https://wiki.bitbusters.club/api.php?action=feedcontributions&user=Sharpeye468&feedformat=atomChip's Challenge Wiki - User contributions [en]2024-03-28T11:35:26ZUser contributionsMediaWiki 1.39.3https://wiki.bitbusters.club/index.php?title=Busted_level&diff=34949Busted level2024-03-17T16:28:47Z<p>Sharpeye468: Booster Shots TSG Bust (kinda)</p>
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<div>A '''busted level''' is a popular term used by most [[Chipsters]] to identify levels, in whole or part, that are solvable in a way different from how the level is designed to operate. Busts are usually accidents on the part of the level designer and often do not require Chip to perform all the intended tasks - most infamously, amassing the [[computer chip]]s. Sometimes, a level may be intentionally busted because the designer judges the solution is more appealing and/or instructive, or for some other reason ad lib.<br />
<br />
The term ''bust'', as a noun, refers to the part of the level which does not work properly, or the method by which the level is broken, such as an [[ice]] space next to a [[force floor]] which allows Chip to pass it. As a verb, ''bust'' describes the actual action of finding the bust and using it.<br />
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''Minor busts'' most frequently add very little time to the intended method and usually involve skipping one specific aspect of the level in an unintended manner, while still maintaining the intended solution's core traits; ''major busts'' are the opposite, being generally responsible for cutting the solution down significantly, and always changing the core objective of the level.<br />
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A special category of solutions that are not busts are "secret" solutions, as they are intended based on the basic elements of the level design and, chiefly, are written into the levels for the inquisitive [[Chipster]]. [[Castle Moat]] and its hidden [[flippers]], and [[Glut]] and its special exits guarded by [[teeth]], are two famed examples.<br />
<br />
== History ==<br />
<br />
Most of [[Chip's Challenge 1]]'s busted levels are by consequence of either the changes in [[boosting]] between the [[ruleset]]s or the [[Controller and Boss Glitch]]. True errors are rare, as they would be possible in either ruleset.<br />
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[[Chip's Challenge Level Pack 2|CCLP2]]'s busts still contain these varieties, as the levels they are part of were loans from the earliest [[custom level set]]s, usually by [[Tyrethali Ansrath]] and [[Eric Schmidt]], constructed in a time period with subtractive knowledge of the Chip's Challenge mechanics and [[glitch]]es that would lead to these busts. Its non-Lynx compatible nature, allowing for [[invalid tile]]s and combinations of tiles that had not previously existed, is responsible for unearthing further mechanics of gameplay that were discovered along with the busted routes, such as [[transparency]] and erasable tiles on the lower layer of the [[grid]].<br />
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By the release of [[Chip's Challenge Level Pack 3|CCLP3]], common busts were essentially eradicated thanks to a greater diffusion of game resources (including this wiki) even among the amateur audience, and any bust due to MS vs. Lynx rulesets was either remedied or was so minor that it did not affect the "unequal" disqualification factor for CCLP3 voting. Due to an orientation towards logic and puzzles, the specifically ordered sequences of tasks that make up many CCLP3 solutions were more convoluted than in the past, thus increasing the propensity for design faults. Fortunately, the aptitude of the pre-release playtester panel had also increased accordingly, with [[J.B. Lewis]] and [[Mike Lask]] among them, and the vast majority of such busts were averted before release.<br />
<br />
== [[CC1]] busts ==<br />
=== Busted due to designer error ===<br />
<br />
* [[Monster Lab]] (''major''): Chip can sneak through the stream of [[walker]]s around the [[exit]], though this requires an immense amount of luck. In Lynx, since walkers are no longer random, it was long thought that a different bust was needed, meaning that Chip would use [[block slapping]] to shove a block off the [[fire]] barrier to completely stop the walkers from cloning. However, in December 2023, it was discovered that the same bust exists in Lynx, using precise movements instead of a reliance on luck to sneak through the walkers.<br />
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* [[Hidden Danger]] (''major''): Chip can exit via teleport with no chips required in either ruleset.<br />
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* [[Fortune Favours The]] (''major''): Chip can sneak through a gap in the fireball stream - the fireballs are 3 tiles apart in MS, 2.5 in Lynx - rendering the block superfluous.<br />
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* [[Cake Walk]] (''major''): There are significantly more blocks in the upper right room of the level than necessary to reach the items in the water below, which allows to block the clone machine and circumvent the sokoban-like puzzle in the upper left section. It is also possible to use the suction boots to sneak around the locks and use the first red key for the exit section, without having to fetch the second red key from the fire room.<br />
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=== Busted due to [[Ruleset#Microsoft_ruleset|MS]] and [[Ruleset#Lynx_ruleset|Lynx]] differences ===<br />
* [[Invincible Champion]] (''major''): One bug is pointed the wrong way and in the wrong [[monster order]], disrupting the intended structure of the level where Chip aims [[glider]]s into the bugs to disperse them; the different treatment of monster movement in Lynx means this solution is required.<br />
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* [[Block Out]] (''minor''): [[Pink ball]]s die in [[fire]] in MS, so a block is not needed to shield Chip as he walks through the northwest room. It is also theorized that the [[water]] section in the southwest is a designer error bust, as Chip still has [[flippers]] and can simply swim across.<br />
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=== Busted due to [[Controller and Boss Glitch]] ===<br />
* [[Problems]] (''minor''): A [[paramecium]] does not activate another row of [[pink ball]]s which would interfere with collecting the chips, though this does not change the intended objective of such section.<br />
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* [[Nightmare]] (''minor''): There are several monsters that never release, or release at such a time that accounting for such release is less complicated, simplifying the intended route.<br />
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* [[Miss Direction]] (''minor''): Some monsters fail to release, making the level slightly easier in MS.<br />
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* [[All Full]] (''major''): In MS, Chip does not need to fill the west [[fireball]] room to stop the bugs from being cloned.<br />
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* [[Trust Me]] (''major''): A yellow key's guard [[bug]] doesn't clone until Chip has already made off with the loot - in fact, the 293 route is complete before this happens.<br />
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=== Busted due to boosting changes ===<br />
* [[Floorgasborg]] (''minor''): The [[suction boots]] are unnecessary, although they are very close to Chip's normal route.<br />
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* [[Three Doors]] (''major''): A force floor behind ice which guards the exit from one direction can be overriden.<br />
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* [[Mugger Square]] (''minor''): Both pairs of [[ice skates]] and the suction boots are not required.<br />
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* [[Traffic Cop]] (''major''): Chip requires no blocks to reach the [[green button]] (although he can use one to cut a shortcut through the [[water]], making the round trip a lot faster).<br />
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* [[Grail]] (''major''): In [[Lynx ruleset|Lynx]], Chip only can access the [[yellow lock]], therefore requiring Chip to access the left side of the level with the [[yellow key]] and [[red key]]. In MS, Chip can use the [[green lock]].<br />
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* [[Scoundrel]] (''major''): Chip can simply override directly into the exit.<br />
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* [[Mix Up]] (''major''): Chip can use the ice strip around the outside to bypass an entire [[block pushing]] section. This bust saves the most timed seconds in any CC levelset to date.<br />
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=== Possible intentional busts ===<br />
* [[Tossed Salad]]: The [[socket]] is missing. Originally in [[Lynx ruleset|Lynx]], this was unintentional by designer error, but the level was left unchanged for MS and, in this version, is an intentional bust.<br />
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== [[CCLP1]] busts ==<br />
=== Busted due to designer error ===<br />
<br />
* [[The Last Starfighter]] (''minor''): With extreme luck, Chip can clone only 3 blobs and have the 3rd blob clone further blobs, saving 1 second. In the Lynx ruleset only, additional blocks can be cloned in the northwest and the dirt tiles they are bouncing against snatched without dying, saving 2 seconds. In MS, no amount of slide delay will allow this approach with all chips taken. Finally, with luck beyond even that Blobnet's Melinda time requires, a blob can wander all the way into the trap button room and spare Chip the trouble of releasing walkers, saving a further 4 seconds.<br />
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* [[Design Swap]] (''minor''): Chip can manipulate the bugs and toggle walls to avoid having to push the block onto the trap button, instead trapping a bug on it. This is 1 second slower in MS and 1 second faster in Lynx.<br />
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* [[Booster Shots]] (''minor'' in MS, ''major'' in Lynx): Chip can obtain a block from the pink ball room and push it on to the force floor slide. Under the MS ruleset, this block can be used to save a couple of seconds in the south-east room. Under the Lynx ruleset, Chip can use it to blow up the bomb guarding the exit.<br />
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* [[Colors for Extreme]] (''minor''): Chip can use only one recessed wall per visit to the ice room, therefore allowing the second block to be used to hold down the trap button, rather than the glider.<br />
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* [[Black Hole]] (''major''): Under the MS ruleset, Chip can lead the bugs into the teleports and still be able to safely travel through them in the horizontal direction. Thus, Chip can grab all the computer chips and use the teleport at (20,21) to exit, rather than the one at (23,8). It is also possible to do this in the Lynx ruleset, where none of the bugs enter the teleports.<br />
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* [[Pluto]] (''minor''): Chip can clone two extra blocks, trapping one of them on the ice. This block can then be used to reach the fire boots, thus making the red key and blue button unnecessary.<br />
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* [[Bowling Alleys]] (''minor''): Under the MS ruleset, in the second room, Chip can use two blocks to create a nail, then [[ram]] a block below the trap button. From there, Chip can push the block up over the down force floor, which skips taking a third block up the alley.<br />
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* [[Time Suspension]] (''minor''): Chip can use the first block to deflect the lower walker onto one of the 2 bombs in the top half of the hourglass.<br />
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* [[California]] (''minor''): Under the MS ruleset, Chip can create a nail using a block and the chip at (18,6), allowing the chip at (18,9) to be collected without filling in the adjacent water tiles.<br />
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* [[The Sewers]] (''minor''): Under the MS ruleset, a combination of slide delay and the Headbanger Rule allows Chip to skip bringing 2 of the 3 blocks intended to stop the gliders to the central force floor slide.<br />
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* [[Utter Clutter]] (''major''): By cloning an extra block, it is possible to deflect the fireballs through the teleporter so that they explode the bombs from the west side. This allows the red key at (10,20) to be used at (18,2), saving some backtracking.<br />
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* [[Flush]] (''minor''): Due to slide delay, under the MS ruleset only 3 of the 5 blocks in the north-east room need to be taken into the force floor area.<br />
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=== Busted due to [[Twice Step Glitch]] ===<br />
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* [[Graduation]] (''minor''): Chip can release a teeth into the teleport towards the end, then click on the other teleport while the teeth attempts to enter it such that he slides across, reaching its other side two seconds quicker.<br />
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* [[Booster Shots]] (''major''): Through a currently banned usage of the Twice Step Glitch, it becomes possible to beat the level in a similar fashion to the Lynx setup. The fastest known setup saves seventy seven seconds in comparison to the current bold time.<br />
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=== Busted in Lynx only ===<br />
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* [[New Block in Town]] (''major''): Under the Lynx ruleset, Chip can push the block off the ice slide above the middle column of brown buttons, saving about 3 seconds. <br />
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* [[Loose Pocket]] (''minor''): The hint tile blocks the tank, thus making it unnecessary to press the blue button again after getting the suction boots.<br />
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* [[Communism]] (''major''): Due to differing monster and toggle wall interactions, Chip can force 2 gliders into an alcove only intended to pass one through. This saves approximately 15 to 20 seconds.<br />
