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{{Distinguish|Spiral}}
{{Distinguish|Spiral}}
'''Spirals''' is the 88th level in [[Chip's Challenge 1]]. One of the most notorious [[glitch]]es in Chip's Challenge occurs in some versions of Spirals: the [[Spirals corruption]], which has instead of floor at [[grid]] coordinate (29, 13), a [[thin wall]] east, making the level infinitely harder and at a full 5 rating. The source of this is the original [[Lynx ruleset|Lynx]] version, which was changed to the official version in the [[MS Ruleset|MS ]] version because [[walker]] behaviour is different. However, some copies never got the change. For more information and how to complete this version, read the page on the corruption. If a player's version contains the corruption, they can simply use a [[level editor]] to change the offending grid coordinate to floor.
'''Spirals''' is the 88th level in [[Chip's Challenge 1]]. One of the most notorious "[[glitch]]es" in Chip's Challenge occurs in some versions of Spirals: the [[Spirals corruption]], which has instead of floor at [[grid]] coordinate (29, 13), a [[thin wall]] east, making the level much harder and at a full 5 rating. The "corruption" is actually the original [[Lynx ruleset|Lynx]] version; the edit was made for the official [[MS Ruleset|MS]] version to accommodate the different [[walker]] behavior. However, some copies never got the change. If a player's version contains the corruption, they can simply use a [[level editor]] to change the offending grid coordinate to floor.


Spirals can be completed in the bold time by walking the paths through the spirals, which are almost totally one path; the only intersections are the chips. From each chip, turn 2D L R 2D 2L U L 2D and L off the chip to return to the exit. In this version, Chip can almost ''never'' be caught by the walkers.
Spirals can be completed in the bold time by walking the paths through the spirals, which are almost totally one path; the only intersections are the chips. From each chip, turn 2D L R 2D 2L U L 2D and L off the chip to return to the exit. In this version, Chip can almost ''never'' be caught by the walkers.
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