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An '''item''' or '''tool''' is a [[tile]] which [[Chip]] or [[Melinda]] can collect and store in their inventory. Aside from [[key]]s and [[computer chip]]s which have separate inventories, players can hold at most four items in their inventory at once. Although the computer chip is technically an item, it does not appear in the player's inventory like the other items.
An '''item''' is any of nine [[tile]]s which [[Chip]] can collect and store in his inventory. The nine items are the four [[key]]s, the four [[boot]]s and [[computer chip]]s.


The term 'tool' specifically refers to the items listed on this page, whereas 'item' can refer to either just tools or any collectible [[static object]].
Items cannot be moved and can only be collected by Chip. The only other things that can erase items are the [[Non-Existence Glitch]] at the start of the game, or generally, other moving objects which pass over squares containing items on the lower layer of the [[grid]]: [[monster]]s erase any item on the lower layer of any square they enter, and Chip and [[block]]s will only erase items on the lower layer if the upper layer contains a non-[[floor]] tile which was not removed by the passage of Chip or the block. However, in [[Lynx]], the [[blue key]] ''can'' be erased by monsters and blocks.


There are specific tiles which are ''not'' considered items even though Chip can remove them: [[socket]]s, [[dirt]], fake [[blue wall]]s, [[lock]]s, etc. are not items. Chip can also move [[block]]s, but they are not considered items.  In CC2, the [[bomb]] and [[stopwatch]] are on the item layer, even though they can't be picked up.
There are specific tiles which are ''not'' items, although Chip can remove them: [[socket]]s, [[dirt]], fake [[blue wall]]s and [[lock]]s are not items. Chip can also move blocks, and although blocks can remove [[water]] and [[bomb]]s, they are not considered items either.


== Properties of items in CC1 ==
The only items monsters can pass over are keys, and blocks cannot pass computer chips. [[Thieves]] will only steal boots.
In the original [[Chip's Challenge 1]], the only items aside from [[key]]s and [[computer chip|chips]] are fire boots, flippers, ice skates, and suction boots. Items cannot be moved and can only be collected by Chip. There are no key [[Thief|thieves]], only tool thieves (though some poorly designed ports have thieves steal both keys and tools).


These boots are [[acting wall]]s to [[monster]]s. In the [[MS ruleset]], blocks can be pushed over them; this is impossible in [[Lynx ruleset|Lynx]].
== Trivia ==


Monsters and blocks can pass over keys in MS. In Lynx, yellow and green keys are acting walls instead, red keys remain acting floor, and blue keys are erased by passing monsters and blocks.
* Although the computer chip is technically an item, only the other eight items are defined as such in the menu of [[CCEdit]].


In some circumstances in MS, items can be erased without Chip picking them up. The [[Non-Existence Glitch]] at the start of the game can remove them, or generally, other moving objects which pass over squares containing items on the lower layer of the [[grid]]: [[monster]]s erase any item on the lower layer of any square they enter, and Chip and [[block]]s will only erase items on the lower layer if the upper layer contains a non-[[floor]] tile which was not removed by the passage of Chip or the block. Such tile combinations are [[invalid tile|invalid]], rendering such levels unplayable in Lynx.
== See also ==
 
== Properties of items in CC2 ==
Most of the original properties of items apply in [[Chip's Challenge 2]]; however, the sequel also included multiple new items and mechanics. If the player attempts to pick up a fifth item, the first item in the player inventory is dropped to accommodate the new item. Players can also choose to drop the first item in their inventory ('Q' on the keyboard by default), and rotate through the items in their inventory ('C' on the keyboard by default) to change which item is next to be dropped.
 
Monsters and blocks can kill the player while the player is standing on or is about to walk onto an item, even if the item (not the [[terrain]]) normally prevents the monster or block from doing so. In Lynx, items do not behave differently in these circumstances.
 