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* [[Metal Harbor]] (''major''): Under the Lynx ruleset, Chip can save 1 block from the right side of the level with a block slap across the fire. In MS, this device takes 5 blocks but only 4 in Lynx. The final island also holds minor shortcuts with block slapping off of fire.<br />
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=== Intentional busts ===<br />
* [[Frozen in Time]] (''major''): No chips are required because all monsters are "frozen" and made to be ineffective obstacles while frozen.<br />
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* [[Easier Than It Looks]] (''major''): As per the title, the level looks difficult at first glance, but it can be coasted through without the need to collect any chips.<br />
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* [[Chip Alone]] (''minor''): Partial post puzzle can be skipped by allowing the fireball through the teleport.<br />
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== [[CCLP2]] busts ==<br />
=== Busted due to designer error ===<br />
* [[A Fleeting Memory]] (''major''): Chip can manipulate the [[tank]]s and [[toggle wall]]s to clear them out of the way such that he can sneak past them.<br />
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* [[Maze of One Way]] (''major''): Chip can override a force floor next to the suction boots.<br />
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* [[BuggyWall]] (''minor''): A green lock was substituted accidentally for a yellow one, so the yellow key is not required. <br />
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* [[The Search for the Exit]] (''major''): The buried [[trap]] guarding an exit in the middle of the level can be erased by the teeth placed at the start of the level.<br />
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* [[Just Enough]] (''minor''): One section of the ice rink is not blocked by [[invisible wall]]s, such that Chip can use three blocks to trap two of them inside the rink using the previous block, allowing Chip - with correct timing - to catch the blocks as he slides past that section rather than slide all the way back to the [[clone block]] each time.<br />
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* [[Blocks 'n Bombs]] (''major''): Chip can push a block through the [[teleport]] and use this to terminate the cloning [[fireball]] stream guarding the exit, rather than use the block reached in the level's final section.<br />
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* [[Miscellaneous]] (''major''): Chip can dodge the [[pink ball]]s in such a way that the exit, left open by fake [[blue wall]]s, is actually reachable from that direction.<br />
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* [[Wormwood]] (''major''): By leaving specific chips in the starting room untaken for a period of time, Chip can keep the continuous stream of fireballs muzzled long enough by the teeth in the room for Chip to exit.<br />
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=== Busted due to [[Controller and Boss Glitch]] ===<br />
* [[Dangers of Fire and Beasts]] (''minor''): Some [[red button]]s hooked up to teeth clone machines can be pressed since it is possible to kill the teeth later, but only if one of them is released south from a [[trap]] when it was facing west originally. <br />
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* [[Trapped]] (''major''): The paramecium may not always clone in time to block Chip from collecting a [[blue key]], because its boss is a [[blob]].<br />
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=== Miscellaneous causes ===<br />
* [[Flame Boy]] (''major''): Chip can use a [[spring step]] to minimize time spent under the control of the force floor at [0, 1], keeping a block next to him just long enough to use the [[Headbanger Rule]] and leap into the exit. This applies to the boosting changes as well, but its other elements are otherwise uncategorizable.<br />
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=== Busted in Lynx only ===<br />
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* [[Zartacla]] (''major''): The [[hot block]] guarding the exit can be sidled L by block slapping, opening the exit immediately from the start.<br />
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== [[CCLP3]] busts ==<br />
=== Busted due to designer error ===<br />
* [[Replay]] (''minor''): Chip can avoid the socket entirely by cloning blocks in the southeast corner, pushing them into and out of room 4 and building a [[nail]] to cross the force floors into the exit; this is, unlike all other officially recognized busts, ''slower'' than the bold route. The bold utilizes a separate bust, where the [[Steam]] style of room 4 allows Chip to swim out of the room with flippers and across water in room 8 when a bridge was intended, and still finish room 4 later.<br />
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* [[How to Get Around in Venice]] (''minor''): Chip needs to clone gliders only three times, because when one glider clones a block, Chip can use that block to access the [[red button]] himself.<br />
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* [[Lead Us Not into Temptation]] (''major''): Chip can, with exceptional fortune, sneak through a corridor of walkers as with Monster Lab and reach the teleport sequence that brings Chip to the water-protected exit without losing his flippers to [[thieves]]. Although there are many intentional busts scattered throughout the level, this was never intended.<br />
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* [[Twisted Chambers]] (''minor''): Because it is possible to reach the green button at [18, 5] from the teleport at [27, 18] without negotiating any new obstacles, and there are enough blocks to hold down the traps in front of this teleport at all times, the blue and yellow keys that eventually access a different green button are not required.<br />
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* [[Mr. McCallahan Presents]] (''major''): With a combination of slide delay, a flick and a dirty trick Chip can completely break the levels intended sequence, scoring a time up to 34 seconds faster than the intended route. An 803 route can be seen in the public TWS.<br />
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=== Miscellaneous causes ===<br />
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* [[Cheap Shots and Dirty Tricks]] (''minor''): Because two [[clone block]]s clone directly onto force floors and never move again, [[slide delay]] results. In the northwest room, Chip can combine the slide delay with a [[spring step]] to sneak behind a block without being smashed, even though the block is pushed onto a force floor that repels it straight back. Without slide delay, even a spring step is not enough.<br />
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* [[Grand Prix]]<br />
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* [[You Can't Teach an Old Frog New Tricks]]<br />
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=== Busted in Lynx only ===<br />
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* [[Billiards]] (''minor''): [[Hint]]s can deflect fireballs from the first room onto some [[brown button]]s, when further block maneuvering would otherwise be necessary.<br />
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=== Intentional busts ===<br />
* [[Go Back to Start]] (''major''): There are sufficient blocks in the section to the right of the level to build a bridge out of the [[recessed wall]] maze in the southeast, bypassing the socket. [[Mike Lask]] intended this level to have multiple solutions including this possibility.<br />
[[Category:Terminology]]<br />
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== [[CCLP4]] busts ==<br />
=== Busted due to designer error ===<br />
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* [[Split Path]] (''minor''): In MS, the player is able to path through the beginning of the level without ever having to pick up the [[yellow key]].<br />
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* [[Cyprus]] (''minor'')<br />
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* [[How to Retune Your Harp]] (''major''): In MS, the player can obtain two [[red key]]s from the block room, enter the teleport below the green button then boost north upon exit. The player can pick up the suction boots and use the second red key to head straight to the exit.<br />
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* [[One Tank's Adventure]] (''major''): The mechanism that shuts off the [[fireball]] [[clone machine]] can be bypassed and a fireball can be lead to the final [[trap button]] that is intended for the tank.<br />
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* [[Dual]] (''minor''): In MS, the player does not need to open the [[green lock]] in the dirt room to allow the tank to pass, because the dirt tile above the tank, if not collected, will stop it.<br />
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* [[Bam Thwok]] (''minor''): The [[ice skates]] can be grabbed from the bottom section after the player obtains the suction boots from the top-right section, avoiding the partial posting puzzle.<br />
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=== Busted due to [[Twice Step Glitch]] ===<br />
* [[Suburban Legend]] (''minor''): A cloned [[Teeth|teeth monster]] enables the player to use the twice step glitch for the chip in the center for the [[teleport]]s, rather than using a block to [[partial posting|partial post]].<br />
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* [[Lean Thinking]] (''major''): The entire level relies on a mechanism which puts a [[walker]] in such a position that it will kill you at the end of level if a [[green button]] is pressed. This mechanism can be entirely avoided thanks to the twice step glitch by clicking on the [[exit]] and sneaking past the [[walker]].<br />
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== [[CCLP5]] busts ==<br />
=== Busted due to designer error ===<br />
* [[Paparazzi]]<br />
* [[Axis Point]] ''(major)'': In MS, it is possible to press the toggle button from (19, 14) while keeping the teeth on the trap button at (19, 6), avoiding majority of the itemswapping.<br />
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== [[CC2]] busts ==<br />
=== Busted due to designer error ===<br />
* [[Mazes]] (''minor''): The blue key is not needed since the skates can be obtained directly.<br />
* [[Quick Thinking]] (''minor''): The keys are not needed.<br />
* [[Rail Bowling]] (''minor''): The [[bowling ball]]s used to clear the tank and bomb can be thrown at them directly, rather than through the [[railroad track]]s.<br />
* [[Strict Process]] (''minor''): Because the [[mirror Chip]]'s room contains [[acting wall]]s, the order of the chips and the [[Letter_tile|sunken floors]] can be bypassed using very specific movements. This saves several seconds in the optimized route but is not likely to be encountered in casual play.<br />
* [[Avalanche_(CC2_level)|Avalanche]] (''minor''): There is no socket in the level.<br />
* [[Maze of the Obeyor]] (''minor''): The second maze can be solved with the fire boots instead of the suction boots, saving some time, though it requires setting the random force floor.<br />
* [[Bowl to Freedom]] (''major''): Chip can enter the [[exit]] from the bottom rather than the right.<br />
* [[Re:Think II]] (''major''): Boots can be dropped in such a way that the fireball toggles the [[switch]], making the red key, [[ice block]]s, and bowling ball extra.<br />
* [[Banquet Hall]] (''minor''): You can go after the helmet early to mitigate the difficulty of snatching the chips from the blobs and ants as well as the difficulty of dodging monsters in the lower half of the level. This method is however a lot slower. <br />
* [[Venice]] (''minor''): Some of the [[itemswapper|itemswapping]] can be skipped by using the fire boots to pass the [[flame jet]] instead of using the [[lightning bolt]] to deactivate it.<br />
* [[Swivel Motel]] (''minor''): The suction boots can be skipped.<br />
* [[Phase Four]] (''major''): Chip can enter the exit room through the [[switch door]] rather than the [[red teleport]], skipping all the chips. Chip can also block the bug cloner with the skates, making the [[bonus flag]]s much easier.<br />
* [[Bombs Quad]] (''major''): Ice blocks and [[directional block]]s can clear the water and bombs behind the exit.<br />
* [[Practice to Perfect]] (''minor''): The player can fill in (3,27) instead of bridging all the way to the left side. The player can also bring a key from that corner to the [[ghost]] section, or 2 keys if the player bridges to the left anyway.<br />
* [[Thinktank]] (''minor''): The 2 yellow doors by the blocks do not need to be opened.<br />
* [[Hired Hand]] (''minor''): There is no socket in the level.<br />
* [[Slambam]] (''major'')<br />
* [[Clone]] (''minor''): The dirt block cloner in the bottom left is not needed. The water can be cleared with just the ice block and [[time bomb]]s.<br />
* [[Dysphoria]] (''major''): The ice block cloner can be used to bridge to the exit, bypassing the sockets.<br />
* [[Spare Me]] (''major''): The teeth can be lead out of the room, saving a bowling ball for the directional block and skipping the railroad puzzle.<br />
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=== Busted due to ice corner ramming ===<br />
* [[Ice Dancing]] (''minor''): The cloning stream can be stopped by an ice corner ram. This doesn't make the level much easier, but it does make the bonuses somewhat easier, since the player can just hold down to move most of the blocks out of the way, as is done in the score bold route (see level page).<br />
* [[Ice Threat]] (''minor''): The cloning stream can be stopped by an ice corner ram. If pulled off successfully, this makes the level easier, but it costs time.<br />
<br />
=== Busted due to block slapping ===<br />
* [[Reticulating Splines]] (''major''): A block with water under near the start can be [[block slapping|block-slapped]] and used immediately to bridge to the exit.<br />
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=== Miscellaneous causes ===<br />
* [[Hotkeys]] (''minor''): The [[flame jet]] can be traversed with precise timing, removing the need to push a [[directional block]] on the [[orange button]].<br />
* [[Freeze Frame]] (''major''): Collecting a [[time penalty]] while the time is frozen with less than 10 seconds will set the time remaining to 1, but will never kill the player until time resumes. This behavior can be used to clear a lot of time penalties at the start, then picking up some [[time bonus]]es to bring the time limit back up before resuming the timer.<br />
