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Joshua Bone

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Joshua Bone is a noteworthy level designer, known for having seventeen of his CC1 compositions included in Chip's Challenge Level Pack 3 and Chip's Challenge Level Pack 4, for designing 52 levels for and beta testing Chips Challenge 2, and for ongoing design work in his "Walls of Chip's Challenge" CC2 levelset.

Joshua has one CC1 level set, named "JoshB_LYNX". It is one of the few level sets designed with the Lynx Ruleset in mind, so it contains levels that are busted in the MS Ruleset or do not work as intended in that ruleset. This set, designed in 2005, originally had 37 levels, 31 of which were eligible for inclusion in CCLP3. Fifteen of them were voted into CCLP3—his level Spiral was voted the highest in the fun category, and How to Get Around in Venice was voted the second-highest in that category.

In 2013, Joshua briefly returned to CC1 level design, adding a dozen or so levels to JoshB_LYNX. He soon discontinued design work due to frustration with designing for both the MS and Lynx rulesets simultaneously. However, one level designed during this time period, If I Ran the Zoo, did end up being voted into CCLP4, along with Rivets from the earlier (2005) set.

Since the release of CC2 in 2015, Joshua has been working on and off on a CC2 levelset called the "Walls of Chip's Challenge" which aims to create 149 new CC2 puzzles based on the walls or layout of the original CC1 game, and is expected to be complete by the end of 2020. Approximately 100 of his designs appeared in CC2LP1 voting.

Levels in official packs[edit]

CCLP3[edit]

# Name
6 Thieves and Teleports
9 Redoubled Effort
12 My Friend
21 Mud and Water
26 Spiral
32 Pearl Diving
40 Blazes
71 How to Get Around in Venice
84 No End in Sight
90 Lichenstein
92 Bolkonski
96 In the Limelight
100 Sardines
126 Marooned
148 Diabolical

CCLP4[edit]

# Name
12 Rivets
55 If I Ran the Zoo

CCLP5[edit]

# Name
50 The Unwinding
116 Sho Sheng Shui
139 Udassa

CC2[edit]

# Name
12 Force Perimeter
14 Run-Around
16 Sea Turtles
18 No Turning Back
47 Desert Oasis
58 Gold Rush
59 Trial and Error?
63 Disciple
69 Lookalike
76 Thaw
79 Onion
90 Evil Twin
108 Repaer Mirg
117 Room 9
120 Foursome
124 Yellow Brick Road
125 Wolfpack
128 Winter in the Marsh
129 Firing Range
130 Nonsense
132 Breaking In
134 Re:Think
135 Clueless
136 Big House
138 Construction Zone
139 Re:Think II
140 Rebel
142 Fish and Chips
143 Caverns
148 Tank Rush
149 Banquet Hall
151 Minefield
153 Deathtrap
155 Venice
157 Swivel Motel
158 No Easy Task
159 In & Out
160 Antarctica
161 Dodgeball
167 Prey
171 Haunted Castle
175 Thinktank
179 In & Out II
180 Smuggler
181 Deadmeat
183 Hired Hand
186 Da Bomb
187 Endangered Species
188 Clone
189 Island
192 Boiler Room
193 Tank War

CC2LP1[edit]

# Name
1 Island Beginnings
4 Cave Diving
6 How to Item Drop Like a Champ
18 Dialectic Materialism
24 If Walls Could Speak
34 Relics of a Lost Age
40 A Real Thinker
51 Faces in the Mirror
52 Stopgap Measure
58 Caveat Emptor
67 Before My Very Eyes
77 Repeaters
87 Of the Roses
97 Around the Corner
100 Treasure Collection
110 Hoopla
112 The Amazing Vortex
140 Title Deferred
141 Thin Blue Line
144 Marktkanaal
156 Uptown Decisions
160 Sneak Around
187 Return Strategies
188 Noen Cheoc
195 Teleblast
198 Great Train Robbery
199 Obfuscated and Interred

Design style[edit]

CC1[edit]

Joshua's CC1 levels usually are small or medium in size, and their difficulty ranges from very simple to medium. As such, most of his levels are placed early in CCLP3. Marooned was placed as level 126, however, it is a simple level and was intentionally placed later in the set by staff. Diabolical was placed as level 148, but only to serve as a break after possibly the most challenging level in CCLP3, Avalanche. His levels usually contain simple but elegant puzzles and the occasional dodging of monsters. One predominant theme of his levels is clever interactions with monsters, for example, with the fireball in Redoubled Effort, the teeth in Marooned, the bugs in Mud and Water, or the tanks and pink balls in Lichenstein. He also pioneered and popularized several concepts, such as disturbing bug and paramecia lines like in Swarm or Mud and Water, and the backtracking concept seen in Carried Away or Spiral. His levels' leisureliness, ingenuity, and aesthetics of his levels are the reason are so well-received.

CC2 Main Game[edit]

Joshua's original CC2 levels were designed in the late 1990s, and are (like most levels from that time period) somewhat hit-or-miss by today's standards. However, some of them are quite clever, and they are notable for being almost the only levels in the main game to explore advanced concepts such as Yellow teleport puzzles, Bowling ball and Rover inventories, replacement of entities on Clone machines, and item dropping.