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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
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  • Advanced Programming
  • PUSH THING

PUSH THING

The Push Thing chip is a versatile tool used to store information about objects that your ChipWit senses, interacts with, or encounters during its mission. When your ChipWit detects something in the environment, the Push Thing chip stores that information onto a stack for later use in decision-making processes.


Specifications #

  • Argument: Pie, Coffee, Electrocrab, Bouncer, Bomb, Oil, Memory Disk, Wall, Floor, Door
  • Creates a True or False Branch?: No, it does not create a T/F branch
  • Number of Cycles Used: 1
  • Fuel: 1


Push Thing commands the ChipWit to put a specified Thing into the Thing Slack. This is the way the ChipWit makes the list of Things that constitutes the Thing Stack.


Why the Push Thing Chip Matters #

  • Storing Information: The Push Thing chip saves data about objects, such as Pies, Walls, or Electrocrabs, that the ChipWit can reference later. This helps your ChipWit make more complex decisions based on what it has already encountered.
  • Stack Operations: It works alongside other stack-based chips like Pop or If Thing Equals, making it easier to manage multiple objects or conditions at once. Your ChipWit can “push” an object onto the stack and “pop” it off when needed.
  • Dynamic Programming: It allows your ChipWit to handle multiple interactions with different objects, creating more dynamic behavior. For example, your ChipWit can push the nearest Pie onto the stack, then later decide what to do with that information.


The Push Thing chip gives your ChipWit the ability to remember and use information about objects it encounters, adding depth and complexity to your programming.



History #

“Push Thing” as it appears in various historic incarnations of ChipWits!


COMMODORE 64:


MANUAL:
“An argument is saved or “pushed” on the top of a Stack using the Save Thing Operator. When an argument is placed on the top of any Stack, the arguments already in that Stack (if any) are pushed down, and the new argument will then occupy the top position.”



APPLE II:


MANUAL:
“SAVE THING commands the ChipWit to put a specified Thing into the Thing Stack. This is the way the ChipWit makes the list of Things that constitutes the Thing Stack. Uses of the Thing Stack are discussed in Chapter II.

The Arguments for SAVE THING are the Things that are the Arguments for LOOK.”




MAC:


MANUAL:

“SAVE THING commands the ChipWit to put a specified Thing into the Thing Slack. This is the way the ChipWit makes the list of Things that constitutes the Thing Stack. Uses of the Thing Stack are discussed in Chapter II.”



CHIPWITS II (WIN 98):

Related #

Updated on November 29, 2024

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Table of Contents
  • Specifications
  • Why the Push Thing Chip Matters
  • History

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