* [[Onion]] (''minor''): The switches have a one-[[tick]] delay before changing the states of the [[switch door]]s connected to them, which means Chip is allowed to leave each switch in whichever state he wants before moving to the next.<br />
* [[Obstacles]] (''major''): The switch door blocking the exit can be opened by pressing its corresponding button as Chip rather than clearing a path for the ice block.<br />
* [[Breaking In]] (''major''): Instead of the usual partial posting, the player can push 3 blocks through the same teleport which will cause the 3rd block to be stuck on the teleport and effectively remove that teleport from the network. The player can then walk across the opposite teleport as if it were floor.<br />
* [[On the Run]] (''minor''): The player can override the [[yellow teleport]] and wait until the tank reaches the other teleport, and then take their time.<br />
* [[In & Out]] (''minor''): The transmogrifier puzzle can be skipped by using the yellow teleports to override the force floor guarding the red key.<br />
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=== Possibly intentional busts ===<br />
* [[Clueless]] (''major''): The itemswapper can be skipped because the [[gray button]] puzzle is solvable.<br />
* [[Da Bomb]] (''major''): Only 2 items are needed to get the block across.<br />
<br />
== CC2LP1 busts ==<br />
=== Busted due to designer error ===<br />
* [[Blocksmith]] (''minor'')<br />
* [[Spreading Like Wildfire]] (''minor''): Block slapping can be used to ignore the flame jet at (10,16), below the left pink [[custom tile]] area.<br />
* [[Left Behind Again]]<br />
* [[Marine Science Museum]] (''minor''): Chip can use two ice blocks to reach the [[green button]] in the southeast room, rather than making a path for the [[blue tank]] to reach it.<br />
* [[Complex Complex]]<br />
* [[Waterfall]] (''minor''): Chip can drown the [[yellow tank]] immediately, reach the [[ice block]] cloner, and clone enough blocks to reach the bomb and destroy it with an ice block. The intended solution is to solve the [[swivel door]] room to stop external presses of the [[yellow button]], then navigate the yellow tank to the [[bomb]] through the [[turtle]]s.<br />
* [[Furi]] (''major''): The second bowling ball is not needed, as [[Melinda]] can get enough [[bribe]]s to bring the fire boots back herself to give to Chip, or Melinda can get the skates and come back through the recessed wall.<br />
* [[Fill in the Blanks]] (''minor'')<br />
* [[Sneak Around]] (''minor''): It is possible to get the last chip without bringing the suction boots into the room.<br />
* [[Chaos to Metastable]] (''minor'')<br />
* [[Tank of Justice]] (''major''): It is possible to throw a bowling ball at the blue key, skipping the yellow tank.<br />
* [[Objectification]] (''minor''): In the middle section with the blue button, Chip with the ice skates can press the blue button quickly enough to allow the bugs to reach the bombs. The intended solution is for Chip to drop the ice skates, slide along the ice, and have Melinda pick the ice skates up so Chip avoids them.<br />
* [[Bigger Boulder Alley]] (''minor'')<br />
* [[Obfuscated and Interred]]<br />
<br />
=== Intentional busts ===<br />
* [[How to Item Drop Like a Champ]] (''minor''): A number of rooms have alternate solutions involving fewer resources, but perhaps the most significant is that, in the ice and railroad room, the paramecium can be directed to the bomb by dropping the fire boots in the first column, rather than each successive column to the right.</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Busted_level&diff=34936Busted level2024-03-13T13:33:42Z<p>Sharpeye468: Monster Lab bust update</p>
<hr />
<div>A '''busted level''' is a popular term used by most [[Chipsters]] to identify levels, in whole or part, that are solvable in a way different from how the level is designed to operate. Busts are usually accidents on the part of the level designer and often do not require Chip to perform all the intended tasks - most infamously, amassing the [[computer chip]]s. Sometimes, a level may be intentionally busted because the designer judges the solution is more appealing and/or instructive, or for some other reason ad lib.<br />
<br />
The term ''bust'', as a noun, refers to the part of the level which does not work properly, or the method by which the level is broken, such as an [[ice]] space next to a [[force floor]] which allows Chip to pass it. As a verb, ''bust'' describes the actual action of finding the bust and using it.<br />
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''Minor busts'' most frequently add very little time to the intended method and usually involve skipping one specific aspect of the level in an unintended manner, while still maintaining the intended solution's core traits; ''major busts'' are the opposite, being generally responsible for cutting the solution down significantly, and always changing the core objective of the level.<br />
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A special category of solutions that are not busts are "secret" solutions, as they are intended based on the basic elements of the level design and, chiefly, are written into the levels for the inquisitive [[Chipster]]. [[Castle Moat]] and its hidden [[flippers]], and [[Glut]] and its special exits guarded by [[teeth]], are two famed examples.<br />
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== History ==<br />
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Most of [[Chip's Challenge 1]]'s busted levels are by consequence of either the changes in [[boosting]] between the [[ruleset]]s or the [[Controller and Boss Glitch]]. True errors are rare, as they would be possible in either ruleset.<br />
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[[Chip's Challenge Level Pack 2|CCLP2]]'s busts still contain these varieties, as the levels they are part of were loans from the earliest [[custom level set]]s, usually by [[Tyrethali Ansrath]] and [[Eric Schmidt]], constructed in a time period with subtractive knowledge of the Chip's Challenge mechanics and [[glitch]]es that would lead to these busts. Its non-Lynx compatible nature, allowing for [[invalid tile]]s and combinations of tiles that had not previously existed, is responsible for unearthing further mechanics of gameplay that were discovered along with the busted routes, such as [[transparency]] and erasable tiles on the lower layer of the [[grid]].<br />
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By the release of [[Chip's Challenge Level Pack 3|CCLP3]], common busts were essentially eradicated thanks to a greater diffusion of game resources (including this wiki) even among the amateur audience, and any bust due to MS vs. Lynx rulesets was either remedied or was so minor that it did not affect the "unequal" disqualification factor for CCLP3 voting. Due to an orientation towards logic and puzzles, the specifically ordered sequences of tasks that make up many CCLP3 solutions were more convoluted than in the past, thus increasing the propensity for design faults. Fortunately, the aptitude of the pre-release playtester panel had also increased accordingly, with [[J.B. Lewis]] and [[Mike Lask]] among them, and the vast majority of such busts were averted before release.<br />
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== [[CC1]] busts ==<br />
=== Busted due to designer error ===<br />
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* [[Monster Lab]] (''major''): Chip can sneak through the stream of [[walker]]s around the [[exit]], though this requires an immense amount of luck. In Lynx, since walkers are no longer random, it was long thought that a different bust was needed, meaning that Chip would use [[block slapping]] to shove a block off the [[fire]] barrier to completely stop the walkers from cloning. However, in December 2023, it was discovered that the same bust exists in Lynx, using precise movements instead of a reliance on luck to sneak through the walkers.<br />
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* [[Hidden Danger]] (''major''): Chip can exit via teleport with no chips required in either ruleset.<br />
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* [[Fortune Favours The]] (''major''): Chip can sneak through a gap in the fireball stream - the fireballs are 3 tiles apart in MS, 2.5 in Lynx - rendering the block superfluous.<br />
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* [[Cake Walk]] (''major''): There are significantly more blocks in the upper right room of the level than necessary to reach the items in the water below, which allows to block the clone machine and circumvent the sokoban-like puzzle in the upper left section. It is also possible to use the suction boots to sneak around the locks and use the first red key for the exit section, without having to fetch the second red key from the fire room.<br />
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=== Busted due to [[Ruleset#Microsoft_ruleset|MS]] and [[Ruleset#Lynx_ruleset|Lynx]] differences ===<br />
* [[Invincible Champion]] (''major''): One bug is pointed the wrong way and in the wrong [[monster order]], disrupting the intended structure of the level where Chip aims [[glider]]s into the bugs to disperse them; the different treatment of monster movement in Lynx means this solution is required.<br />
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* [[Block Out]] (''minor''): [[Pink ball]]s die in [[fire]] in MS, so a block is not needed to shield Chip as he walks through the northwest room. It is also theorized that the [[water]] section in the southwest is a designer error bust, as Chip still has [[flippers]] and can simply swim across.<br />
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=== Busted due to [[Controller and Boss Glitch]] ===<br />
* [[Problems]] (''minor''): A [[paramecium]] does not activate another row of [[pink ball]]s which would interfere with collecting the chips, though this does not change the intended objective of such section.<br />
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* [[Nightmare]] (''minor''): There are several monsters that never release, or release at such a time that accounting for such release is less complicated, simplifying the intended route.<br />
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* [[Miss Direction]] (''minor''): Some monsters fail to release, making the level slightly easier in MS.<br />
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* [[All Full]] (''major''): In MS, Chip does not need to fill the west [[fireball]] room to stop the bugs from being cloned.<br />
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* [[Trust Me]] (''major''): A yellow key's guard [[bug]] doesn't clone until Chip has already made off with the loot - in fact, the 293 route is complete before this happens.<br />
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=== Busted due to boosting changes ===<br />
* [[Floorgasborg]] (''minor''): The [[suction boots]] are unnecessary, although they are very close to Chip's normal route.<br />
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* [[Three Doors]] (''major''): A force floor behind ice which guards the exit from one direction can be overriden.<br />
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* [[Mugger Square]] (''minor''): Both pairs of [[ice skates]] and the suction boots are not required.<br />
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* [[Traffic Cop]] (''major''): Chip requires no blocks to reach the [[green button]] (although he can use one to cut a shortcut through the [[water]], making the round trip a lot faster).<br />
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* [[Grail]] (''major''): In [[Lynx ruleset|Lynx]], Chip only can access the [[yellow lock]], therefore requiring Chip to access the left side of the level with the [[yellow key]] and [[red key]]. In MS, Chip can use the [[green lock]].<br />
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* [[Scoundrel]] (''major''): Chip can simply override directly into the exit.<br />
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* [[Mix Up]] (''major''): Chip can use the ice strip around the outside to bypass an entire [[block pushing]] section. This bust saves the most timed seconds in any CC levelset to date.<br />
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=== Possible intentional busts ===<br />
* [[Tossed Salad]]: The [[socket]] is missing. Originally in [[Lynx ruleset|Lynx]], this was unintentional by designer error, but the level was left unchanged for MS and, in this version, is an intentional bust.<br />
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== [[CCLP1]] busts ==<br />
=== Busted due to designer error ===<br />
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* [[The Last Starfighter]] (''minor''): With extreme luck, Chip can clone only 3 blobs and have the 3rd blob clone further blobs, saving 1 second. In the Lynx ruleset only, additional blocks can be cloned in the northwest and the dirt tiles they are bouncing against snatched without dying, saving 2 seconds. In MS, no amount of slide delay will allow this approach with all chips taken. Finally, with luck beyond even that Blobnet's Melinda time requires, a blob can wander all the way into the trap button room and spare Chip the trouble of releasing walkers, saving a further 4 seconds.<br />
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* [[Design Swap]] (''minor''): Chip can manipulate the bugs and toggle walls to avoid having to push the block onto the trap button, instead trapping a bug on it. This is 1 second slower in MS and 1 second faster in Lynx.<br />
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* [[Booster Shots]] (''minor'' in MS, ''major'' in Lynx): Chip can obtain a block from the pink ball room and push it on to the force floor slide. Under the MS ruleset, this block can be used to save a couple of seconds in the south-east room. Under the Lynx ruleset, Chip can use it to blow up the bomb guarding the exit.<br />
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* [[Colors for Extreme]] (''minor''): Chip can use only one recessed wall per visit to the ice room, therefore allowing the second block to be used to hold down the trap button, rather than the glider.<br />
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* [[Black Hole]] (''major''): Under the MS ruleset, Chip can lead the bugs into the teleports and still be able to safely travel through them in the horizontal direction. Thus, Chip can grab all the computer chips and use the teleport at (20,21) to exit, rather than the one at (23,8). It is also possible to do this in the Lynx ruleset, where none of the bugs enter the teleports.<br />
