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{{Otheruses4|the CC2 item|the 131st level in CCLP2|Time Bomb (CCLP2 level)}}
{{Otheruses4|the CC2 item|the 131st level in CCLP2|Time Bomb (CCLP2 level)}}
The '''time bomb''', also known as '''dynamite''', is an [[item]] introduced in [[Chip's Challenge 2]]. When [[Chip]] or [[Melinda]] leaves a tile with a time bomb and no [[no sign]] on it, the time bomb will count down for about 4.3 seconds before exploding; it does not matter whether the player dropped the item (e.g. if the player [[teleport]]ed).
The '''time bomb''', also known as '''dynamite''', is an [[item]] introduced in [[Chip's Challenge 2]]. When a [[player character]] leaves a tile with a time bomb and no [[no sign]] on it, the time bomb will count down for 4.2 seconds before exploding; it does not matter whether the player dropped the item (e.g. if the player [[teleport]]ed). [[Movable object|Nothing else]] can activate a time bomb.


The explosion is a 5x5 square centered at the time bomb, excluding the corners. The explosion will destroy all tiles which are on the top layer inside its radius except for [[steel wall]]s, [[socket]]s, [[logic gate]]s, and [[wire]]. Assuming there is only floor underneath, [[block|dirt blocks]], [[directional block]]s, [[monster]]s, and active time bombs will leave [[fire]] when destroyed, [[ice block]]s will leave water when destroyed. Objects on top of [[clone machine]]s will be destroyed, but the clone machine itself will be unharmed. [[Canopy|Canopies]] will be destroyed, but whatever lies underneath will be unharmed. Monsters will only "protect" the [[terrain]] under them; items, [[no sign]]s, and [[thin wall]]s will always be removed, except under a canopy.
The explosion is a 5x5 square centered at the time bomb, excluding the corners. This explosion happens in 3 phases. After displaying "0 seconds left"<ref group=note>The graphic used for this state is exactly the graphic for an inactive time bomb—CC2's spritesheet does not have a separate slot for this.</ref> for 57 [[frame]]s (as opposed to the usual 60), it destroys tiles that are 1 space away from the bomb on the next frame, then tiles 2 spaces away on the frame after, and finally tiles 3 spaces away, as well as the bomb itself, on the last frame.


If a [[trap]], a [[clone machine]], or a [[flame jet]] is destroyed by a time bomb, any buttons linking to it will stop working entirely; they will not be "redirected" to the next trap, clone machine or flame jet.
The explosion will destroy all tiles which are on the top layer inside its radius except for [[steel wall]]s, [[socket]]s, [[logic gate]]s, and [[wire]]s. The three layers in this context are [[canopy|canopies]], [[movable object]]s, and [[terrain]]. Canopies protect everything underneath, whereas movable objects only protect the terrain; movable objects do not protect [[static object]]s, no signs, or [[thin wall]]s, and these things in turn do not protect terrain. If the terrain underneath is [[floor]], wire, or [[wire tunnel]]s, most movable objects, including the time bomb causing the explosion, will leave [[fire]] when destroyed; [[ice block]]s will leave [[water]] when destroyed. Note that this does not prevent wires from functioning, though they do not interact with [[lightning bolt]]s until the tile reverts to floor.


If a monster, a bowling ball or a [[player mimic]] drops a time bomb, it will not be activated. Instead, it can be picked up again by Chip or Melinda and dropped elsewhere.
If a [[trap button]], [[clone button]], or [[flame jet button]] connects to a corresponding tile that is destroyed by a time bomb, that button will stop working entirely; they will not be "redirected" to the next [[trap]], [[clone machine]], or [[flame jet]].


An active time bomb will kill Chip or Melinda if they touch it, and can be destroyed by a [[bowling ball]]. It can also hold down [[button]]s.
An active time bomb will kill a player character if they touch it and neither has a [[helmet]], and can be destroyed by a [[bowling ball]]. It can also hold down buttons.


[[File:TimeBombEffectArea.png|frame|Time bomb radius]]
[[File:TimeBombEffectArea.png|frame|Time bomb radius]]


== Inventory ==
== Inventory and Sliding Behavior ==
After being dropped by Chip or Melinda, it inherits a copy of the player's inventory, both keys and locks. It cannot use [[keys]] (i.e. [[lock]]s are [[acting wall]]s to it, like for [[dirt block]]s) but it can use the items (allowing it to [[Lightning bolt|turn on wires]], [[hook|pull blocks]], or [[flippers|survive]] in water, for example). Under ordinary circumstances, this will have no visible impact; the time bomb essentially behaves like a [[dirt block]] with an inventory for its brief existence. However, there are some special cases, detailed below.
Once activated by [[Chip]] or [[Melinda]], it inherits a copy of that player's inventory, both [[key]]s and tools. It cannot use keys ([[lock]]s are [[acting wall]]s to it, like for dirt blocks), but it can use the tools (allowing it to [[lightning bolt|turn on wires]], [[hook|pull blocks]], or [[flippers|survive]] in water, for example). Under ordinary circumstances, this will have no visible impact; the time bomb essentially behaves like an unmovable block with an inventory for its brief existence. However, there are some special cases, detailed below.


