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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.
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 certain [[monster]]s ([[ghost]]s, [[rover]]s and [[player mirror]]s) and items (dropped [[bowling ball]]s and [[time bomb]]s) maintain their own inventory separate from the player inventory and can (with the exception of time bombs) also pick up items. In many cases, monsters can then use these items as the player would. All monsters have the ability to pick up [[blue key]]s.
Another new mechanic in CC2 is that certain [[monster]]s ([[ghost]]s, [[rover]]s, and [[player mirror]]s) and items (dropped [[bowling ball]]s and [[time bomb]]s) maintain their own inventory separate from the player inventory and can (with the exception of time bombs) also pick up items. In many cases, monsters can then use these items as the player would. All monsters and dirt blocks have the ability to pick up [[blue key]]s.


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.
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.
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'''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 [[Lynx ruleset|Lynx]], instead of flippers, a "water shield" is used.
'''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.


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'''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.
'''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.


The original Atari [[Lynx ruleset|Lynx]] game also uses a "heat shield" instead of fire boots.
In [[Lynx ruleset|Lynx]], instead of fire boots, a "heat shield" is used.


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'''Ice skates''', or just '''skates''', allow [[Chip]] to walk across [[ice]] at normal speed the same way he walks on ordinary floors, but have no effect when worn by [[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 legal.
'''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.
In [[Lynx ruleset|Lynx]] and [[Chip's Challenge 2]], instead of ice skates, ice cleats are used.
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'''Suction boots''' or '''suction shoes''' allow [[Chip]] or [[Melinda]] to walk across [[force floor]]s the same way he walks on ordinary floors, at the expense of moving at his regular speed. In [[Lynx ruleset|Lynx]], instead of Suction boots, magnets are used instead, and in [[Chip's Challenge 2]], magno shoes are used.
'''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.


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The '''hiking boots''' allow [[Melinda]] and [[Player mirror|Mirror Melinda]] to walk over [[dirt]] and [[gravel]] tiles, but have no effect when worn by [[Chip]] and all other [[monster]]s.
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]].


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The '''speed boots ''' allow [[Chip]] or [[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]].
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 official level that uses speed boots.
[[Lesson 6 (CC2 level)|Lesson 6]] is the only official level that uses speed boots.
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The '''bowling ball''', once picked up by [[Chip]] or [[Melinda]], remains in the inventory until dropped. Then, it will travel in a direction until it is destroyed by a hazard. It is capable of destroying [[monster]]s and [[block]]s, picking up [[item]]s, pressing [[button]]s, and more.
The '''bowling ball''', once picked up by the player or a monster, remains in the inventory until dropped. Then, it will travel in a direction until it is destroyed by a hazard or is otherwise blocked by an obstacle (unless it is sliding on ice or a force floor, in which case it rebounds off the obstacle or stays put, respectively). It is capable of destroying [[monster]]s and [[block]]s, picking up [[item]]s, pressing [[button]]s, and more.


Bowling balls have an inventory of four tools: if they grab a fifth, the first will be dropped.
Bowling balls have an inventory of four tools: if they grab a fifth, the first will be dropped.
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If [[Chip]] or [[Melinda]] hold at least one '''bribe''' in their inventory and step on a blue or red [[thief]], the bribe will be stolen but the rest of the inventory will be preserved. A thief will take bribes from monsters, other items are not stolen. If a player or monster has multiple bribes in their inventory, only one bribe will be used after stepping on a thief.  
If [[Chip]] or [[Melinda]] holds at least one '''bribe''' in their inventory and step on a blue or red [[thief]], the bribe will be stolen but the rest of the inventory 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.  


It is only used in [[Lesson 6 (CC2 level)|Lesson 6]], [[Flea Market]], and [[Line and Sinker]].
It is only used in [[Lesson 6 (CC2 level)|Lesson 6]], [[Flea Market]], and [[Line and Sinker]].
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The '''helmet ''' will make [[Chip]] or [[Melinda]] unable to killed by [[monster]]s or moving [[block]]s. Monsters and moving blocks will instead treat Chip and Melinda as [[acting wall]]. Similarly, monsters wearing the helmet will not be able to kill Chip or Melinda. Bowling balls are unaffected by helmets.
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.


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The '''hook''' allows [[Chip]] and [[Melinda]] to pull [[block]]s, [[ice block]]s, and [[directional block]]s. With the tool equipped, pulling happens automatically if Chip or Melinda walk perpendicularly 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, [[Line and Sinker]], after its introduction.
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, [[Line and Sinker]], after its introduction.


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The '''lightning bolt ''' is a tool introduced in [[Chip's Challenge 2]]. When equipped by a moving object, like [[Chip]], [[Melinda]], [[ghost]]s, [[rover]]s, or [[bowling ball]]s, they will supply signal to a wire while stopped on one. The lightning bolt has no effect on wires that are already activated.
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.


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The '''railroad sign''', often abbreviated to '''RR sign''' allows [[Chip]], [[Melinda]], [[player mirror]]s, a [[bowling ball]] or a [[rover]] to cross [[railroad track]]s as if they were floor. It has no impact on [[ghost]]s.
The '''railroad 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.


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The '''secret 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 the [[floor mimic]]. It has no impact on monsters.
The '''secret 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 monsters.


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'''Steel foil''', commonly shortened to '''foil''', allows [[Chip]], [[Melinda]], [[player mirror]]s, the [[ghost]], and the [[rover]] to change normal [[wall]]s and real [[blue wall]]s into [[steel wall]]s by pushing on them. Walls can also have steel [[wall slapping|slapped onto them]].
'''Steel foil''', commonly shortened to '''foil''', allows [[Chip]], [[Melinda]], [[player mirror]]s, [[ghost]]s, and [[rover]]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 2 slaps to be come steel walls if never touched directly, or touched for at least 2 ticks otherwise.