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* [[Pluto]] (''minor''): Chip can clone two extra blocks, trapping one of them on the ice. This block can then be used to reach the fire boots, thus making the red key and blue button unnecessary.<br />
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* [[Bowling Alleys]] (''minor''): Under the MS ruleset, in the second room, Chip can use two blocks to create a nail, then [[ram]] a block below the trap button. From there, Chip can push the block up over the down force floor, which skips taking a third block up the alley.<br />
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* [[Time Suspension]] (''minor''): Chip can use the first block to deflect the lower walker onto one of the 2 bombs in the top half of the hourglass.<br />
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* [[California]] (''minor''): Under the MS ruleset, Chip can create a nail using a block and the chip at (18,6), allowing the chip at (18,9) to be collected without filling in the adjacent water tiles.<br />
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* [[The Sewers]] (''minor''): Under the MS ruleset, a combination of slide delay and the Headbanger Rule allows Chip to skip bringing 2 of the 3 blocks intended to stop the gliders to the central force floor slide.<br />
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* [[Utter Clutter]] (''major''): By cloning an extra block, it is possible to deflect the fireballs through the teleporter so that they explode the bombs from the west side. This allows the red key at (10,20) to be used at (18,2), saving some backtracking.<br />
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* [[Flush]] (''minor''): Due to slide delay, under the MS ruleset only 3 of the 5 blocks in the north-east room need to be taken into the force floor area.<br />
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=== Busted due to [[Twice Step Glitch]] ===<br />
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* [[Graduation]] (''minor''): Chip can release a teeth into the teleport towards the end, then click on the other teleport while the teeth attempts to enter it such that he slides across, reaching its other side two seconds quicker.<br />
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=== Busted in Lynx only ===<br />
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* [[New Block in Town]] (''major''): Under the Lynx ruleset, Chip can push the block off the ice slide above the middle column of brown buttons, saving about 3 seconds. <br />
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* [[Loose Pocket]] (''minor''): The hint tile blocks the tank, thus making it unnecessary to press the blue button again after getting the suction boots.<br />
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* [[Communism]] (''major''): Due to differing monster and toggle wall interactions, Chip can force 2 gliders into an alcove only intended to pass one through. This saves approximately 15 to 20 seconds.<br />
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* [[Metal Harbor]] (''major''): Under the Lynx ruleset, Chip can save 1 block from the right side of the level with a block slap across the fire. In MS, this device takes 5 blocks but only 4 in Lynx. The final island also holds minor shortcuts with block slapping off of fire.<br />
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=== Intentional busts ===<br />
* [[Frozen in Time]] (''major''): No chips are required because all monsters are "frozen" and made to be ineffective obstacles while frozen.<br />
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* [[Easier Than It Looks]] (''major''): As per the title, the level looks difficult at first glance, but it can be coasted through without the need to collect any chips.<br />
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* [[Chip Alone]] (''minor''): Partial post puzzle can be skipped by allowing the fireball through the teleport.<br />
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== [[CCLP2]] busts ==<br />
=== Busted due to designer error ===<br />
* [[A Fleeting Memory]] (''major''): Chip can manipulate the [[tank]]s and [[toggle wall]]s to clear them out of the way such that he can sneak past them.<br />
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* [[Maze of One Way]] (''major''): Chip can override a force floor next to the suction boots.<br />
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* [[BuggyWall]] (''minor''): A green lock was substituted accidentally for a yellow one, so the yellow key is not required. <br />
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* [[The Search for the Exit]] (''major''): The buried [[trap]] guarding an exit in the middle of the level can be erased by the teeth placed at the start of the level.<br />
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* [[Just Enough]] (''minor''): One section of the ice rink is not blocked by [[invisible wall]]s, such that Chip can use three blocks to trap two of them inside the rink using the previous block, allowing Chip - with correct timing - to catch the blocks as he slides past that section rather than slide all the way back to the [[clone block]] each time.<br />
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* [[Blocks 'n Bombs]] (''major''): Chip can push a block through the [[teleport]] and use this to terminate the cloning [[fireball]] stream guarding the exit, rather than use the block reached in the level's final section.<br />
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* [[Miscellaneous]] (''major''): Chip can dodge the [[pink ball]]s in such a way that the exit, left open by fake [[blue wall]]s, is actually reachable from that direction.<br />
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* [[Wormwood]] (''major''): By leaving specific chips in the starting room untaken for a period of time, Chip can keep the continuous stream of fireballs muzzled long enough by the teeth in the room for Chip to exit.<br />
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=== Busted due to [[Controller and Boss Glitch]] ===<br />
* [[Dangers of Fire and Beasts]] (''minor''): Some [[red button]]s hooked up to teeth clone machines can be pressed since it is possible to kill the teeth later, but only if one of them is released south from a [[trap]] when it was facing west originally. <br />
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* [[Trapped]] (''major''): The paramecium may not always clone in time to block Chip from collecting a [[blue key]], because its boss is a [[blob]].<br />
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=== Miscellaneous causes ===<br />
* [[Flame Boy]] (''major''): Chip can use a [[spring step]] to minimize time spent under the control of the force floor at [0, 1], keeping a block next to him just long enough to use the [[Headbanger Rule]] and leap into the exit. This applies to the boosting changes as well, but its other elements are otherwise uncategorizable.<br />
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=== Busted in Lynx only ===<br />
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* [[Zartacla]] (''major''): The [[hot block]] guarding the exit can be sidled L by block slapping, opening the exit immediately from the start.<br />
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== [[CCLP3]] busts ==<br />
=== Busted due to designer error ===<br />
* [[Replay]] (''minor''): Chip can avoid the socket entirely by cloning blocks in the southeast corner, pushing them into and out of room 4 and building a [[nail]] to cross the force floors into the exit; this is, unlike all other officially recognized busts, ''slower'' than the bold route. The bold utilizes a separate bust, where the [[Steam]] style of room 4 allows Chip to swim out of the room with flippers and across water in room 8 when a bridge was intended, and still finish room 4 later.<br />
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* [[How to Get Around in Venice]] (''minor''): Chip needs to clone gliders only three times, because when one glider clones a block, Chip can use that block to access the [[red button]] himself.<br />
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* [[Lead Us Not into Temptation]] (''major''): Chip can, with exceptional fortune, sneak through a corridor of walkers as with Monster Lab and reach the teleport sequence that brings Chip to the water-protected exit without losing his flippers to [[thieves]]. Although there are many intentional busts scattered throughout the level, this was never intended.<br />
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* [[Twisted Chambers]] (''minor''): Because it is possible to reach the green button at [18, 5] from the teleport at [27, 18] without negotiating any new obstacles, and there are enough blocks to hold down the traps in front of this teleport at all times, the blue and yellow keys that eventually access a different green button are not required.<br />
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* [[Mr. McCallahan Presents]] (''major''): With a combination of slide delay, a flick and a dirty trick Chip can completely break the levels intended sequence, scoring a time up to 34 seconds faster than the intended route. An 803 route can be seen in the public TWS.<br />
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=== Miscellaneous causes ===<br />
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* [[Cheap Shots and Dirty Tricks]] (''minor''): Because two [[clone block]]s clone directly onto force floors and never move again, [[slide delay]] results. In the northwest room, Chip can combine the slide delay with a [[spring step]] to sneak behind a block without being smashed, even though the block is pushed onto a force floor that repels it straight back. Without slide delay, even a spring step is not enough.<br />
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* [[Grand Prix]]<br />
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* [[You Can't Teach an Old Frog New Tricks]]<br />
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=== Busted in Lynx only ===<br />
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* [[Billiards]] (''minor''): [[Hint]]s can deflect fireballs from the first room onto some [[brown button]]s, when further block maneuvering would otherwise be necessary.<br />
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=== Intentional busts ===<br />
* [[Go Back to Start]] (''major''): There are sufficient blocks in the section to the right of the level to build a bridge out of the [[recessed wall]] maze in the southeast, bypassing the socket. [[Mike Lask]] intended this level to have multiple solutions including this possibility.<br />
[[Category:Terminology]]<br />
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== [[CCLP4]] busts ==<br />
=== Busted due to designer error ===<br />
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* [[Split Path]] (''minor''): In MS, the player is able to path through the beginning of the level without ever having to pick up the [[yellow key]].<br />
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* [[Cyprus]] (''minor'')<br />
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* [[How to Retune Your Harp]] (''major''): In MS, the player can obtain two [[red key]]s from the block room, enter the teleport below the green button then boost north upon exit. The player can pick up the suction boots and use the second red key to head straight to the exit.<br />
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* [[One Tank's Adventure]] (''major''): The mechanism that shuts off the [[fireball]] [[clone machine]] can be bypassed and a fireball can be lead to the final [[trap button]] that is intended for the tank.<br />
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* [[Dual]] (''minor''): In MS, the player does not need to open the [[green lock]] in the dirt room to allow the tank to pass, because the dirt tile above the tank, if not collected, will stop it.<br />
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* [[Bam Thwok]] (''minor''): The [[ice skates]] can be grabbed from the bottom section after the player obtains the suction boots from the top-right section, avoiding the partial posting puzzle.<br />
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=== Busted due to [[Twice Step Glitch]] ===<br />
* [[Suburban Legend]] (''minor''): A cloned [[Teeth|teeth monster]] enables the player to use the twice step glitch for the chip in the center for the [[teleport]]s, rather than using a block to [[partial posting|partial post]].<br />
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* [[Lean Thinking]] (''major''): The entire level relies on a mechanism which puts a [[walker]] in such a position that it will kill you at the end of level if a [[green button]] is pressed. This mechanism can be entirely avoided thanks to the twice step glitch by clicking on the [[exit]] and sneaking past the [[walker]].<br />
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== [[CCLP5]] busts ==<br />
=== Busted due to designer error ===<br />
* [[Paparazzi]]<br />
* [[Axis Point]]<br />
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== [[CC2]] busts ==<br />
=== Busted due to designer error ===<br />
* [[Mazes]] (''minor''): The blue key is not needed since the skates can be obtained directly.<br />
* [[Quick Thinking]] (''minor''): The keys are not needed.<br />
* [[Rail Bowling]] (''minor''): The [[bowling ball]]s used to clear the tank and bomb can be thrown at them directly, rather than through the [[railroad track]]s.<br />
* [[Strict Process]] (''minor''): Because the [[mirror Chip]]'s room contains [[acting wall]]s, the order of the chips and the [[Letter_tile|sunken floors]] can be bypassed using very specific movements. This saves several seconds in the optimized route but is not likely to be encountered in casual play.<br />
* [[Avalanche_(CC2_level)|Avalanche]] (''minor''): There is no socket in the level.<br />
* [[Maze of the Obeyor]] (''minor''): The second maze can be solved with the fire boots instead of the suction boots, saving some time, though it requires setting the random force floor.<br />
* [[Bowl to Freedom]] (''major''): Chip can enter the [[exit]] from the bottom rather than the right.<br />
* [[Re:Think II]] (''major''): Boots can be dropped in such a way that the fireball toggles the [[switch]], making the red key, [[ice block]]s, and bowling ball extra.<br />
* [[Banquet Hall]] (''minor''): You can go after the helmet early to mitigate the difficulty of snatching the chips from the blobs and ants as well as the difficulty of dodging monsters in the lower half of the level. This method is however a lot slower. <br />
