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Level updates and wording fixes
(Official levels update + formatting)
(Level updates and wording fixes)
 
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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 Bone''' is a noteworthy level designer, known for having twenty of his CC1 compositions included in [[CCLP3]], [[CCLP4]], and [[CCLP5]], 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 level|busted]] in the [[Ruleset|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.
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 level|busted]] in the [[Ruleset|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.
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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.
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.  
Since the release of CC2 in 2015, Joshua worked on and off on a CC2 levelset called the "Walls of Chip's Challenge" which aimed to create 149 new CC2 puzzles based on the walls or layout of the original CC1 game. A version with all levels completed except for one based on [[Thanks to...]] was released in June 2020. Approximately 100 of his designs appeared in [[CC2LP1]] voting and 27 of these levels were selected for the final set, the third most of any designer.


== Levels in official packs ==
== Levels in official packs ==
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== Design style ==
== Design style ==
=== CC1 ===
=== CC1 ===
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 [[monster]]s. 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.
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 [[monster]]s. 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.
 
In CCLP5, his levels [[The Unwinding]] and [[Sho Sheng Shui]] both had themes of dense puzzle rooms that require solving in a very specific order. ''The Unwinding'' in particular was universally praised and received the fourth highest average rating after voting concluded.


=== CC2 Main Game ===
=== CC2 Main Game ===
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 machine]]s, and item dropping.
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 revered by the community, 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 machine]]s, and item dropping. [[Rebel]] was the highest rated level during the original CC2 voting.


[[Category:People]]
[[Category:People]]

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