Another new mechanic in CC2 is that ''all'' [[actor]]s have their own inventory, and certain ones — [[ghost]]s, [[rover]]s, [[player mirror]]s, and [[bowling ball]]s — can pick up and use items as the player would.  Those not intended to pick up items can still be given items by way of [[Item Bestowal]].  Every actor's inventory works the same way, dropping the first item when a fifth is picked up, though only player characters have the ability to manually cycle and drop items.
 
The solution to a number of CC2 puzzles involves strategically dropping items or passing items to monster inventories, allowing monsters to solve portions of the puzzle on the player's behalf.
 
In CC2, as a general rule, anything that steps on an item (or blocked [[yellow teleport]]) will pick it up.  Most [[monster]]s can't pick up items simply because they're unable to step on them in the first place; blue keys are always picked up because they don't block anything.  (This is also why item bestowal is possible; it tricks the game into making an actor "step" into the cell it's already in.)  The few exceptions to this rule are as follows:
 
* New blocks — that is, [[ice block]]s and [[directional block]]s — ''never'' pick up items, not even blue keys or yellow teleporters.
* Only players and doppelgängers can pick up [[red key]]s or activate [[stopwatch]]es.
* Only players can pick up [[computer chip]]s, [[time bonus]]es, or [[time penalty|time penalties]].
* [[Bonus flag]]s are picked up as normal (except by ghosts, which ignore them), but they only affect the player's score if a player picks them up.
 
== Items in both versions ==
The following items appear in both [[Chip's Challenge 1]] and [[Chip's Challenge 2]]:
 
=== Flippers ===
{{Infobox Tile
|name = Flippers
|alynx = Yes
|cc1 = Yes
|cc2 = Yes
|cc1index = 104
|multidirectional = No
|moves = No
}}
'''Flippers''' allow [[Chip]] or [[Melinda]] to swim through [[water]] safely if they are unable to or do not wish to use blocks. Flippers do not, however, protect them from any [[glider]]s that may be swimming nearby.
 
In the original Atari [[Lynx ruleset|Lynx]], instead of flippers, a "water shield" is used.
 
{{clear}}
=== Fire boots ===
{{Infobox Tile
|name = Fire boots
|alynx = Yes
|cc1 = Yes
|cc2 = Yes
|cc1index = 105
|multidirectional = No
|moves = No
}}
'''Fire boots''' allow [[Chip]] or [[Melinda]] to walk across [[fire]] safely. They do not, however, protect them from any [[fireball]]s that may be in the fire. In [[Chip's Challenge 2]], a [[ghost]] with fire boots will erase fire tiles they step on.
 
In [[Lynx ruleset|Lynx]], instead of fire boots, a "heat shield" is used.
 
{{clear}}
=== Ice skates ===
{{Infobox Tile
|name = Ice skates
|alynx = Yes
|cc1 = Yes
|cc2 = Yes
|cc1index = 106
|multidirectional = No
|moves = No
}}
'''Ice skates''', or just '''skates''', allow [[Chip]] and [[Player mirror|mirror Chip]] to walk across [[ice]] at normal speed the same way he walks on ordinary floor, but have no effect when worn by [[Melinda]] or [[Player mirror|mirror Melinda]]. In the [[MS ruleset]], Chip can also step through ice corners from within the ice space that contains them across to another space, as long as the move is otherwise legal.
 
In [[Lynx ruleset|Lynx]] and [[Chip's Challenge 2]], instead of ice skates, ice cleats are used.
 
{{clear}}
=== Suction boots ===
{{Infobox Tile
|name = Suction boots
|alynx = Yes
|cc1 = Yes
|cc2 = Yes
|cc1index = 107
|multidirectional = No
|moves = No
}}
'''Suction boots''' or '''suction shoes''' allow [[Chip]] or [[Melinda]] to walk across [[force floor]]s at normal speed the same way he walks on ordinary floor.
 
In [[Lynx ruleset|Lynx]], instead of Suction boots, magnets are used, and in [[Chip's Challenge 2]], magno shoes are used.
 