* [[Venice]] (''minor''): Some of the [[itemswapper|itemswapping]] can be skipped by using the fire boots to pass the [[flame jet]] instead of using the [[lightning bolt]] to deactivate it.<br />
* [[Swivel Motel]] (''minor''): The suction boots can be skipped.<br />
* [[Phase Four]] (''major''): Chip can enter the exit room through the [[switch door]] rather than the [[red teleport]], skipping all the chips. Chip can also block the bug cloner with the skates, making the [[bonus flag]]s much easier.<br />
* [[Bombs Quad]] (''major''): Ice blocks and [[directional block]]s can clear the water and bombs behind the exit.<br />
* [[Practice to Perfect]] (''minor''): The player can fill in (3,27) instead of bridging all the way to the left side. The player can also bring a key from that corner to the [[ghost]] section, or 2 keys if the player bridges to the left anyway.<br />
* [[Thinktank]] (''minor''): The 2 yellow doors by the blocks do not need to be opened.<br />
* [[Hired Hand]] (''minor''): There is no socket in the level.<br />
* [[Slambam]] (''major'')<br />
* [[Clone]] (''minor''): The dirt block cloner in the bottom left is not needed. The water can be cleared with just the ice block and [[time bomb]]s.<br />
* [[Dysphoria]] (''major''): The ice block cloner can be used to bridge to the exit, bypassing the sockets.<br />
* [[Spare Me]] (''major''): The teeth can be lead out of the room, saving a bowling ball for the directional block and skipping the railroad puzzle.<br />
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=== Busted due to ice corner ramming ===<br />
* [[Ice Dancing]] (''minor''): The cloning stream can be stopped by an ice corner ram. This doesn't make the level much easier, but it does make the bonuses somewhat easier, since the player can just hold down to move most of the blocks out of the way, as is done in the score bold route (see level page).<br />
* [[Ice Threat]] (''minor''): The cloning stream can be stopped by an ice corner ram. If pulled off successfully, this makes the level easier, but it costs time.<br />
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=== Busted due to block slapping ===<br />
* [[Reticulating Splines]] (''major''): A block with water under near the start can be [[block slapping|block-slapped]] and used immediately to bridge to the exit.<br />
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=== Miscellaneous causes ===<br />
* [[Hotkeys]] (''minor''): The [[flame jet]] can be traversed with precise timing, removing the need to push a [[directional block]] on the [[orange button]].<br />
* [[Freeze Frame]] (''major''): Collecting a [[time penalty]] while the time is frozen with less than 10 seconds will set the time remaining to 1, but will never kill the player until time resumes. This behavior can be used to clear a lot of time penalties at the start, then picking up some [[time bonus]]es to bring the time limit back up before resuming the timer.<br />
* [[Onion]] (''minor''): The switches have a one-[[tick]] delay before changing the states of the [[switch door]]s connected to them, which means Chip is allowed to leave each switch in whichever state he wants before moving to the next.<br />
* [[Obstacles]] (''major''): The switch door blocking the exit can be opened by pressing its corresponding button as Chip rather than clearing a path for the ice block.<br />
* [[Breaking In]] (''major''): Instead of the usual partial posting, the player can push 3 blocks through the same teleport which will cause the 3rd block to be stuck on the teleport and effectively remove that teleport from the network. The player can then walk across the opposite teleport as if it were floor.<br />
* [[On the Run]] (''minor''): The player can override the [[yellow teleport]] and wait until the tank reaches the other teleport, and then take their time.<br />
* [[In & Out]] (''minor''): The transmogrifier puzzle can be skipped by using the yellow teleports to override the force floor guarding the red key.<br />
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=== Possibly intentional busts ===<br />
* [[Clueless]] (''major''): The itemswapper can be skipped because the [[gray button]] puzzle is solvable.<br />
* [[Da Bomb]] (''major''): Only 2 items are needed to get the block across.<br />
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== CC2LP1 busts ==<br />
=== Busted due to designer error ===<br />
* [[Blocksmith]] (''minor'')<br />
* [[Spreading Like Wildfire]] (''minor''): Block slapping can be used to ignore the flame jet at (10,16), below the left pink [[custom tile]] area.<br />
* [[Left Behind Again]]<br />
* [[Marine Science Museum]] (''minor''): Chip can use two ice blocks to reach the [[green button]] in the southeast room, rather than making a path for the [[blue tank]] to reach it.<br />
* [[Complex Complex]]<br />
* [[Waterfall]] (''minor''): Chip can drown the [[yellow tank]] immediately, reach the [[ice block]] cloner, and clone enough blocks to reach the bomb and destroy it with an ice block. The intended solution is to solve the [[swivel door]] room to stop external presses of the [[yellow button]], then navigate the yellow tank to the [[bomb]] through the [[turtle]]s.<br />
* [[Furi]] (''major''): The second bowling ball is not needed, as [[Melinda]] can get enough [[bribe]]s to bring the fire boots back herself to give to Chip, or Melinda can get the skates and come back through the recessed wall.<br />
* [[Fill in the Blanks]] (''minor'')<br />
* [[Sneak Around]] (''minor''): It is possible to get the last chip without bringing the suction boots into the room.<br />
* [[Chaos to Metastable]] (''minor'')<br />
* [[Tank of Justice]] (''major''): It is possible to throw a bowling ball at the blue key, skipping the yellow tank.<br />
* [[Objectification]] (''minor''): In the middle section with the blue button, Chip with the ice skates can press the blue button quickly enough to allow the bugs to reach the bombs. The intended solution is for Chip to drop the ice skates, slide along the ice, and have Melinda pick the ice skates up so Chip avoids them.<br />
* [[Bigger Boulder Alley]] (''minor'')<br />
* [[Obfuscated and Interred]]<br />
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=== Intentional busts ===<br />
* [[How to Item Drop Like a Champ]] (''minor''): A number of rooms have alternate solutions involving fewer resources, but perhaps the most significant is that, in the ice and railroad room, the paramecium can be directed to the bomb by dropping the fire boots in the first column, rather than each successive column to the right.</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Category:Levels_quicker_in_Lynx_than_MS&diff=34349Category:Levels quicker in Lynx than MS2024-01-01T01:14:28Z<p>Sharpeye468: </p>
<hr />
<div>There are nine levels in [[Chip's Challenge 1|CC1]] which can be completed faster in [[Lynx ruleset|Lynx]] than in [[MS Ruleset|MS]]. There are also twelve in [[Chip's Challenge Level Pack 1|CCLP1]], twelve in [[Chip's Challenge Level Pack 2|CCLP2]], five in [[Chip's Challenge Level Pack 3|CCLP3]], and five in [[Chip's Challenge Level Pack 4|CCLP4]].<br />
<br />
Though most of the timing differences between Lynx and MS favor the latter, there are a couple reasons how a level can be quicker to complete in the former. A main requirement is that the MS route has very little or no [[boosting]]. One would think that [[block slapping]] would often allow for gains in Lynx compared to MS, but surprisingly this rarely helps in the end, since often pushing [[block]]s is accompanied by [[animation delay]]. The most common cause for a level to be solved quicker in Lynx than MS is the speed advantage offered by [[trap sliding]] in Lynx. Differences in [[monster]] behavior also account for many timing differences, but these are not due to any single cause.<br />
<br />
Several levels remain that could possibly belong in this category but currently it is unknown if more optimal [[Lynx ruleset|Lynx]] solutions are possible. Determining this difference is most difficult in levels with abundant monster collision possibilities, such as [[Red, Green and Blue]], [[Caves]], [[Bustin' Out]], and [[Divide and Conquer]]. Another interesting case is [[BlockSlide]], as there is no [[slide delay]], [[block slapping]], and different rules for pushing sliding [[block]]s while on [[ice]]; so it is difficult to tell how quick the best possible Lynx solution might theoretically be.<br />
<br />
[[Category:Levels]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Mind_Block&diff=34348Mind Block2024-01-01T01:14:14Z<p>Sharpeye468: </p>
<hr />
<div>{{Infobox Level<br />
|pack = cc1<br />
|level = 148<br />
|image = [[File:Level_148.png|300px]]<br />
}}<br />
<br />
'''Mind Block''' is the 148th level in [[Chip's Challenge 1]]. It is the fourth of five [[secret level]]s in [[MS ruleset|MS]], and the third of four in [[Lynx ruleset|Lynx]]. Mind Block is long, but rather easy - so long as the player doesn't walk into a [[bomb]] by mistake.<br />
<br />
Methods for completing Mind Block are about as numerous as the players who play it. An easy way in a pinch is to build [[Rule of turning bridges|double bridge]]s in all four directions and then single bridges on the very ends to reach the chips. In the case of the top area, remove only the bombs R 3U and R 4U from the [[clone machine]]; in the east area, add one extra [[block]] on the top corner to reach the chip just above the center. The fastest way tends to be south, east, west, north. A 629 route using this latter strategy is displayed.<br />
<br />
==Full level map==<br />
[[File:Cc1_full_map_level_148.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|rFUw2c4-CGc}}<br />
<br />
{{Level Progression|Force Field|Special}}<br />
[[Category:Untimed levels]]<br />
[[Category:Levels quicker in Lynx than MS]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Category:Levels_quicker_in_Lynx_than_MS&diff=34347Category:Levels quicker in Lynx than MS2024-01-01T00:14:44Z<p>Sharpeye468: There might be more, but these are the few that I've changed</p>
<hr />
<div>There are eight levels in [[Chip's Challenge 1|CC1]] which can be completed faster in [[Lynx ruleset|Lynx]] than in [[MS Ruleset|MS]]. There are also twelve in [[Chip's Challenge Level Pack 1|CCLP1]], twelve in [[Chip's Challenge Level Pack 2|CCLP2]], five in [[Chip's Challenge Level Pack 3|CCLP3]], and five in [[Chip's Challenge Level Pack 4|CCLP4]].<br />
<br />
Though most of the timing differences between Lynx and MS favor the latter, there are a couple reasons how a level can be quicker to complete in the former. A main requirement is that the MS route has very little or no [[boosting]]. One would think that [[block slapping]] would often allow for gains in Lynx compared to MS, but surprisingly this rarely helps in the end, since often pushing [[block]]s is accompanied by [[animation delay]]. The most common cause for a level to be solved quicker in Lynx than MS is the speed advantage offered by [[trap sliding]] in Lynx. Differences in [[monster]] behavior also account for many timing differences, but these are not due to any single cause.<br />
<br />
Several levels remain that could possibly belong in this category but currently it is unknown if more optimal [[Lynx ruleset|Lynx]] solutions are possible. Determining this difference is most difficult in levels with abundant monster collision possibilities, such as [[Red, Green and Blue]], [[Caves]], [[Bustin' Out]], and [[Divide and Conquer]]. Another interesting case is [[BlockSlide]], as there is no [[slide delay]], [[block slapping]], and different rules for pushing sliding [[block]]s while on [[ice]]; so it is difficult to tell how quick the best possible Lynx solution might theoretically be.<br />
<br />
[[Category:Levels]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Oorto_Geld&diff=34346Oorto Geld2024-01-01T00:12:23Z<p>Sharpeye468: </p>
<hr />
<div>{{Infobox Level<br />
|pack = cc1<br />
|level = 24<br />
|image = [[File:Level_24.png|300px]]<br />
}}<br />
<br />
'''Oorto Geld''' is the 24th level in [[Chip's Challenge 1]]. The weird level name is an anagram of ''[[Toggle wall|TOGLE DOOR]]'' (sic), which signifies that the [[glider]]s must touch the [[green button]]s. Several methods exist; the best is to get each glider to hit one button every [2] (the quickest pattern possible), carefully timed such that one is [1] behind the other, allowing one button to be hit every move. Even though this requires some extra figuring, the remainder of the level will then become trivial walking; extended waiting for toggle walls is not merely slower but can be ''dangerous'' with other gliders circling many of the rooms.<br />
<br />
This article describes the 425 route, the best known route until 426 was discovered in 2017. This has since been improved to 430; the best public route is a 428, available at the [[public TWS]].<br />
<br />
Move (2R) 4U 2D 3L (2U [1] U) to split the gliders; Chip must now catch the left glider before it passes the green button. Continue 2L 3D 3L 2D 2R URULR 2U LRU 3L ULD to entrap it inside a five-[[block]] prison, then 4R URDRUD 2R UR 2U RUL to do the same to the right. Start the chips in the room just above, then go counterclockwise until 12 remain (in many areas, the toggle walls are an even number of squares apart and so no waiting will be required), and pull the lowest block onto the east along into the next room. The final room is in the northeast, and then Chip can exit.<br />
<br />
==Full level map==<br />
[[File:Cc1_full_map_level_24.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|5tWMusOYMcg}}<br />
<br />
{{Level Progression|Blobnet|Blink}}<br />
[[Category:Levels quicker in Lynx than MS]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Socialist_Action&diff=34345Socialist Action2024-01-01T00:11:59Z<p>Sharpeye468: </p>
<hr />
<div>{{Infobox Level<br />
|pack = cc1<br />
|level = 82<br />
|image = [[File:Level_82.png|300px]]<br />
}}<br />
<br />
'''Socialist Action''' is the 82nd level in [[Chip's Challenge 1]]. This is the first of the levels accessible from [[Cypher]], and it is a level with a secret to solving it. [[Even step]] will make the route easier to use.<br />
<br />
The route through the [[bug]]s is R 7U R 10U 13L D 11L 3D L; at this point, Chip is above a bunch of [[gravel]]. From the 10U run up, Chip is able to see a [[teeth]] and a bug guarding the [[exit]]. This is inaccessible until they are gone; Chip cannot use the [[wedge]] to invade, since that leaves the exit under a [[block]]. The immediate thought is to go to the far south of the level and wait for both of them to come out, and then run to the exit. Instead, since there is a passageway back into the center in the southeast corner, Chip can carefully time the bug and teeth to come out at practically the same time, such that when he has outwitted the teeth, the bug will be gone.<br />
