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(featured article)
(Remove the RFF mention since they don't depend on RNG in the rulesets being discussed and instead mention green teleports which actually do touch the RNG)
 
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{{Infobox Game Tile
{{Infobox Tile
|name = Walker
|image cc1 = [[File:Walker NS.png]] [[File:Walker WE.png]]
|image = [[Image:Walker NS.png]] [[Image:Walker WE.png]]
|image cc2 = [[File:WalkerV.gif]] [[File:WalkerH.gif]]
[[Image:WalkerV.gif]] [[Image:WalkerH.gif]]
|cc1 = Yes
|cc1 = Yes
|cc2 = Yes
|cc2 = Yes
|cc1index  = 88 ''(N)''<br>89 ''(W)''<br>90 ''(S)''<br>91 ''(E)''
|cc1index  = 88 ''(N)''<br>89 ''(W)''<br>90 ''(S)''<br>91 ''(E)''
|cc2id = 24
|multidirectional = Yes
|multidirectional = Yes
|moves = Yes
|moves = Yes
}}
}}
<section begin=FeaturedArticle />
The '''walker''', sometimes known slangly as a '''dumbbell''' or a '''blue planet''', is a [[monster]] that works similar to the [[pink ball]], [[glider]] and [[fireball]], but chooses a ''random'' direction to turn when it runs into something. Like the [[bug]], the walker dies in [[water]] and on [[bomb]]s, and treats [[fire]] as a [[wall]].
The '''walker''', also known as a '''dumbbell''', is a [[monster]] which looks like the planet Uranus: a turquoise ball with a gray axis tilted at 45 degrees, and works similar to the [[pink ball]], [[glider]] and [[fireball]], but chooses a ''random'' direction out of all legal directions to turn when it runs into something. This movement pattern can often lead to fits of frustration among even the highest-level [[Chipsters]], and particularly among less experienced groups. Like the [[bug]], the walker dies in [[water]] and on [[bomb]]s, and treats [[fire]] as a [[wall]].
<section end=FeaturedArticle />
The following diagram illustrates these properties:


[[File:Walker demo.png]]
== [[MS ruleset]] ==
While [[Lynx ruleset|Lynx]] and [[Ruleset#Steam ruleset (CC2)|Steam]] walkers choose ''any'' random direction (even the one they're blocked in) and will simply idle for a tic if they chose poorly, MS walkers are much more aggressive and will only choose a random ''unblocked'' direction. In most situations, the only difference is a possible brief delay in Lynx that wouldn't exist in MS.  However, in the tight corridors of [[Spirals]], this subtle change has such massive consequences that Microsoft felt it necessary to [[Spirals corruption|alter the level]].


The walker, from where it is, moves east onto the [[trap]], and is then stuck there until something releases it. In this case, Chip is at the controls. In the meantime, Chip may remove one or both of the [[dirt]] spaces. If he leaves both of them alone, the walker is repeatedly forced to move D and will repeat this forever until Chip removes a dirt space, which allows the walker to possibly move in that direction and kill Chip. If this space is already removed before the walker is released, the same two options hold. If both dirt spaces are removed, however, the walker has ''three'' options to choose from. In this level, only the eastern dirt would be removed, so that the [[bomb]] would be exploded. Should the western dirt be removed, and the walker chose this direction, the [[ice]] and [[force floor]] would redirect the walker towards the bomb.
There are three differences for the walker in [[Lynx ruleset|Lynx]] and [[Ruleset#Steam ruleset (CC2)|Steam]]: the walker considers all four directions, even if they aren't all legal moves (the MS walker simply doesn't add it to the random number generator), and if the walker chooses a blocked direction, it counts as the use of a move, finally is that the pseudorandom number generator used in Lynx and Steam resets at the start of each level so walkers will always take the same actions throughout a level no matter how many times its played<ref>Assuming they don't interact with any variable or random elements such as [[blob]]s, or, additionally in CC2, [[green teleport]]s.</ref>.
 
There are two differences for the walker in [[Lynx]] mode: the walker considers all four directions, even if they aren't all legal moves (the MS walker simply doesn't add it to the random number generator), and if the walker chooses a blocked direction, it counts as the use of a move.


== Trivia ==
== Trivia ==
* The first Chip's Challenge level with walkers in it was [[Nice Day]]. Consequently, the route through it is not guaranteed 100%.
* In the [[NES]] port, [[Strange Maze]] is moved up to immediately following [[Lesson 8]], making ''it'' the first level containing walkers.  However, all of them are stuck in [[trap]]s that cannot be opened, rendering them mostly harmless.


* The first Chip's Challenge level with walkers in it was [[Nice Day]]. Consequently, the route through it is not guaranteed 100%.
== Footnotes ==

Latest revision as of 19:27, 9 April 2023

The walker, sometimes known slangly as a dumbbell or a blue planet, is a monster that works similar to the pink ball, glider and fireball, but chooses a random direction to turn when it runs into something. Like the bug, the walker dies in water and on bombs, and treats fire as a wall.

MS ruleset[edit]

While Lynx and Steam walkers choose any random direction (even the one they're blocked in) and will simply idle for a tic if they chose poorly, MS walkers are much more aggressive and will only choose a random unblocked direction. In most situations, the only difference is a possible brief delay in Lynx that wouldn't exist in MS. However, in the tight corridors of Spirals, this subtle change has such massive consequences that Microsoft felt it necessary to alter the level.

There are three differences for the walker in Lynx and Steam: the walker considers all four directions, even if they aren't all legal moves (the MS walker simply doesn't add it to the random number generator), and if the walker chooses a blocked direction, it counts as the use of a move, finally is that the pseudorandom number generator used in Lynx and Steam resets at the start of each level so walkers will always take the same actions throughout a level no matter how many times its played[1].

Trivia[edit]

  • The first Chip's Challenge level with walkers in it was Nice Day. Consequently, the route through it is not guaranteed 100%.
  • In the NES port, Strange Maze is moved up to immediately following Lesson 8, making it the first level containing walkers. However, all of them are stuck in traps that cannot be opened, rendering them mostly harmless.

Footnotes[edit]

  1. Assuming they don't interact with any variable or random elements such as blobs, or, additionally in CC2, green teleports.