{{clear}}
== Items exclusive to CC2 ==
The following items appear only in [[Chip's Challenge 2]].
 
=== Hiking boots ===
{{Infobox Tile
|name = Hiking boots
|cc2 = Yes
|multidirectional = No
|moves = No
}}
The '''hiking boots''', also known as '''dirt boots''', allow [[Melinda]] and [[Player mirror|mirror Melinda]] to walk over [[dirt]] and [[gravel]] tiles, but have no effect when worn by [[Chip]] or any other [[monster]] (even those that cannot cross dirt/gravel).
 
{{clear}}
=== Speed boots ===
{{Infobox Tile
|name = Speed boots
|cc2 = Yes
|multidirectional = No
|moves = No
}}
The '''speed boots ''' allow [[Chip]] and [[Melinda]] to walk at twice their normal speed. The same is true for their [[player mirror|mirrors]] as well as bowling balls and ghosts. [[Rover]]s will walk at five tiles per second, just like regular monsters. Speed boots have no impact when sliding on [[force floor]]s or [[ice]].
 
[[Lesson 6 (CC2 level)|Lesson 6]] is the only level in the CC2 main game that uses speed boots.
 
{{clear}}
=== Bowling ball ===
{{Infobox Tile
|name = Bowling ball
|image cc2 = [[Image:BowlingBall1.png]] [[Image:BowlingBall2.png]]
|cc2 = Yes
|multidirectional = Yes
|moves = Yes
}}
The '''bowling ball''', once picked up by a [[movable object]], remains in the inventory until dropped. Then, it will travel in a direction until it is destroyed by a hazard or by running into an obstacle (unless it is sliding into an obstacle that is not a movable object, in which case it rebounds or stays put). It can destroy any movable object, pick up most [[item]]s, and traverse most [[terrain]].
 
{{clear}}
=== Bribe ===
{{Infobox Tile
|name = Bribe
|cc2 = Yes
|multidirectional = No
|moves = No
}}
If [[Chip]] or [[Melinda]] holds at least one '''bribe''' in their inventory and steps on a [[thief]], the bribe will be stolen but the rest of the inventory and [[bonus flag|bonuses]] will be preserved. From monsters, a thief will take bribes, but not other items. If a player or monster has multiple bribes in their inventory, only one bribe will be used after stepping on a thief.
 
The game processes players collecting items before thieves stealing from players, so a thief with a bribe on it is essentially [[acting dirt]] that turns into a thief when moved off of (and pops your inventory if you have 4 items).
 
In the CC2 main game, bribes are only used in [[Lesson 6 (CC2 level)|Lesson 6]], [[Flea Market]], and [[Line and Sinker]].
 
{{clear}}
=== Helmet ===
{{Infobox Tile
|name = Helmet
|cc2 = Yes
|multidirectional = No
|moves = No
}}
The '''helmet''' will make [[Chip]] or [[Melinda]] unable to be killed by [[monster]]s or moving [[block]]s. Monsters and moving blocks will instead treat Chip and Melinda as [[acting wall]] and vice versa. Similarly, monsters wearing the helmet will not be able to kill Chip or Melinda. Bowling balls are unaffected by helmets.
 
{{clear}}
=== Hook ===
{{Infobox Tile
|name = Hook
|cc2 = Yes
|multidirectional = No
|moves = No
}}
The '''hook''' allows the player and monsters to pull [[block]]s, [[ice block]]s, and [[directional block]]s. With the tool equipped, pulling happens automatically if Chip or Melinda walk directly away from the block and if the block is able to traverse the tile Chip or Melinda are currently standing on. It was first introduced in the level [[Flea Market]] and is used in only one level in the CC2 main game, [[Line and Sinker]], after its introduction.
 
