Post subject: Chip's Challenge/Tile World
arflech
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It's a classic, but sadly it only runs on 32-bit or 16-bit Windows, because 64-bit Windows lacks a compatibility mode for 16-bit applications; however, the Tile World engine can be used instead if necessary. This site contains links to numerous resources related to this game: http://www.telusplanet.net/public/nfield/ChipChallenge/chip.htm
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Warepire
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Make sure to note the IL speedruns of this game on YouTube, specially the risky strategy ones, they have some insane block-pushing. I think though that the original DOS version is better to be TASed (better music, nicer graphics). Not sure though if JPC can run that game, I should try that someday.
Patashu
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Problem with a TAS is that all but a few levels are 'solved', the exceptions being ones that require ridiculous luck for the optimal time. http://chipschallenge.wikia.com/wiki/Melinda_time This wiki has a video up for each level detailing the fastest known time and annotates all noteworthy things about it. Some levels are incredibly long - Writer's Block is about ten minutes of pushing blocks around, for instance.
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Warepire
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As far as I know there are some force-floor tricks that one can pull of in the original DOS version that don't work in the Windows version, in one level one could skip all the chips thanks to it.
Personman
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I've been enjoying browsing around the chip's challenge wiki quite a bit, there are some neat glitches and history documented there. One mystery that TASing tools might be able to clear up for them is whether Slo Mo and Jumping Swarm can be beaten with a time remaining of 1. They claim to know that Jumping Swarm can't be, but I don't see any evidence, and they state that it is unknown whether or not Slo Mo can be. If these two levels could be beaten that slowly, the theoretical worst score could be achieved.
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The one main problem with TASing this game is that the best times have already been achieved on almost all of the levels, with only about 5 out of the original 149 worth seeing TASed due to requiring insane boosting or luck manipulation. I've been part of the CC community for a couple years and I can assure you that new faster times will keep coming out for the newer levels for a long time yet. Of the original levels, a TAS that just plays through certain levels could also work. i.e. blobnet, doublemaze, cakewalk and other ones like that.
Warepire
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This is a solution for level 60 that I found back in 97-98 (someone else found it too because it ain't my video), I didn't see this solution in the chipwiki though I might have missed it: http://www.youtube.com/watch?v=Cjx0Hj35D7Y&feature=related Very hard to pull off on the first try, but with TAS tools it should be as easy as a-b-c. Actually, I never managed to pull this off in the windows version, but several times in the DOS version.
Patashu
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Warepire wrote:
This is a solution for level 60 that I found back in 97-98 (someone else found it too because it ain't my video), I didn't see this solution in the chipwiki though I might have missed it: http://www.youtube.com/watch?v=Cjx0Hj35D7Y&feature=related
This is a classic glitch in the windows version called Forcing, allowing you to move against a force arrow. Even I found this one in my childhood :D The video solution on the wiki does this first try.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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Warepire wrote:
As far as I know there are some force-floor tricks that one can pull of in the original DOS version that don't work in the Windows version, in one level one could skip all the chips thanks to it.
Any other glitches that are in the DOS version that aren't in the Windows version?
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For those curious, the game got a steam rerelease with a brand new 32 bit executable a couple of days ago. The long delayed sequel and level editor are also available.
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henke37 wrote:
For those curious, the game got a steam rerelease with a brand new 32 bit executable a couple of days ago. The long delayed sequel and level editor are also available.
Holy fuck, I did not expect that to happen at all. In regards to glitching through the puzzles, I'd find that rather boring in a game that is all about the puzzles. I'd rather see the puzzles solved properly, in an optimal manner. Not a huge fan of the new visual style or the sound fx they added to this new version, but it is seemingly moddable.
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There is also, of course, the Lynx version. Tile World (the less-copyrighted version) can operate on either ruleset.