on https://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style/Layout)
(Information on the various units of time - move, half-move, tick, and frame - needs a home. This was the best idea i had.)
 
m (reordered sections (based on https://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style/Layout))
 
(4 intermediate revisions by the same user not shown)
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 (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.
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.'''''
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.--> 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 ===
Line 17: Line 19:
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 ===
Line 26: Line 28:
== See also ==
== See also ==
* [[Time limit]]
* [[Time limit]]
* [[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.
* [[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]]
trusted-editors
994

edits