If a time bomb is dropped while on [[force floor]]s, and the player doesn't have [[suction boots]], the time bomb will slide, following the force floor path. It will also slide on any ice tiles and teleports it encounters along the way. The countdown will only begin when the time bomb has stopped sliding; as a side effect, if the slide leads to an [[acting wall]], the countdown will never begin unless the wall is somehow removed. Time bombs will not slide if dropped directly on ice, however, nor if the player has [[suction boots]] when dropping it.
If a time bomb is activated on a [[force floor]] and the player does not have [[suction boots]], the time bomb will slide, following the path of [[sliding tile]]s. The countdown will only advance when the time bomb is not sliding; as a side effect, if the slide leads to an acting wall, the countdown will remain frozen until the wall is somehow removed. Furthermore, a time bomb on a trap will pause its countdown whenever the trap is closed, as closed traps cause objects in them to be in a sliding state. Time bombs will not slide if activated on [[ice]], however, nor if the player has [[suction boots]] when activating it on a force floor.


A time bomb will be destroyed in [[water]] (unless it has [[flippers]]), [[fire]] and open [[flame jet]]s (unless it has [[fire boots]]), [[slime]], [[bomb]]s and [[green bomb]]s. It can slide onto [[gravel]] but [[dirt]] is an [[acting wall]] to it, regardless of whether it has [[hiking boots]] or not. It can also enter fake [[green wall]]s, and can be affected by [[no sign]]s. [[Transmogrifier]]s have no impact on it, and it cannot enter [[clone machine]]s or pick up other items.
A time bomb will be destroyed in water (unless it has [[flippers]]), fire and active flame jets (unless it has [[fire boots]]), [[slime]], [[bomb]]s, and [[green bomb]]s. It can slide onto [[gravel]] but [[dirt]] is an [[acting wall]] to it, regardless of whether it has [[hiking boots]]. It can also enter fake [[green wall]]s, and is affected by no signs. [[Transmogrifier]]s have no impact on it, and it cannot enter clone machines or pick up other items normally (see [[Item Bestowal]]).
 
== Notes ==
 
<references group=note/>

Revision as of 13:48, 13 January 2021

The time bomb, also known as dynamite, is an item introduced in Chip's Challenge 2. When a player character leaves a tile with a time bomb and no no sign on it, the time bomb will count down for 4.2 seconds before exploding; it does not matter whether the player dropped the item (e.g. if the player teleported). Nothing else can activate a time bomb.

The explosion is a 5x5 square centered at the time bomb, excluding the corners. This explosion happens in 3 phases. After displaying "0 seconds left"[note 1] for 57 frames (as opposed to the usual 60), it destroys tiles that are 1 space away from the bomb on the next frame, then tiles 2 spaces away on the frame after, and finally tiles 3 spaces away, as well as the bomb itself, on the last frame.

The explosion will destroy all tiles which are on the top layer inside its radius except for steel walls, sockets, logic gates, and wires. The three layers in this context are canopies, movable objects, and terrain. Canopies protect everything underneath, whereas movable objects only protect the terrain; movable objects do not protect static objects, no signs, or thin walls, and these things in turn do not protect terrain. If the terrain underneath is floor, wire, or wire tunnels, most movable objects, including the time bomb causing the explosion, will leave fire when destroyed; ice blocks will leave water when destroyed. Note that this does not prevent wires from functioning, though they do not interact with lightning bolts until the tile reverts to floor.

If a trap button, clone button, or flame jet button connects to a corresponding tile that is destroyed by a time bomb, that button will stop working entirely; they will not be "redirected" to the next trap, clone machine, or flame jet.

An active time bomb will kill a player character if they touch it and neither has a helmet, and can be destroyed by a bowling ball. It can also hold down buttons.

Time bomb radius

Inventory and Sliding Behavior

Once activated by Chip or Melinda, it inherits a copy of that player's inventory, both keys and tools. It cannot use keys (locks are acting walls to it, like for dirt blocks), but it can use the tools (allowing it to turn on wires, pull blocks, or survive in water, for example). Under ordinary circumstances, this will have no visible impact; the time bomb essentially behaves like an unmovable block with an inventory for its brief existence. However, there are some special cases, detailed below.

If a time bomb is activated on a force floor and the player does not have suction boots, the time bomb will slide, following the path of sliding tiles. The countdown will only advance when the time bomb is not sliding; as a side effect, if the slide leads to an acting wall, the countdown will remain frozen until the wall is somehow removed. Furthermore, a time bomb on a trap will pause its countdown whenever the trap is closed, as closed traps cause objects in them to be in a sliding state. Time bombs will not slide if activated on ice, however, nor if the player has suction boots when activating it on a force floor.

A time bomb will be destroyed in water (unless it has flippers), fire and active flame jets (unless it has fire boots), slime, bombs, and green bombs. It can slide onto gravel but dirt is an acting wall to it, regardless of whether it has hiking boots. It can also enter fake green walls, and is affected by no signs. Transmogrifiers have no impact on it, and it cannot enter clone machines or pick up other items normally (see Item Bestowal).

Notes

  1. The graphic used for this state is exactly the graphic for an inactive time bomb—CC2's spritesheet does not have a separate slot for this.