<br />
The remainder of the route is: 13D [1] (this wait can be a test for even or odd step; if the teeth doesn't move during the wait, it's initialized properly) 12U 4R [2] 16D 21R. At this point, the teeth is right next to you; to outwit him, run (3U [2U, 2L]). The bug stream gets behind Chip, but the exit is at the end of this corridor.<br />
<br />
==Full level map==<br />
[[File:Cc1_full_map_level_82.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|14-zmR8guPk}}<br />
<br />
{{Level Progression|Writers Block|Up the Block}}<br />
[[Category:Levels quicker in Lynx than MS]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Flames_and_Ashes&diff=34344Flames and Ashes2024-01-01T00:10:48Z<p>Sharpeye468: </p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp1<br />
|level = 68<br />
|image = [[File:CCLP1_Level_68.png|300px]]<br />
}}<br />
'''Flames and Ashes''' is the 68th level in [[Chip's Challenge Level Pack 1]]. It was created by [[Josh Lee]].<br />
<br />
== Full level map ==<br />
[[File:Cclp1_full_map_level_68.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|mCTMTkogTkg}}<br />
<br />
{{Level Progression|Booster Shots|Double Diversion}}<br />
[[Category:Untimed levels]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Yellow_tank&diff=34139Yellow tank2022-02-27T19:08:11Z<p>Sharpeye468: Grammatical fix is one thing, this is a more concise fix, and reads more easily than the previous change.</p>
<hr />
<div>{{Infobox Tile<br />
|image cc2 = [[Image:YellowTankN.gif]][[Image:YellowTankW.gif]][[Image:YellowTankS.gif]][[Image:YellowTankE.gif]]<br />
|cc2 = Yes<br />
|cc2id = 99<br />
|multidirectional = Yes<br />
|moves = Yes<br />
}}<br />
<br />
The '''yellow tank''', referred to by [[CCCreator]] as a '''drone''', is a [[monster]] introduced in [[Chip's Challenge 2]]. Its movement is controlled by the [[yellow button]]. If a [[monster]], [[block]], or player presses the yellow button, every yellow tank in the level will move one [[tile]] in the same direction as the object that pressed the button.<br />
<br />
Yellow tanks, along with [[rover]]s and [[player mirror]]s, are the only monsters in Chip's Challenge 2 that can push blocks. While yellow tanks cannot pick up [[item]]s under normal circumstances, their ability to push blocks grants them access to a more powerful version of [[Item_Bestowal#Animation_method|Item Bestowal]]. Yellow tanks and player mirrors are the only monsters that both will enter and be killed by [[fire]].</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Problems&diff=34138Problems2022-02-27T19:05:57Z<p>Sharpeye468: Referencing a subpar playthrough, not needed. C/B is also an MS only bug.</p>
<hr />
<div>{{Infobox Level<br />
|pack = cc1<br />
|level = 49<br />
|image = [[File:Level_49.png|300px]]<br />
}}<br />
<br />
'''Problems''' is the 49th level in [[Chip's Challenge 1]]. This level would be a significantly tough challenge were it not for the [[Controller and Boss Glitch]], which causes the [[paramecium]] to never escape the [[trap]] it falls into after releasing the first wave of [[pink ball]]s, and thus the second wave on the bottom never gets released. This glitch only exists in MS, and the level plays normally in the Lynx and Steam versions. The controller in this level is the ball at the very bottom of the level, [[grid]] coordinate [1, 30], which only moves horizontally; since the horizontal exits from the trap are blocked, the paramecium won't escape. In fact, it makes no difference which pink ball is the controller; none of them move vertically.<br />
<br />
Therefore, the only thing that poses any difficulty at all is picking up the [[key]]s and computer chips; however, Chip has a limited amount of time to perform the former because the released pink balls will soon sweep the entire northern area. Although Chip can stay safe in the [[red lock]] corridor, most of the red keys will hereafter become much harder to collect safely if not collected, with only the very northern ball's deviance allowing Chip to take them at all.<br />
<br />
==Full level map==<br />
[[File:Cc1_full_map_level_49.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|pxOeEuJoOxY}}<br />
<br />
{{Level Progression|Mugger Square|Digdirt}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Melinda_time&diff=34096Melinda time2021-09-26T14:47:32Z<p>Sharpeye468: </p>
<hr />
<div>The '''[[Melinda]] time''' is a term used to refer a time higher than the current [[bold time]] that theoretically could be obtained, but would require extreme luck and/or skill to obtain - though most commonly the former. They are almost always caused by the use of [[random element]]s.<br />
<br />
== [[Chip's Challenge 1|CC1]] Melinda times ==<br />
<br />
{| class="wikitable" border="1"<br />
! # !! Name !! Bold !! Melinda !! Reason<br />
|-<br />
| 23 || [[Blobnet]] || style="text-align:center;" | 436 || style="text-align:center;" | 444 || Requires no interference from the [[blob]]s <!---TW RNG is known to only allow 443---><br />
|-<br />
| 127 || [[Skelzie]] || style="text-align:center;" | 454 || style="text-align:center;" | 455 || Requires a blob to walk on a [[green button]], as well as blob intervention for more usage of the [[Twice Step Glitch]]<br />
|-<br />
| 133 || [[Blobdance]] || style="text-align:center;" | 950 || style="text-align:center;" | 951 || Requires no interference from the blobs<br />
|-<br />
| 146 || [[Cake Walk]] || style="text-align:center;" | 724 || style="text-align:center;" | 729 || Requires [[random force floor]]s to delay a block for 5 seconds<br />
|}<br />
<br />
''Note: Blobdance is naturally untimed. For how to optimize untimed levels, see [[T-Chip]].''<br />
<br />
== [[Chip's Challenge Level Pack 1|CCLP1]] Melinda times ==<br />
<br />
{| class="wikitable" border="1"<br />
! # !! Name !! Bold !! Melinda !! Reason<br />
|-<br />
| 20 || [[Chip Suey]] || style="text-align:center;" | 380 || style="text-align:center;" | 381 || Requires a [[walker]] to get all the way to a [[blue button]] and manipulate it<br />
|-<br />
| 28 || [[The Last Starfighter]] || style="text-align:center;" | 276 || style="text-align:center;" | 282 || Requires a blob to backtrack to a grid of [[brown button]]s<br />
|-<br />
| 76 || [[Funfair]] || style="text-align:center;" | 426 || style="text-align:center;" | 431 || Requires a walker to interact with slide delay in an optimal way to disrupt the ending mechanic<br />
|}<br />
<br />
== [[Chip's Challenge Level Pack 2|CCLP2]] Melinda times ==<br />
<br />
{| class="wikitable" border="1"<br />
! # !! Name !! Bold !! Melinda !! Reason<br />
|-<br />
| 31 || [[Well of Wishes]] || style="text-align:center;" | 365 || style="text-align:center;" | 366 || Requires a blob to wander all the way to a green button<br />
|-<br />
| 119 || [[Teeth (CCLP2 level)|Teeth]] || style="text-align:center;" | 280 || style="text-align:center;" | 281 || Requires almost perfect luck on random force floors<br />
|-<br />
| 140 || [[Keep Trying]] || style="text-align:center;" | 484 || style="text-align:center;" | 491 || Requires insane luck on a long chain of random force floors<br />
|}<br />
<br />
== [[Chip's Challenge Level Pack 4|CCLP4]] Melinda times ==<br />
<br />
{| class="wikitable" border="1"<br />
! # !! Name !! Bold !! Melinda !! Reason<br />
|-<br />
| 58 || [[Ruinous Plaza]] || style="text-align:center;" | 346 || style="text-align:center;" | 348 || Requires lots of luck on random force floors<br />
|-<br />
| 96 || [[Lean Thinking]] || style="text-align:center;" | 889 || style="text-align:center;" | 894 || Requires walkers to cause no/minimal interference<br />
|-<br />
| 117 || [[Greenian Motion]] || style="text-align:center;" | 269 || style="text-align:center;" | 270 || Requires perfect luck with blobs; only [1] to spare<br />
|}<br />
[[Category:Terminology]]<br />
__NOTOC__</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Melinda_time&diff=34095Melinda time2021-09-24T15:27:33Z<p>Sharpeye468: Fixed the funfair entry to be included into the table, and actual information to be added about it. General fixes applied to the rest.</p>
<hr />
<div>The '''[[Melinda]] time''' is a term used to refer a time higher than the current [[bold time]] that theoretically could be obtained, but would require extreme luck and/or skill to obtain - though most commonly the former. They are almost always caused by the use of [[random element]]s.<br />
<br />
== [[Chip's Challenge 1|CC1]] Melinda times ==<br />
<br />
{| class="wikitable" border="1"<br />
! # !! Name !! Bold !! Melinda !! Reason<br />
|-<br />
| 23 || [[Blobnet]] || style="text-align:center;" | 436 || style="text-align:center;" | 444 || Requires no interference from the [[blob]]s <!---TW RNG is known to only allow 443---><br />
|-<br />
| 133 || [[Blobdance]] || style="text-align:center;" | 950 || style="text-align:center;" | 951 || Requires no interference from the blobs<br />
|-<br />
| 146 || [[Cake Walk]] || style="text-align:center;" | 724 || style="text-align:center;" | 729 || Requires [[random force floor]]s to delay a block for 5 seconds<br />
|}<br />
<br />
''Note: Blobdance is naturally untimed. For how to optimize untimed levels, see [[T-Chip]].''<br />
<br />
=== Undetermined ===<br />
<br />
There are some special cases in Chip's Challenge 1 where it is unknown if a higher Melinda time even exists in the first place. They are as such:<br />
<br />
{| class="wikitable" border="1"<br />
! # !! Name !! Bold !! Theory !! Reason for Melinda !! Reason why undetermined<br />
|-<br />
| 127 || [[Skelzie]] || style="text-align:center;" | 454 || style="text-align:center;" | 455 || Requires a blob to walk on a [[green button]] || Unknown if later cycles will allow for [[Twice Step Glitch|TSG]]<br />
|}<br />
<br />
== [[Chip's Challenge Level Pack 1|CCLP1]] Melinda times ==<br />
<br />
{| class="wikitable" border="1"<br />
! # !! Name !! Bold !! Melinda !! Reason<br />
|-<br />
| 20 || [[Chip Suey]] || style="text-align:center;" | 380 || style="text-align:center;" | 381 || Requires a [[walker]] to get all the way to a [[blue button]] and manipulate it<br />
|-<br />
| 28 || [[The Last Starfighter]] || style="text-align:center;" | 276 || style="text-align:center;" | 282 || Requires a blob to backtrack to a grid of [[brown button]]s<br />
|-<br />
| 76 || [[Funfair]] || style="text-align:center;" | 426 || style="text-align:center;" | 431 || Requires a walker to interact with slide delay in an optimal way to disrupt the ending mechanic<br />
|}<br />
<br />
== [[Chip's Challenge Level Pack 2|CCLP2]] Melinda times ==<br />
<br />
{| class="wikitable" border="1"<br />
! # !! Name !! Bold !! Melinda !! Reason<br />
|-<br />
| 31 || [[Well of Wishes]] || style="text-align:center;" | 365 || style="text-align:center;" | 366 || Requires a blob to wander all the way to a green button<br />
|-<br />
| 119 || [[Teeth (CCLP2 level)|Teeth]] || style="text-align:center;" | 280 || style="text-align:center;" | 281 || Requires almost perfect luck on random force floors<br />
|-<br />
| 140 || [[Keep Trying]] || style="text-align:center;" | 484 || style="text-align:center;" | 491 || Requires insane luck on a long chain of random force floors<br />
|}<br />
<br />
== [[Chip's Challenge Level Pack 4|CCLP4]] Melinda times ==<br />
<br />
{| class="wikitable" border="1"<br />
! # !! Name !! Bold !! Melinda !! Reason<br />
|-<br />
| 58 || [[Ruinous Plaza]] || style="text-align:center;" | 346 || style="text-align:center;" | 348 || Requires lots of luck on random force floors<br />
|-<br />
| 96 || [[Lean Thinking]] || style="text-align:center;" | 889 || style="text-align:center;" | 894 || Requires walkers to cause no/minimal interference<br />
|-<br />
| 117 || [[Greenian Motion]] || style="text-align:center;" | 269 || style="text-align:center;" | 270 || Requires perfect luck with blobs; only [1] to spare<br />
|}<br />
[[Category:Terminology]]<br />
__NOTOC__</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Jeffrey_Bardon&diff=33973Jeffrey Bardon2021-07-29T00:37:43Z<p>Sharpeye468: Minor updates here and there</p>
<hr />
<div>'''Jeffrey Bardon''' first joined the [[Chip's Challenge]] community back in 2007, having first played [[Chip's Challenge 1|the original levels]] around 10 years prior. Upon discovering that [[level editor]]s and custom [[level set]]s existed, he quickly began designing his own. At the time, there was no interest in [[optimization]], though this has since changed. Near the end of 2007, Jeffrey took a long hiatus from the game, going back every once a while over the next 6 years, but eventually returning in early 2014, 2 months before the release of [[Chip's Challenge Level Pack 1|CCLP1]], unfortunately missing out on submitting levels for the pack.<br />
<br />
Jeffrey was one of the [[Chip's Challenge Level Pack 4|CCLP4]] staff co-leaders alongside [[Josh Lee]].<br />
<br />
== [[:Category:Levels designed by Jeffrey Bardon|Levels in official packs]] ==<br />
=== [[Chip's Challenge Level Pack 3|CCLP3]] ===<br />
{| class="wikitable sortable"<br />
! # !! Name<br />
|-<br />
| 25 || [[Recess]]<br />
|}<br />
<br />
=== [[Chip's Challenge Level Pack 4|CCLP4]] ===<br />
{| class="wikitable sortable"<br />
! # !! Name<br />
|-<br />
| 1 || [[Molecule]]<br />
|-<br />
| 3 || [[Fossilized Snow]]<br />
|-<br />
| 4 || [[Oasis]]<br />
|-<br />
| 5 || [[Non-Dimensional Layer]]<br />
|-<br />
| 21 || [[Glacial Palace]]<br />
|-<br />
| 27 || [[Suburban Legend]]<br />
|-<br />
| 31 || [[Big Boulder Alley]]<br />
|-<br />
| 32 || [[Blended Brussels Sprouts]]<br />
|-<br />
| 34 || [[Frozen Waffle]]<br />
|-<br />
| 43 || [[Coral Reef]]<br />
|-<br />
| 47 || [[Antidisruptive Caves]]<br />
|-<br />
| 48 || [[Key Insight]]<br />
|-<br />
| 50 || [[Secret Underground Society]]<br />
|-<br />
| 51 || [[Ice in a Blender]]<br />
|-<br />
| 57 || [[Bisection]]<br />
|-<br />
| 59 || [[Blockpick]]<br />
|-<br />
| 68 || [[Cold Fusion Reactor]]<br />
|-<br />
| 75 || [[Unmitigated Hint Factory Disaster]]<br />
|-<br />
| 76 || [[Flow State]]<br />
|-<br />
| 78 || [[Aquatic Ruins]]<br />
|-<br />
| 89 || [[Diametric Opposition]]<br />
|-<br />
| 90 || [[Wretched Hive of Scum and Villainy]]<br />
|-<br />
| 91 || [[How to Retune Your Harp]]<br />
|-<br />
| 122 || [[Air Bubble]]<br />
|-<br />
| 129 || [[Undefined Fantastic Object]]<br />
|-<br />
| 136 || [[Seeing Red]]<br />
|-<br />
| 138 || [[Zipper]]<br />
|-<br />
| 139 || [[Unravel]]<br />
|-<br />
| 144 || [[Paradigm Shift]]<br />
|-<br />
| 148 || [[Gravity Well]]<br />
|}<br />
<br />
