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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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  • IF THING EQUALS
  • CONNECTORS
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  • 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
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    • IF HEADS
    • STOPLIGHT (CLASSIC MISSIONS)
    • SKATE
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    • 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
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  • CONNECTORS
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  • WORKING WITH CHIPS IN THE WORKSHOP
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  • 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
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View Categories
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  • Operators
  • IF SMELL

IF SMELL


The If Smell chip allows your ChipWit to engage its olfactory sensor to detect a specific Thing, such as Coffee or a Bad Thing like an Electrocrab. It triggers a True/False branch based on whether the Thing is detected.


Specifications #

  • Arguments: Good Things and Bad Things, Top Thing on the Thing Stack
  • Creates a True or False Branch?: Yes, it creates a True/False branch.
  • Range: 7 Floor Tiles radiating out from the ChipWit in all directions (up, down, left, right)
  • Number of Cycles Used: 4
  • Fuel: 2


Example of Use #

Your ChipWit can smell the Coffee! Here’s how:

  1. Create an If Smell Coffee chip, combining the If Smell operator and the Coffee argument.
  2. When placed, this creates a True/False branch.

True Branch (Green Arrow): If the ChipWit smells Coffee, it will move toward it.
False Branch (Red Arrow): If no Coffee is detected, the ChipWit will follow the False branch and move forward in a different direction.

This setup can also be applied to Bad Things, like Electrocrabs or Bombs, helping your ChipWit avoid danger. If Smell is an effective tool for detecting things far beyond the ChipWit’s immediate range!


Once the If Smell Chip is placed, this creates a True/False branch.


History #


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



COMMODORE 64:


MANUAL:
“Many of the objects a CHIPWITS encounters in its adventures wi l have a specific odor. (Needless to say, Pie smells much better than any Bouncer!) So to help a CHIPWIT quickly detect the presence of Things in a room, state-of-the-art olfactory sensing pads have been built into the CHIPWIT’s ankles. By executing just one chip, a whole room can be sniffed for any Thing (or the object on top of the Thing Stack.”



APPLE II:


MANUAL:
“SMELL commands the ChipWit to smell an entire room for a specific Thing. Whatever Argument you use with this Operator is the Thing the ChipWit will smell for. If the Argument is smelled, the program continues through the SMELL chip’s true wire to the chip connected to that wire. If the Argument is not smelled, the program continues through the SMELL chip’s false wire.  The Operators for SMELL are all the Things that might be found in an Environment. For a listing of these Arguments, see LOOK above.”



MAC:


MANUAL:
“SMELL commands the ChipWit to smell an entire room for a specific Thing. Whatever Argument you use with this Operator
is the Thing the ChipWit will smell for. If the Thing is smelled, the program continues through the SMELL chip’s true wire to the chip connected to that wire. If the Thing is not smelled, the program continues through the chip’s false wire to the chip connected to that wire.
The Operators for SMELL are all the Things that might be found in an Environment.”




CHIPWITS II (WINDOWS 95):



Related #

Updated on November 13, 2024

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Table of Contents
  • Specifications
  • Example of Use
  • History

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