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Sharpeye468 (talk | contribs) (Missed it by that much) |
(make this page more about the set than the game; add a bunch of stuff about level themes) |
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| This page is specifically about the '''original set of levels''' that shipped with Chip's Challenge. For the game itself, see [[MSCC]] (for the popular 1992 Windows port) or [[Chip's Challenge for Atari Lynx]] (for the original). | |||
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{{Infobox Levelset | {{Infobox Levelset | ||
|name = Chip's Challenge 1 | |name = Chip's Challenge 1 | ||
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|location = N/A | |location = N/A | ||
|difficulty = 3 | |difficulty = 3 | ||
}} | |||
'''Chip's Challenge''', often abbreviated to '' | '''Chip's Challenge''', often abbreviated to '''CC1''', can refer to the very first set of Chip's Challenge levels: those that shipped with with the first game. Strictly speaking, that would be the [[Chip's Challenge for Atari Lynx|the Lynx game]], but CC1 more often means the slightly modified set bundled with the [[MSCC|1992 Windows port]]. It consists of 149 levels, one of which is exclusive to the Windows port. | ||
As the original levelset, it naturally served as an inspiration for an entire generation of level designers, though some of the levels are less well-regarded with the benefit of hindsight. Thousands of custom levels have been created since the game's release, and the community is still actively producing more. The [https://bitbusters.club/ Bit Busters Club] fansite serves as a hub for collecting the levels (and other information about the game), and the community favorites are regularly collected into semi-official [[Chip's Challenge Level Pack]]s. | |||
The presence of a time limit inspired players to race through the puzzles as quickly as possible and compare their times, creating what may be one of the earliest speedrunning communities, with [[bold time|records]] going back as far as 1993. These are also collected [https://scores.bitbusters.club/scores/cc1 on the Bit Busters Club site]. | |||
== Themes == | |||
The levelset spans a wide variety of themes and doesn't shy away from playing with its mechanics. | |||
A number of levels are mazes of some sort (as was common in games in the 80s and early 90s), and in fact the [[decade message|in-game story]] refers to the levels themselves as mazes. Most of them have a unique twist. [[Strange Maze]] and [[Scavenger Hunt]] are fairly basic, but make use of the basic game [[tile|elements]]. [[Blink]] introduces [[teleporter]]s, creating multiple maze fragments that interconnect. [[Mishmesh]] and [[Chipmine]] heavily feature [[blue wall]]s, and so must be explored before the maze takes shape. [[Vanishing Act]] is comprised entirely of [[dirt]] (which becomes [[floor]] once stepped on) and [[invisible wall]]s (which look exactly like floor), creating a maze that slowly renders itself invisible as a player traverses it. [[Stripes?]] is partly invisible from the beginning. [[Cellblocked]] and [[Short Circuit]] prevent you from backtracking and benefit especially well from map-making. [[Rink]], [[I Slide]], and [[Doublemaze]] consist largely of [[ice]], making it more difficult to understand the available paths. [[Apartment]] and [[Amsterdam]] are built out of tiny rooms that frequently connect to their neighbors, offering more options but also more ways to get stuck. [[Fireflies]] is two overlapping mazes: one you can traverse and one [[fireball]]s can traverse, leaving you vulnerable in the places where they intersect. | |||
As Chip's Challenge features pushable [[block]]s which can clear otherwise deadly [[water]], it lends itself well to [[Sokoban]]-style levels. [[Castle Moat]] is a more traditional Sokoban: numerous blocks are crammed into tight corridors and require careful thought to extract. [[Pier Seven]] has relatively simple block pushing; the puzzle is figuring out ''where'' the given number of blocks will reach the center island. [[Iceberg]] and [[Arcticflow]] feature a series of small islands in icy waters to traverse. [[Oversea Delivery]] requires teleporting four blocks through a series of islands without losing any to the sea, while [[On the Rocks]] practically invites a player to fill it in. [[Writers Block]], [[Cityblock]], and [[Pain]] are infamous for the incredible amount of precise block maneuvering required. | |||