If a movable object is in the process of moving into a space next to another movable object that is carrying a hook and attempting to move away from it, the hook will attempt to pull the former, even if it is not a block. This attempt will always fail, but it will cause the latter object to treat the space it is trying to move toward [[Acting wall|as a wall]] and the former object, once it lands on its space, to treat the latter object as a wall, even if the latter object is Chip or Melinda without a helmet (unless the latter object is after the former object in [[monster order]], in which case the player will die if they do not move to the side in time).
 
When equipped with a hook, the player can [[hook slap]].


=== Lightning bolt ===
{{Infobox Tile
|name = Lightning bolt
|cc2 = Yes
|multidirectional = No
|moves = No
}}
When the '''lightning bolt''' is equipped by a moving object, like [[Chip]], [[Melinda]], [[ghost]]s, [[rover]]s, or [[bowling ball]]s, they will supply signal to the bare [[wire]] underneath. The lightning bolt has no effect on wires that are already activated, nor does it affect logic gates, wired buttons, or wires buried under elements.
{{clear}}
=== Railroad sign ===
{{Infobox Tile
|name = Railroad sign
|cc2 = Yes
|multidirectional = No
|moves = No
}}
The '''railroad sign''' or '''railroad crossing sign''', often abbreviated as '''RR sign''', allows [[Chip]], [[Melinda]], [[player mirror]]s, [[bowling ball]]s, and [[rover]]s to cross [[railroad track]]s as if they were floor, although if they enter and exit a railroad with a track switch "legally", the track will still cycle. It has no impact on [[ghost]]s.
{{clear}}
=== Secret eye ===
{{Infobox Tile
|name = Secret eye
|cc2 = Yes
|multidirectional = No
|moves = No
}}
The '''secret eye''', often shortened to '''eye''', when equipped by [[Chip]] or [[Melinda]], reveals the identity of [[invisible wall]]s, [[hidden wall]]s, [[blue wall]]s, [[green wall]]s, content under [[block]]s, and content under [[Tent canopy|canopies]], and it gives a unique look to [[floor mimic]]s. It has no impact on any entity other than the current player.
{{clear}}
=== Steel foil ===
{{Infobox Tile
|name = Steel foil
|cc2 = Yes
|multidirectional = No
|moves = No
}}
'''Steel foil''', commonly shortened to '''foil''', allows [[movable object]]s to change normal [[wall]]s into [[steel wall]]s by pushing on them. Walls can also have steel [[wall slapping|slapped onto them]]; however, [[hidden wall]]s and real [[blue wall]]s have to be revealed before they can be converted to steel, and so would require two slaps to become steel walls if never touched directly, or touched for at least 2 frames otherwise. [[Invisible wall]]s are never affected by steel foil, despite taking on the appearance of a normal wall when made contact with.
{{clear}}
=== Time bomb ===
{{Infobox Tile
|name = Time bomb
|cc2 = Yes
|multidirectional = No
|moves = No
}}
{{main|Time bomb}}
When a '''time bomb''', also known as '''dynamite''', is left behind by [[Chip]] or [[Melinda]] on a tile without a [[no sign]], the time bomb will count down for 4.2 seconds before exploding.
{{clear}}
=== Yellow teleport ===
{{Infobox Tile
|name = Yellow teleport
|image cc2 = [[File:YellowTeleport.gif]]
|cc2 = Yes
|multidirectional = No
|moves = No
}}
{{main|Yellow teleport}}
The '''yellow teleport''' is technically a [[terrain]] tile, but if the exit directions for all yellow teleports except the one being entered are blocked or are covered, the player or moving tile (excluding [[ice block]]s and [[directional block]]s) will collect the yellow teleport as if it were an item. It can then be dropped on another floor tile as long as no item is currently on that tile (even if it is under a [[no sign]]).
{{clear}}
== See also ==
* [[Computer chip]]
* [[Element]]
* [[Element]]
* [[Key]]
[[Category:Terminology]]
[[Category:Terminology]]
[[Category:Tile groups]]
[[Category:Tile groups]]
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