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{{main|Time bomb}}
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The '''time bomb''', also known as '''dynamite''', is an [[item]] introduced in [[Chip's Challenge 2]]. When dropped by [[Chip]] or [[Melinda]], the time bomb will count down for about four seconds before exploding; the countdown starts after the player has stepped off it.
When a '''time bomb''', also known as '''dynamite''', is left behind by [[Chip]] or [[Melinda]] on a tile with no [[no sign]], the time bomb will count down for about 4.3 seconds before exploding.


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{{main|Yellow teleport}}
{{main|Yellow teleport}}


The '''yellow teleport''' is technically a terrain tile, but if the exit directions for all yellow teleports are blocked, the player or moving tile will collect the yellow teleport in their inventory as if it were an item.
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]]).


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Revision as of 01:42, 5 March 2020

An item is a tile which Chip or Melinda can collect and store in their inventory. Aside from keys and computer chips 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.

There are specific tiles which are not considered items even though Chip can remove them: sockets, dirt, fake blue walls, locks, etc. are not items. Chip can also move blocks, but they are not considered items.

Properties of items in CC1

In the original Chip's Challenge 1, the only items aside from keys and chips are fire boots, flippers, ice skates, and suction boots. Items cannot be moved and can only be collected by Chip. Thieves will only steal boots, not keys.

These boots are acting walls to monsters. In the MS ruleset, blocks can be pushed over them; this is impossible in Lynx.

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.

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: monsters erase any item on the lower layer of any square they enter, and Chip and blocks 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, rendering such levels unplayable in Lynx.

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 last item in the player inventory is dropped to accommodate the new item. Players can also choose to rotate through the items in their inventory ('C' on the keyboard by default) and drop the last item in their inventory ('Q' on the keyboard by default).

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 certain monsters (ghosts, rovers, and player mirrors) and items (dropped bowling balls and time bombs) maintain their own inventory separate from the player inventory and can (with the exception of time bombs) also pick up items. In many cases, monsters can then use these items as the player would. All monsters and dirt blocks have the ability to pick up blue keys.

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.

Items in both versions

The following items appear in both Chip's Challenge 1 and Chip's Challenge 2:


Flippers


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 gliders that may be swimming nearby.

In the original Atari Lynx, instead of flippers, a "water shield" is used.


Fire boots


Fire boots allow Chip or Melinda to walk across fire safely. They do not, however, protect them from any fireballs 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, instead of fire boots, a "heat shield" is used.


Ice skates


Ice skates, or just skates, allow Chip and 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 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 and Chip's Challenge 2, instead of ice skates, ice cleats are used.


Suction boots


Suction boots or suction shoes allow Chip or Melinda to walk across force floors at normal speed the same way he walks on ordinary floor.

In Lynx, instead of Suction boots, magnets are used, and in Chip's Challenge 2, magno shoes are used.


Items exclusive to CC2

The following items appear only in Chip's Challenge 2.

Hiking boots


The hiking boots, also known as dirt boots, allow Melinda and mirror Melinda to walk over dirt and gravel tiles, but have no effect when worn by Chip or any other monster.


Speed boots


The speed boots allow Chip and Melinda to walk at twice their normal speed. The same is true for their mirrors as well as bowling balls and ghosts. Rovers will walk at five tiles per second, just like regular monsters. Speed boots have no impact when sliding on force floors or ice.

Lesson 6 is the only official level that uses speed boots.


Bowling ball


The bowling ball, once picked up by the player or a monster, remains in the inventory until dropped. Then, it will travel in a direction until it is destroyed by a hazard or is otherwise blocked by an obstacle (unless it is sliding on ice or a force floor, in which case it rebounds off the obstacle or stays put, respectively). It is capable of destroying monsters and blocks, picking up items, pressing buttons, and more.

Bowling balls have an inventory of four tools: if they grab a fifth, the first will be dropped.


Bribe


If Chip or Melinda holds at least one bribe in their inventory and step on a blue or red thief, the bribe will be stolen but the rest of the inventory 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.

It is only used in Lesson 6, Flea Market, and Line and Sinker.


Helmet


The helmet will make Chip or Melinda unable to be killed by monsters or moving blocks. 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.


Hook


The hook allows the player and monsters to pull blocks, ice blocks, and directional blocks. 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, Line and Sinker, after its introduction.


Lightning bolt


When the lightning bolt is equipped by a moving object, like Chip, Melinda, ghosts, rovers, or bowling balls, 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.


Railroad sign


The railroad sign, often abbreviated as RR sign, allows Chip, Melinda, player mirrors, bowling balls, and rovers to cross railroad tracks 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 ghosts.


Secret eye


The secret eye, when equipped by Chip or Melinda, reveals the identity of invisible walls, hidden walls, blue walls, green walls, content under blocks, and content under canopies, and it gives a unique look to floor mimics. It has no impact on monsters.


Steel foil


Steel foil, commonly shortened to foil, allows Chip, Melinda, player mirrors, ghosts, and rovers to change normal walls into steel walls by pushing on them. Walls can also have steel slapped onto them; however, hidden walls and real blue walls have to be revealed before they can be converted to steel, and so would require 2 slaps to be come steel walls if never touched directly, or touched for at least 2 ticks otherwise.


Time bomb

When a time bomb, also known as dynamite, is left behind by Chip or Melinda on a tile with no no sign, the time bomb will count down for about 4.3 seconds before exploding.


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 blocks and directional blocks) 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).


See also