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ChipWits Robot Coding Game
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IBOL

40
  • CREATED CHIP SOLUTIONS REMAIN IN THE WORKSHOP GRID
  • SHARING YOUR CHIPWIT (IBOL CODES)
  • LOCKED CHIPS
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  • CONNECTORS
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  • 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
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    • IF HEADS
    • STOPLIGHT (CLASSIC MISSIONS)
    • SKATE
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    • IF SMELL
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    • 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
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  • 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
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  • DR. DROOG CAMPAIGN MISSIONS
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View Categories
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  • Operators
  • IF FEEL

IF FEEL


The If Feel chip instructs your ChipWit to feel directly ahead (one space or floor tile) for a specific Thing. It creates a decision point in your program based on whether the Thing is detected or not.


Specifications #

  • Arguments: See list below (Things That Can Be Felt For)
  • Creates a True or False Branch?: Yes, it creates a True/False branch.
  • Number of Cycles Used: 4
  • Fuel: 4
  • Range: 1 floor tile


Things That Can Be Felt For: #

  • Floor
  • Wall
  • Pie
  • Coffee
  • Memory Disk
  • Oil Can
  • Electrocrab
  • Bomb (EXTREME DANGER!)
  • Bouncer
  • Door
  • Thing Stack


Example of Use #

Ow! The poor ChipWit keeps walking into Walls, which hurts it!
A simple solution is to use an If Feel Wall chip.

  1. Combine the If Feel operator with the Wall argument to instruct your ChipWit to detect walls ahead.
  2. Once the If Feel Wall chip is placed, it creates a True/False branch.

True Branch (Green Arrow): If the ChipWit feels a Wall, it will follow the True branch and Turn Right.
False Branch (Red Arrow): If no Wall is felt, the ChipWit will follow the False branch and Move Forward instead.

By using If Feel, your ChipWit can react intelligently to obstacles, making decisions based on what it detects.


#




History #

“If Feel” as it appears in various historic incarnations of ChipWits!



COMMODORE 64:


MANUAL:
“After a few head-on collisions with a wall, any CHIPWIT can tell you that it’s important to feel for Things while exploring. So, a sensor that pops out of its head enables each CHIPWIT to “feel for any Thing (or the object on top of the Thing Stack) directly ahead.”



APPLE II:


MANUAL:
“FEEL commands the ChipWit to feel directly ahead one space (floor tile) for a specific Thing. Whatever Argument you use with this Operator is the Thing the ChipWit will feel for. If the Argument is felt, the program continues through the FEEL chip’s true wire to the chip connected to that wire. If the Argument is not felt, the program continues through the FEEL chip’s false wire.  The Operators for FEEL are all the Things that might be found in an Environment.”



MAC:



MANUAL:
“FEEL commands the ChipWit to feel directly ahead one space (floor tile) for a specific Thing. Whatever Argument you use with this Operator is the Thing the ChipWit will feel for. If the thing is felt, the program continues through the FEEL chip’s true wire to the chip connected to that wire. If the Thing is not felt, the program continues through the chip’s false wire to the chip connected to that wire.
The Operators for FEEL are all the Things that might be found in an Environment. For a listing of these Arguments, sec LOOK above.”



CHIPWITS II (WINDOWS 95):

Related #

Updated on November 13, 2024

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Table of Contents
  • Specifications
  • Things That Can Be Felt For:
  • Example of Use
  • History

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