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ChipWits Robot Coding Game
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ChipWits Robot Coding Game
  • Home
  • About
  • Devlog
  • Team
  • Retro
    • ChipWits Emulator
    • Nostalgia
  • Tools
    • Web IBOL Viewer
    • Hall of Pie
  • Sign Up

IBOL

40
  • CREATED CHIP SOLUTIONS REMAIN IN THE WORKSHOP GRID
  • SHARING YOUR CHIPWIT (IBOL CODES)
  • LOCKED CHIPS
  • JUNCTION
  • IF THING EQUALS
  • CONNECTORS
  • ACTION CHIPS
  • CONTROL CHIPS
  • SENSING CHIPS
  • STACK CHIPS
  • REGISTERS
  • CHIPS (FUNCTION AND HOW TO BUILD THEM)
  • ARGUMENT
  • OPERATOR
  • Operators
    • IF THING EQUALS
    • CYCLES AND FUEL COST LIST
    • SUBPANEL (OPERATOR)
    • PUSH NUMBER
    • PUSH THING
    • IF NUMBER EQUALS
    • IF NUMBER IS LESS THAN
    • POP
    • PUSH DIRECTION
    • IF DIRECTION EQUALS
    • DECREMENT
    • OPERATOR
    • INCREMENT
    • PUSH (OVERVIEW)
    • BOOMERANG
    • IF KEY
    • LOOP
    • IF HEADS
    • STOPLIGHT (CLASSIC MISSIONS)
    • SKATE
    • ZAP
    • SING
    • IF SMELL
    • PICKUP
    • IF FEEL
    • IF SEE

Controls and Settings

4
  • BASIC KEYBOARD CONTROLS AND KEYBOARD SHORTCUTS
  • BASIC MOUSE CONTROLS
  • YOUR CHIPWIT (GAME SETTINGS)
  • CAMERA CONTROLS

Advanced Programming

13
  • SUBPANEL (OPERATOR)
  • PUSH THING
  • IF THING EQUALS
  • PUSH NUMBER
  • IF NUMBER EQUALS
  • IF NUMBER IS LESS THAN
  • POP
  • MEMORY STACK
  • STACK CHIPS
  • PUSH DIRECTION
  • IF DIRECTION EQUALS
  • PUSH (OVERVIEW)
  • REGISTERS

Characters

1
  • PROFESSOR CHIP

Starting Information

1
  • STARTING INFORMATION LIST

Workshop and Playing

26
  • CREATED CHIP SOLUTIONS REMAIN IN THE WORKSHOP GRID
  • FUEL (ENERGY)
  • ENVIRONMENTAL THINGS
  • BAD THINGS
  • TYPES OF DAMAGE
  • HEALTH
  • CYCLES
  • SENSING CHIPS
  • LOCKED CHIPS
  • ACTION CHIPS
  • STACK CHIPS
  • CONTROL CHIPS
  • CONNECTORS
  • CHIPS (FUNCTION AND HOW TO BUILD THEM)
  • WORKING WITH CHIPS IN THE WORKSHOP
  • SHARING YOUR CHIPWIT (IBOL CODES)
  • WORKSHOP AND PLAY AREA
  • RESTART BUTTON
  • STEP BUTTON
  • WORKSHOP PROGRAMMING TOOLS BUTTONS AND WORKSHOP MENU
  • PLAY/PAUSE BUTTON
  • GAME SPEED SLIDER
  • DELETE (WORKSHOP RADIAL MENU)
  • STARTING POSITION RULE
  • MAIN PANEL AND SUBPANELS
  • RADIAL WORKSHOP MENU

Missions

12
  • FUEL (ENERGY)
  • ENVIRONMENTAL THINGS
  • BAD THINGS
  • GOOD THINGS
  • TYPES OF DAMAGE
  • CYCLES
  • HEALTH
  • MISSION OBJECTIVES
  • SELECT A MISSION SCREEN
  • PUZZLE MISSIONS
  • DR. DROOG CAMPAIGN MISSIONS
  • CLASSIC MISSIONS
View Categories
  • Home
  • Docs
  • Missions
  • CYCLES

CYCLES

In ChipWits, Cycles represent the amount of time or processing power it takes for your ChipWit to execute a command. Each chip (or command) in your program consumes a specific number of cycles when executed.


Specifications #

  • Cost of Actions: Every chip has a cycle cost. For example, skating forward might take 1 cycle, while more complex operations like sensing the environment or using memory might take more.
  • Cycle Limit: Each mission or task often has a maximum cycle limit. Your ChipWit must complete its task within this limit, so using fewer cycles makes your program more efficient.
  • Efficiency: The fewer cycles your program uses, the faster your ChipWit will complete its actions. Designing efficient programs is key to success in harder missions.



Example of Use #

If a Skate Forward chip costs 1 cycle and a Turn Left chip costs 2 cycles, executing both in a sequence will take 3 Cycles in total.

That amount (3) is then subtracted from the total Cycles that your ChipWit has to complete the Mission’s objective.

When your ChipWit’s Cycles run out (“Cycles Left” in the top right corner of the screen reads 0) your ChipWit will cease to function and gameplay will end.




Why Cycles Matter #

Managing cycles is crucial for optimizing your ChipWit’s performance. Programs that use too many cycles may run out of time before completing their task, so you need to balance complexity with efficiency.


Cycles vs. Energy #

Cycles and Energy are two very different things.

Cycles are the total number of actions/moves your ChipWit can make though the entire Mission, while Energy is like a battery that is depleted over time by operating your ChipWit, but can be replenished by consuming Good things.

You cannot regain Cycles once they are used, though you can press the Restart button to start the mission over.

Related #

Updated on September 11, 2024

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Table of Contents
  • Specifications
  • Example of Use
  • Why Cycles Matter
  • Cycles vs. Energy

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