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Generally, a '''monster''', also commonly referred to as a '''creature''', is a moving [[object]] that will kill [[Chip]] and [[Melinda]] on contact unless they wear a [[helmet]] (contrast with [[block]]s, which can only kill the player when they move into the player). As Chip and Melinda are very fragile, one hit from something as harmless as a [[pink ball|bouncing ball]] will kill them on the spot, making monsters quite a common threat in many levels. Oftentimes, a level will be specifically themed around a certain type of monster - for example, the level [[Fireflies]] is a large [[fire]] maze with eight circling [[fireball]]s for Chip to dodge.
A '''monster''' is a moving [[object]] that [[Chip]] must avoid at all times. There are nine types introduced in [[Chip's Challenge 1]], all with different properties:


== Types of monsters ==
* [[Bug]]: [[Image:Bug S.png]]
=== CC1 ===
* [[Fireball]]: [[Image:Fireball.png]]
There are nine types of monsters introduced in [[Chip's Challenge|Chip's Challenge 1]], all with different properties. To learn these properties, visit the articles themselves.
* [[Pink ball]]: [[Image:Pink Ball.png]]
* [[Tank]]: [[Image:Tank S.png]]
* [[Glider]]: [[Image:Glider_S.png]]
* [[Teeth]]: [[Image:Teeth_S.png]]
* [[Walker]]: [[Image:Walker NS.png]]
* [[Blob]]: [[Image:Blob.png]]
* [[Paramecium]]: [[Image:Paramecium NS.png]]


* [[Bug]] [[Image:Bug S.png]]
Five additional monsters were introduced in [[Chip's Challenge 2]]:
* [[Fireball]] [[Image:Fireball.png]]
* [[Blue teeth]]: [[Image:TimidTeethS Animated CC2.gif]]
* [[Pink ball]] [[Image:Pink Ball.png]]
* [[Floor mimic]]: [[Image:FloorMimic.png]]
* [[Tank]] [[Image:Tank S.png]]
* [[Ghost]]: [[Image:Ghost_S.png]]
* [[Glider]] [[Image:Glider_S.png]]
* [[Yellow tank]]: [[Image:YellowTankS.gif]]
* [[Teeth]] [[Image:Teeth_S.png]]
* [[Rover]]: [[Image:Rover1.gif]]
* [[Walker]] [[Image:Walker NS.png]]
* [[Blob]] [[Image:Blob.png]]
* [[Paramecium]] [[Image:Paramecium NS.png]]


=== CC2 ===
The floor mimic moves at 1.25 [[m/s]], the blob, (red) teeth, and blue teeth move at 2.5 m/s, and all others at 5 m/s, when not currently sliding. In MS, all sliding monsters move at 10 m/s ignoring [[slide delay]] and they cannot perform any voluntary moves. In [[Lynx]] they only double in speed, such that the blob moves at only 5 m/s. Teeth, however, still move at 10 m/s while since they move at 5 m/s for one turn and then pause on the next turn.
Seven additional monsters were introduced in [[Chip's Challenge 2]]. Two of these are variations on existing monsters from CC1.


* [[Blue teeth]] [[Image:TimidTeethS Animated CC2.gif]]
== Monsters and Chip ==
* [[Floor mimic]] [[Image:FloorMimic.png]]
* [[Ghost]] [[Image:Ghost_S.png]]
* [[Yellow tank]] [[Image:YellowTankS.gif]]
* [[Rover]] [[Image:Rover1.gif]]
* [[Player mirror|Mirror Chip]] [[Image:Mirror_ChipS.png]]
* Mirror Melinda [[Image: Mirror_MelindaS.png]]


Furthermore, two items produce creature-like objects when dropped by the player:
Whenever any living Chip, defined as the moving Chip, any other Chip tile, or a [[Swimming Chip]], and a monster collide, Chip dies and the level must be restarted. However, given the right circumstances, monsters can be used to Chip's advantage as well, such as in releasing [[trap]]s or destroying [[bomb]]s.