== Level designing ==<br />
Jeffrey's first few sets were small and simple, most notably from this period was ''25 levels.dat'', which was LP'd by [[Rockdet]]. This was one of the factors that re-piqued Jeffrey's interest in Chip's Challenge, alongside [[James Anderson]] starting an LP of his next set: ''Ultimate Chip.dat''. This 150 level set is still available on [[David Stolp]]'s site, though Jeffrey admits many of the levels are lackluster and abuse [[invalid tile]]s. Immediately after releasing this set, he began work on what would be "the most epic CC set ever", a 999 level epic ''Ultimate Chip 2''. None of these levels were very good either, and the file was lost to a [[CCEdit]] bug.<br />
<br />
Around 2010 Jeffrey began work on a true sequel, the real ''Ultimate Chip 2'', and got about halfway to 149 levels before taking a large interest in Touhou and speedrunning: 2 hobbies that had a large impact on both his level design and playstyle. On his return to the community in 2014, he spent the next 2 months finishing the set and released it onto CCZone. In hindsight, it falls into many of the traps of [[Chip's Challenge Level Pack 3|CCLP3]] with overly convoluted puzzles and arduous level design.<br />
<br />
This was meant to be Jeffrey's final large set, due to a lack of ideas, but the release and subsequent blind race of CCLP1 inspired him, and he began work on what would originally be a 50 level set, ''Ultimate Chip 3''. However, 50 levels were reached much sooner than expected, and as he was not out of ideas, the set expanded into another full 149 level set, slated to be released in October 2014. Jeffrey also has a ruleset-specific set called ''Ultimate Chip i^e'' available on pieguy's site, taking the role of the traditional rejects set.<br />
<br />
The second half of 2014 saw the creation and release of ''Ultimate Chip 4''. Regarded to be Jeffrey's best set, it focused more on interesting and fun concepts, as well as varied gameplay throughout, resulting in an experience very similar to CCLP1. Many levels in this set drew inspiration from other levels and even other games, mostly from the Playstation 1. In 2015, Jeffrey began work on ''Ultimate Chip 5'', and released the 80 levels it contained when [[Chip's Challenge 2]] was released on Steam. From December 2015 through mid February of 2016, Jeffrey created another 69 levels and merged these into UC5, completely re-ordering the set while doing so.<br />
<br />
Throughout the following year, Jeffrey was still chipping away at level designing. These were mostly Create entries, Time Trial levels, and the occasional level based around a single idea that seemed interesting. These levels became ''Ultimate Chip 6'', which released with 60 levels. Then during August 2017 through March 2018, Jeffrey was hard at work overhauling CCLP4 into ''Walls of CCLP4'', his magnum opus and widely regarded as one of the best custom sets to date.<br />
<br />
Afterwards, with [[CCCreator]], Jeffrey moved on to creating a CC2 set, called ''IHNN1'' and released at 100 levels.<br />
<br />
Jeffrey has said he will continue designing levels as long as he has ideas for them.<br />
<br />
== Scores ==<br />
All of the following scores are for the [[MS ruleset]]; Jeffrey does not optimize in [[Lynx ruleset|Lynx]] nearly as often, though still has on occasion.<br />
{| class="wikitable"<br />
! [[Level set|Set]] !! Score !! Place<br />
|-<br />
| style="text-align:center"|[[Chip's Challenge 1|CC1]] || 5,977,700 || 2nd<br />
|-<br />
| [[Chip's Challenge Level Pack 1|CCLP1]] || 6,006,070 || 3rd<br />
|-<br />
| [[Chip's Challenge Level Pack 2|CCLP2]] || 6,050,970 || 3rd<br />
|-<br />
| [[Chip's Challenge Level Pack 3|CCLP3]] || 6,072,120 || 11th<br />
|-<br />
| [[Chip's Challenge Level Pack 4|CCLP4]] || 6,111,420 || 2nd<br />
|}<br />
<br />
Jeffrey has relatively few non-CCLP4 records to his name, due to joining optimization so late, but has still managed to find additional seconds on a few levels, such as the first report of 231 Lynx on [[Mini Pyramid]] and finding the Lynx-only minor bust in [[Metal Harbor]], extending its record from 775 to 787, and later 790, though the [[Bold time|bold]] currently stands at 792. In MS, he scored the first 236 on Mini Pyramid and 849 on [[Time Suspension]], although the bold time currently stands at 851. He also worked with [[J.B. Lewis]] on [[Mediterranean]], extending its record from 489 all the way to 498, further to 504, and then a final time to 506 on his own, as well as improving the [[Cityblock]] bold by a single second, from 549 to 550.<br />
<br />
Additionally, on returning he set a goal to outscore J.B. Lewis on his first set, ''Ultimate Chip'', and optimized it over the course of a month. He currently stands 367 seconds ahead with 147/150 bolds, and says the experience has helped with block pushing techniques and familiarity with [[Teeth]] and [[Blob]] monsters.<br />
<br />
Through the end of 2018, Jeffrey invested a significant amount of time into cleaning up his CC1, CCLP1 and CCLP4 scores, tying James Anderson for 3rd with [[Skelzie]] in early 2019, attaining the All Known Bolds score on CCLP1 alongside a new record on [[Flame War]] in November 2018, and attaining the All Known Bolds score on CCLP4 on December 24, 2018 with improvements to [[Repugnant Nonsense]] and [[Duplex]], though this mark has since been surpassed.<br />
<br />
== External links ==<br />
#[https://xa.yimg.com/df/chips_challenge/25+levels.dat?token=vTLIQdQiaa0PQEeqyVpfpZzTp7-5LWBviCn7uu7ab4468RTmgwFEkzqtYrag711GOrwR592ub2oQqGhcFqZZKyfQJpmUVwh9dT5TE8x1&type=download 25 Levels]<br />
#[http://www.davidstolp.com/old/chips/overall.php?set=Ultimate%20Chip Ultimate Chip]<br />
#[https://forum.bitbusters.club/thread-737.html Ultimate Chip 2]<br />
#[https://www.youtube.com/watch?v=3aLqBOJbop4 Ultimate Chip 3 Trailer]<br />
#[https://forum.bitbusters.club/thread-691.html Ultimate Chip 3]<br />
#[https://www.youtube.com/watch?v=X1pXavDYW-M Ultimate Chip 4 Trailer]<br />
#[https://forum.bitbusters.club/thread-681.html Ultimate Chip 4]<br />
#[https://forum.bitbusters.club/thread-627.html Ultimate Chip 5]<br />
#[https://forum.bitbusters.club/thread-514.html Ultimate Chip 6]<br />
#[https://forum.bitbusters.club/thread-481.html Walls of CCLP4]<br />
#[http://www.davidstolp.com/old/chips/overall.php?set=Ultimate%20Chip%20i%5Ee Ultimate Chip i^e]<br />
#[https://www.youtube.com/watch?v=wXcz7azQcP0 Rockdet's LP of 25 levels.dat]<br />
#[https://www.youtube.com/watch?v=X7HJA7xFdtk&list=PLRL1CPpSaOED5j6k-YzlLw3qtsgABcayf&index=31 Jeffrey's LP of Ultimate Chip.dat]<br />
[[Category:People]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Spirals_corruption&diff=33971Spirals corruption2021-07-26T05:27:55Z<p>Sharpeye468: Noticed some bad links, glad they were caught by the wayback machine</p>
<hr />
<div>{{Infobox Level Custom<br />
|name = SPIRALS<br />
|image = [[File:Level 88.png|300px]]<br />
|levelset = Chip's Challenge 1<br />
|level = 88<br />
|password = WZYV<br />
|chips required = 12<br />
|chips available = 12<br />
|time = 400<br />
|bold ms = 304<br />
|difficulty ms = 5<br />
|bold difficulty ms = 4<br />
|bold complexity ms = 1<br />
<br />
|bold lynx = 304<br />
|difficulty lynx = 4<br />
|bold difficulty lynx = 3<br />
|bold complexity lynx = 1<br />
}}'''Spirals corruption''' is a misnomer, referring to a copy of [[MSCC]] which shipped with the original [[Chip's Challenge for Atari Lynx|Lynx]] version of [[Spirals]], rather than the version edited to work with [[MS ruleset|Microsoft rules]]. The difference is a single tile: at [[grid]] coordinates (29, 13), Lynx has a [[thin wall]], but MSCC changes it to a [[floor]]. The difference is so drastic that the Lynx level was initially believed to be a [[glitch]].<br />
<br />
The difficulty in the original Spirals was apparently not noticed until after the initial release of MSCC. Although the level was altered to fix the issue, some early copies of Spirals — generally found in Windows Entertainment Pack 4 versions of the MS Chip's Challenge — made it into player hands before that happened.<br />
<br />
== Background ==<br />
The change in difficulty comes down to a change in the behavior of [[walker]]s.<br />
<br />
In Lynx, when a [[walker]] hits an obstacle while trying to move, it will choose a random direction and try to move that way instead. Crucially, it will choose ''any'' random direction, including the direction it's already facing. Thus, if a walker goes down a hallway one cell wide and hits a dead end, it only has a 1 in 4 chance of backtracking each tic. If more walkers are coming up behind it, there's a decent chance they will bunch up and bumble around for a while.<br />
<br />
In MS, a blocked walker chooses a random ''open'' direction. A walker in the same dead end will thus '''immediately''' turn around and head back the same way. Even multiple walkers trapped in the same hallway will function akin to a cannon, shooting them all back out as quickly as possible.<br />
<br />
The removal of the single wall changes a dead end to a corner leading into a T junction, providing a release valve that lets the walkers spread out into other parts of the level<br />
<br />
Spirals also spawns walkers also more frequently in general under MS. When a new clone is created in Lynx, it only has a 1 in 4 chance of making it past the first corner after the [[red button]]; it's more likely to cause a traffic jam and prevent too many walkers from escaping into the level too quickly. In MS, a new clone will ''always'' take that corner, ensuring a steady stream of new walkers.<br />
<br />
== History ==<br />
This corruption was first brought to the full attention of the public, although isolated reports had been made, on March 23, 1998, in a discovery by Erik Arfeuille:<br />
<br />
<blockquote><br />
''There definitely was a bug in my chips data file. I used [[ChipEdit|the chip's editor]] and the instructions given to me by Richard Field and was able to remedy the problem. If you have any knowledge of the Chip's editor: run it, load level 88 and check out square 29,13. On *my* Level 88, this square was blocked to the east by a [[thin wall]]! Level unsolvable. Via Richard Field's Chip's site, I learned that I wasn't the only one with this problem. Nobody knows why only some Chips.[[DAT|data]] files are corrupted in this way.''<br />
</blockquote><br />
<br />
[[Ruben Spaans]] attempted the corrupted level, and found it could indeed be solved with a Texas-size portion of luck, reporting a time of 300.<ref>[https://web.archive.org/web/20200112155728/http://www.mywingsbooks.com:80/chips/cc-tipsmaps/tips/T088.shtml Ruben's score report and 300 solution, posted on the Charter Chipsters forum]</ref> The full text of his theory is quoted as follows:<br />
<br />
<blockquote><br />
''...I believe [my "corrupted" Chips.dat] is not corrupted. The only difference between [it] and the ["normal"] one ... the blocked spot above the exit on level 88. I did a file compare, and this is the only difference... What's makes this a bit interesting, is that level 88 on both the Lynx and Commodore 64 is exactly like my "corrupted" version... Somehow the walkers aren't as aggressive on the C64 as on the PC, and therefore level 88 isn't at all impossible on the C64 (I haven't played the Lynx version, so I can't speak for that one). My theory is that Microsoft converted all the levels from the Lynx, with too [little] playtesting. Later they discovered that level 88 was way too difficult, so they patched it. Surely you know about all those [[Controller and Boss Glitch|non-working trap buttons and clone machines]], so apparently they slipped up on many levels. But that's just my theory about level 88.... For the technical minded, the level 88 difference in [is?] at byte offset $EC5C in the Chips.dat file. The blocked square version ("corrupted") contains the byte $09, while the open square has the byte $00. So everyone with a hex editor can fix their file.''<br />
</blockquote><br />
<br />
Since this time, the corrupted version's [[bold time]] has reached 304, achieved with turning 3D U 2D 4R 3L at the intersections, and with at most three moves lost. Though still significant, the luck needed is not tremendous, particularly if the player is a bit mindful of how many [[walker]]s are created in the first moments of the level. If they see less than ten [[walker]]s before picking up the second [[computer chip]], then their chances of at least completing the level are decent. As for fixing a corrupt level, instead of using a hex editor, edit the level in a [[level editor]].<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|O4zDTUQ8s8Q}}<br />
<br />
== See also ==<br />
*[https://web.archive.org/web/20200219052949/http://www.mywingsbooks.com/chips/cc-chips/hlp-bugs.shtml Not All The Bugs Are Yellow:] [[Alice Voith]]'s analysis of the then-known glitches<br />
<br />
== References ==<br />
<references/><br />
<br />
{{Level Progression|Cityblock|Block Buster}}<br />
[[Category:Terminology]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=CCCreator&diff=33962CCCreator2021-07-08T10:35:31Z<p>Sharpeye468: 0.6.0 update</p>
<hr />
<div>'''Chip's Challenge Creator''', commonly known as '''CCCreator''', is a [[level editor]] developed by [[The Architect]]. It is the only editor that can create both [[Chip's Challenge|CC1]] and [[Chip's Challenge 2|CC2]] levels.<br />
<br />
== History ==<br />
When Chip's Challenge 2 was released in 2015, a built-in level editor was included as DLC. However, this official editor faced criticism for being hard to use and lacking several features commonly available for CC1 editors. While [[Chuck Sommerville]] released a simple script, [[dat2c2g]], to convert [[DAT]] files into CC2 [[Custom level set|levelsets]], several people experienced issues getting it to run. The Architect therefore decided to create his own editor to address these issues.<br />
<br />
The project was publicly announced on [[CCZone]] in November 2016. In August 2017, private beta testing of CCCreator to find bugs began. The first public beta release took place on January 2, 2018. In order to make sure people are always using the latest public beta version, previous beta versions are set to expire and become unusable a few months after release, displaying a message instructing the user to update to the latest version. This practice will be discontinued in the future with the first full-feature release, version 1.0.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Version !! Release date !! Expiration date<br />
|-<br />
| 0.1.0 || January 2, 2018 || December 31, 2018<br />
|-<br />
| 0.2.0 || March 14, 2018 || December 31, 2018<br />
|-<br />
| 0.3.0 || April 2, 2018 || December 31, 2018<br />