Redirection of [[monster]]s by taking advantage of their simple behavior is another common theme. [[Metastable to Chaos]] asks the player to disrupt a choreographed dance of [[bug]]s by introducing [[block]]s, and [[Lemmings]] is a similar idea with rings of [[fireball]]s. [[Traffic Cop]] has the player direct a [[fireball]] across the entirety of the level to press a button. "Underground" levels like [[Digger]], [[Digdirt]], [[Spooks]], and [[Underground]] require carefully directing monsters away from the player while digging through a large area of [[dirt]]. | |||
Unlike Sokoban and similar turn-based puzzle games, Chip's Challenge plays out in real time, so dodging monsters adds an extra twist. [[Ping Pong]], [[Problems]], and [[Bounce City]] offer some relatively simple tasks, but require that they be done while dodging rows of [[pink ball]]s. [[Beware of Bug]] consists of tight corridors that require quick recognition of where a monster will go. | |||
A sort of inverse of maze levels are those that feature patterns and repetition, requiring patience and a methodical approach. [[Oorto Geld]] requires setting up an automated button-pressing mechanism, then slipping into several dozen small rooms to collect [[computer chip]]s. [[Seeing Stars]] has a large number of small water gaps to cross in a variety of similar arrangements. [[Refraction]] asks a player to collect hearts from within a fractal of toggle elements. [[Reverse Alley]] is a spiral of [[blue tank]]s whose movements are tricky to predict. [[Telenet]], [[Colony]], and [[Memory]] feature numerous copies of the same small rooms. | |||
Some levels have no strong theme and are instead general romps through a series of miscellaneous challenges. [[Nuts and Bolts]], [[Nightmare]], and [[All Full]] are some well-known examples. Others, like [[Trinity]], [[Elementary]], and [[Mugger Square]], are designed around using the game's four different "elemental" tiles in parallel. | |||
Finally, and perhaps least popular of all, are levels that rely on random elements. [[Blobnet]] and [[Blobdance]] are infamously tricky; both are packed full of the randomly-moving [[blob]]s and require patience and quick reflexes. [[Jumping Swarm]] pits the player against a wide-open space that fills with [[walker]]s bouncing in all directions. [[Forced Entry]] and [[Force Field]] are technically not random, but their dizzying arrangements of force floors are so tricky to navigate that a common approach is to simply mash keys and hope for the best. | |||
Not all of the levels fit neatly into a theme, of course. [[Southpole]], [[Knot]], [[Cypher]], [[The Prisoner]], [[Totally Unfair]], [[Special]], and many others feature novel puzzles unlike anything else in the game. | |||
== The levels == | == The levels == | ||
{{Distinguish|Chip's Challenge Level Pack 1}} | {{Distinguish|Chip's Challenge Level Pack 1}} | ||
[[Lynx | [[Chip's Challenge for Atari Lynx|The Atari Lynx version]] of Chip's Challenge has 148 increasingly difficult levels which Chip must complete, and there is a 149th level added to [[Microsoft's version of Chip's Challenge|the Windows Entertainment Pack version]]. This original [[level set]] is often referred to as '''Chip's Challenge 1''' ('''CC1'''), though it should be noted that CC1 can also refer to the game as a whole, to contrast with CC2. | ||
As these were the first Chip's Challenge levels, they begin by introducing the functions of the [[tile]]s in the [[lesson level]]s, then tie them together in [[Nuts and Bolts]], and add new elements only sparingly from then on out. There are very few levels of high difficulty in CC1 compared to future fan-made level packs such as [[Chip's Challenge Level Pack 2]], as knowledge of puzzle design and game mechanics were comparatively primitive. | As these were the first Chip's Challenge levels, they begin by introducing the functions of the [[tile]]s in the [[lesson level]]s, then tie them together in [[Nuts and Bolts]], and add new elements only sparingly from then on out. There are very few levels of high difficulty in CC1 compared to future fan-made level packs such as [[Chip's Challenge Level Pack 2]], as knowledge of puzzle design and game mechanics were comparatively primitive. |