* [[Bowling ball]] [[Image: BowlingBall1.png]]
Should Chip be killed by a monster, the [[Death message]] states: ''Ooops! Look out for creatures!'' Casual CC players are known to regard this as a catchphrase.
* [[Time bomb]] [[Image: Time_bomb_(CC2).png]]


Floor mimics move at 1.25 [[m/s]], [[blob]]s, [[Teeth|red teeth]], and [[blue teeth]] at 2.5 m/s, and all others at 5 m/s when not currently [[Sliding tile|sliding]]. In [[MS ruleset|MS]], all sliding monsters move at 10 m/s ignoring [[slide delay]] and they cannot perform any voluntary moves. In [[Lynx ruleset|Lynx]] and CC2, they only slide twice as fast as they walk (and their sliding speed does not change with [[speed boots]]), so blobs and rovers slide at only 5 m/s. Teeth and floor mimics, however, still slide at 10 m/s since they move at 5 m/s for one turn and then pause on the next turn(s).
== Mechanics in MS ==


Whenever any living Chip, defined as the moving Chip, any other Chip tile, or a [[Swimming Chip]], and a monster collide, Chip dies and the level must be restarted - with the exception of Chips [[Invalid tile|on the lower layer]], which can only be killed by a moving [[block]]. However, given the right circumstances, monsters can be used to Chip's advantage as well, such as in releasing [[trap]]s or destroying [[bomb]]s.
In [[ChipEdit]], monsters can be programmed to be non-moving, which function like any other monster, simply without moving. The only difference is that they are not in the [[monster list]]. In other [[level editor]]s, access the monster list and remove the monster from the list.


In MS, should Chip be killed by a monster, the [[death message]] states: ''Ooops! Look out for creatures!'' Many [[Chipsters]] are known to regard this as a catchphrase.
The monster list automatically tops out at 127 monsters; if more than 127 are created in a level editor, further monsters will not be added to the list, but the list can expand during gameplay after the level starts.


== Mechanics ==
== Mechanics in Lynx ==
=== MS ===
By accessing the [[monster order]] using a [[level editor]], monsters can be removed from the list, which will cause them to be unable to move; however, they will still be fatal to Chip regardless of whether or not they move around. This practice will create a non-moving monster in almost all level editors, with the exception of [[ChipEdit]], which instead "programs" monsters to not move - though this is technically still just removing the monsters from the monster list. <!-- might be pointless info? -->


The monster list automatically tops out at 127 monsters; if more than 127 are created in a level editor, further monsters will not be added to the list, but the list can expand during gameplay after the level starts by [[Clone machine|cloning]] additional monsters.
Monsters behave slightly differently in Lynx. Specific tiles react to monsters differently, and the monster list does not exist in the same form. Frequently, monster collisions and timing will be different between the two rulesets, which is the reason for the [[bust]] in [[Invincible Champion]].


=== Lynx and CC2 ===
When a walker or blob randomly selects a direction that is illegal, it takes up one tick (1/4 move) in Lynx because the legality of the move is not considered before it is selected. This has no effect on the other seven monsters since their movements are always the same in the same surroundings, while the walker and blob move randomly.
Monsters behave slightly differently in [[Lynx ruleset|Lynx]] and CC2. Certain tile-monster interactions are different, and the monster list does not exist in the same form. Frequently, monster collisions and timing will be different between the two rulesets, which is the reason for the MS [[Busted level|bust]] in [[Invincible Champion]].
 
When a [[walker]] or blob randomly selects a direction that is illegal, it takes up one [[tick]] in Lynx because the legality of the move is not considered before it is selected. This has no effect on the other monsters since their movements are always the same in the same surroundings.
 
[[Category:Tiles]]
[[Category:Tile groups]]
[[Category:Tile groups]]
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