|-<br />
| 0.3.1 || June 18, 2018 || December 31, 2018<br />
|-<br />
| 0.4.0 || December 21, 2018 || May 1, 2019<br />
|-<br />
| 0.5.0 || March 7, 2019 || September 1, 2019 <!-- originally 5-1-2019; extended on 4-30-2019 --><br />
|-<br />
| 0.5.1 || May 23, 2019 || September 1, 2019<br />
|-<br />
| 0.5.2 || July 30, 2019 || December 31, 2019<br />
|-<br />
| 0.5.3 || January 1, 2020 || July 1, 2020<br />
|-<br />
| 0.5.4 || June 30, 2020 || December 31, 2020<br />
|-<br />
| 0.5.5 || January 1, 2021 || July 1, 2021<br />
|-<br />
| 0.6.0 || June 30, 2021 || December 31, 2021<br />
|}<br />
<br />
== Platform support ==<br />
CCCreator is written in the Java programming language and distributed in a JAR file; therefore, it can run on any system that supports Java 8 or later, including Windows, MacOS, Linux, Haiku and Solaris.<br />
<br />
== File formats ==<br />
CCCreator, by default, saves levelsets in the ''Chip's Challenge Series (.ccs)'' file format using the ''Chip's Challenge Unified Data Model (CCUDM)'', developed by The Architect to store levelset data in a version-independent way. Such files can store all levelset-related information, including not only the levels, but also [[CCX]] and [[C2G]] data. Data can be imported to a CCS file; for example, adding CCX data or additional levels from other files. CCS files can then be exported into a variety of other formats, including [[DAT]] for [[Microsoft's version of Chip's Challenge|MSCC]] and [[Tile World]], as well as C2G and [[C2M]] for Chip's Challenge 2.<br />
<br />
As of version 0.5.0, CCCreator can export levels into several image formats: BMP, GIF, PNG and JPEG. CCCreator also has its own level image format, similar to the level BMPs created by the ingame CC2 editor, but with a few notable differences. In the CC2 editor's BMPs, info about a level is displayed in the following order: ''title, file name, designer, [[time limit]], level map''. In CCCreator's image exports, info is displayed like this: ''title, designer, time limit, level map, [[hint]] text (if applicable)''. <!-- an example and/or better formatting might help here --><br />
<br />
== Features ==<br />
CCCreator includes many features that originated in [[CCEdit]], [[CCDesign]] and the [[Chip's Challenge 2|CC2]] official editor, as well as a few novel features of its own.<br />
<br />
There are several ways to place tiles: ''Draw'', ''Pencil'' (straight line), ''Box'' (filled rectangle), ''Path Maker'' (draws a path of [[ice]], [[force floor]]s, [[railroad track]]s, etc.) and ''Flood'' (fills an area with a tile). CCCreator does not currently have the CC2 editor's "select" tool, which allows you to select an area and place it around the map as if you were using the normal draw tool.<br />
Additionally, the tile selection menu separates the tiles by type: ''Basic'', ''Obstacles'', ''Doors'', ''[[Item]]s'', ''Blocks'', ''[[Monster|Creatures]]'', ''Miscellaneous'', ''[[Logic gate|Logic]]'', and ''Non-standard'', as well as an ''All elements'' option. A future version is planned to give users the ability to create their own tile palettes.<br />
<br />
Placing a tile on the ground or [[terrain]] layer normally erases everything above it, similar to the CC2 official editor. Holding the Ctrl key while clicking will suppress this behavior. To place an [[Invalid tile|"invalid" tile]] on the bottom or "buried" layer, the Shift key should be used instead. The ''Inspect Element'' tool also makes it possible to examine all elements on a single tile, modify each one's properties, and remove some of them without removing the others.<br />
<br />
CCCreator can also display metagraphics, making it easy to see linked [[teleport]]s and [[button]]s, as well as logic circuits, a [[time bomb]]'s explosion area, the in-game play area (in both 9x9 and 10x10 sizes), a [[gray button]]'s control area, and monster paths. These can be disabled individually if the user doesn't want them.<br />
<br />
In the built-in editor for CC2, having multiple hints requires editing a level's "Comments" field and starting each new hint with [CLUE] (plus an extra [CLUE] tag after the last one), and there is no way to implement C2G scripting like adding music or text between levels unless you use a text editor and manually edit the C2G file. CCCreator has menu options to make it significantly easier to add multiple hints in CC2 levels, and perform basic CCX or C2G scripting.<br />
<br />
CCCreator's undo and redo buttons are more global than those found in CCEdit or CCDesign; if the user makes a change in level 1, then selects level 2 and hits Ctrl+Z, the change the user made in level 1 can still be undone even while viewing another level. Additionally, in CCEdit, deletion of a level is a process that cannot be undone (unless the set is not saved before it is closed); but in CCCreator, this is not the case.<br />
<br />
=== Missing/upcoming ===<br />
CCCreator is still under active development, and therefore there are several features not present yet. The Architect is currently working on a way to check a level's [[ruleset]] compatibility. CCCreator also lacks MSCC and [[Lexy's Labyrinth]] playtesting capabilities - currently levels must be exported before they can be tested on those versions. CCCreator also lacks any playtesting capabilities on Linux<!-- And OSX maybe? -->.<br />
<br />
== External links ==<br />
* [https://cccreator.bitbusters.club/ Official website] and download<br />
* [https://forum.bitbusters.club/thread-1325.html CCZone thread] about CCCreator<br />
* [https://forum.bitbusters.club/thread-542.html CCUDM documentation] on CCZone<br />
<br />
[[Category:Programs]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Invalid_tile&diff=33947Invalid tile2021-07-01T14:40:48Z<p>Sharpeye468: EGREGIOUS wiki error. Sad!</p>
<hr />
<div>An '''invalid tile''' is any tile that doesn't exist in, or any tile combination that is impossible in, the original Atari [[Lynx ruleset|Lynx]] version of [[Chip's Challenge]]. In Lynx, every square consists of an object (non-monster) and 0 or 1 [[monster]]s, including blocks and [[Chip]]. In [[MS Ruleset|MS]], a space is just something on top and something on bottom--even normal [[floor]] is actually a floor tile on a floor tile. MS also allows internal use tiles, like [[Burned Chip]] and [[Swimming Chip]], to be placed as if they are actual game elements. Any tile or tile combination that can be placed in MS but not Lynx is considered invalid.<br />
<br />
[[Tile World]]'s Lynx generally does not allow play in levels with invalid tiles. Invalid tiles are present in [[Chip's Challenge Level Pack 2|CCLP2]] and many [[custom level set]]s, and a combination is distinguished in [[ChipEdit]] using the following:<br />
<br />
[[File:ChipEditInvalid.png]]<br />
<br />
== Single tiles ==<br />
<br />
[[Fake exit]]s, [[Burned Chip]]s, [[Swimming Chip]]s, [[Drowned Chip]]s and the [[unused]] tiles were not seen as a tile themselves in [[Chip's Challenge 1|CC1]], and hence are not recognized by the original Lynx version. However, Tile World's Lynx mode allows the Swimming Chip to remain as is, turns the fake exit into a [[exit|real exit]] in Tile World versions prior to 1.3, and turns the four other tiles or all five into [[wall]]s depending on the version.<br />
<br />
North and west [[thin wall]]s are never seen in CC1, and therefore are also not recognized by the original Lynx version. However, they are generally not considered invalid, and Tile World's Lynx allows them as is unless the program is run in pedantic mode.<br />
<br />
== Transparency ==<br />
<br />
Chip and monsters are both [[transparent]], meaning it was intended for other tiles to go underneath them. Every tile can be buried underneath monsters and Chip, with the exception of other monsters and another Chip. [[Key]]s and [[boot]]s are transparent, but ''cannot'' have any tiles buried underneath them, and it is unknown why these tiles were made transparent in the first place.<br />
<br />
All non-transparent tiles, such as [[computer chip]]s, [[water]], [[lock]]s, and even [[floor]], will not allow tiles to be buried underneath them. The only exception is [[block]]s, which can conceal any tile but [[Chip]], [[monster]]s, [[clone block]]s, and another block.<br />
<br />
== Preventing use of invalid tiles ==<br />
Since invalid tiles make a level unplayable in Lynx, their use is discouraged. In [[ChipEdit]], hovering your mouse over any location will tell if the combination is invalid or not by showing '''**INVALID**''' in the top-right corner. There is also an option called ''Check'' which does not allow the placement of invalid tiles when designing a level. The latest version of CCEdit has a similar feature: it shows a small red triangle in the corner of a tile if it is invalid. The other two [[level editor|editors]] do not have this option, so the placement of invalid tiles is up to the discretion of the designer.<br />
<br />
Fortunately, Tile World exports the locations of invalid tiles to a file called ''stderr.txt'', which allows the user to easily pinpoint the invalid tiles.<br />
<br />
== Use in CCLPs ==<br />
[[Thanks to...]] contains buried ice tiles at (0, 25), (5, 26), (10, 27), (19, 28) and (27, 29) meaning the Lynx version is unable to play the level. This is the first usage of invalid tiles in an official set, and is the only CC1 level to contain invalid tiles. CCLP2 incorporated invalid tiles into many different levels, but was the last community pack to do so. They were first seen in [[The Parallel Port]], and are present in 50 of the 149 levels. [[Chip's Challenge Level Pack 3|CCLP3]] is Lynx-compatible, and thus does not contain any invalid tiles. [[Chip's Challenge Level Pack 1|CCLP1]] and [[Chip's Challenge Level Pack 4|CCLP4]] do not use invalid tiles either, since they are also Lynx-compatible.<br />
[[Category:Terminology]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Encased_in_Carbonite&diff=33946Encased in Carbonite2021-07-01T01:20:51Z<p>Sharpeye468: Updated walkthrough</p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp4<br />
|level = 13<br />
|image = [[File:CCLP4_Level_13.png|300px]]<br />
|hint = You can't walk past monsters when there's only one space between them, like these bugs...<br />
}}<br />
'''Encased in Carbonite''' is the 13th level in [[Chip's Challenge Level Pack 4]]. It was created by [[Andrew Menzies]].<br />
<br />
==Full level map==<br />
[[File:Cclp4_full_map_level_13.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|99g0DimgScw}}<br />
<br />
{{Level Progression|Rivets|Poly-Gone}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Clubhouse&diff=33906Clubhouse2021-06-05T23:42:11Z<p>Sharpeye468: walkthrough update</p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp1<br />
|level = 149<br />
|image = [[File:CCLP1_Level_149.png|300px]]<br />
|hint = Clear the dirt tile above only after hitting the blue button. Then run to beat the fireball to the end!<br />
}}<br />
'''Clubhouse''' is the 149th and final level in [[Chip's Challenge Level Pack 1]]. It is one of the [[Secret level]]s in CCLP1. It was created by [[Daniel Bouwmeester]].<br />
<br />
==Full level map==<br />
[[File:Cclp1_full_map_level_149.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|jlDqYvhlUdA}}<br />
<br />
{{Level Progression|The Snipers}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Glitch&diff=33859Glitch2021-06-01T11:37:00Z<p>Sharpeye468: Alphabetical ordering weeeeee</p>
<hr />
<div>A '''glitch''' in [[Chip's Challenge]] is a fault in the program which is caused by a coding error. The majority of glitches occur in [[Microsoft's version of Chip's Challenge]], and in [[Chip's Challenge 2]]. The MS emulation version of Tile World deliberately reproduces most MSCC glitches in order to maintain a fair basis for scorekeeping.<br />
<br />
== MS ruleset glitches ==<br />
=== Boosting ===<br />
{{main|Boosting}}<br />
This glitch can cause Chip to move faster than usual after exiting a sliding tile.<br />
<br />
=== Button Smash ===<br />
{{main|Button Smash Glitch}}<br />
This glitch can prevent buttons from working when [[block]]s are [[flick|flicked]] onto them.<br />
<br />
=== Controller and Boss ===<br />
{{main|Controller and Boss Glitch}}<br />
This glitch can sometimes prevent monsters from exiting [[trap]]s, as well as prevent [[clone machine]]s from working, or causing them to clone in an unexpected direction.<br />
<br />
=== Convergence ===<br />
{{main|Convergence Glitch}}<br />
This glitch, involving [[block]]s and [[teleport]]s, can sometimes result in the creation of a second [[Chip]] in the level.<br />
<br />
=== Cross-checking ===<br />
{{main|Cross-checking}}<br />
This glitch sometimes causes sliding [[block]]s to go through [[ice corner]]s.<br />
<br />
=== Frankenstein ===<br />
{{main|Frankenstein Glitch}}<br />
This glitch sometimes causes [[tank]]s on top of [[clone machine]]s to switch direction.<br />
<br />
=== Mouse Panel ===<br />
{{main|Mouse Panel Glitch}}<br />
This glitch allows Chip to [[ram]] or [[flick]] a [[block]] without stopping to move, when using the mouse.<br />
<br />
=== Non-Existence ===<br />
{{main|Non-Existence Glitch}}<br />
This glitch occurs when there is no [[Chip]] on the map at the beginning of the level.<br />
<br />
=== Slide Delay ===<br />
{{main|Slide delay}}<br />
This glitch causes some slipping [[block]]s or [[creature]]s to get moved twice while others do not move at all during a tick.<br />
<br />
== Advanced MS glitches ==<br />
These glitches exist in [[MSCC]] but are are not correctly emulated by [[Tile World]]. They may, however, be added to Tile World in the future.<br />
<br />
=== 00Floor ===<br />
{{main|00Floor}}<br />
This [[acting wall]] looks like a North-facing [[bug]] over a white background. In [[Tile World]], this tile is displayed like a regular wall.<br />
<br />
=== Data resetting ===<br />
{{main|Data resetting}}<br />
This glitch, responsible for many [[insane level]]s, relies on clone connections beyond the map to produce unexpected results.<br />
<br />
=== Knight ===<br />
{{main|Knight Glitch}}<br />
This glitch, related to the [[Controller and Boss Glitch]], sometimes causes monsters to move like a knight in chess.<br />
<br />
=== Multiple Tank ===<br />
{{main|Multiple Tank Glitch}}<br />
This glitch, responsible for many [[insane level]]s, sometimes causes sliding [[tank]]s to create other tiles.<br />
<br />
=== Tank Top ===<br />
{{main|Tank Top Glitch}}<br />
This glitch sometimes causes tanks sliding onto [[tank button]]s to turn in an unexpected direction.<br />
<br />
== Illegal MS glitches ==<br />
These glitches are banned from [[optimization|competitive scoring]], and are therefore excluded from [[Tile World]].<br />
<br />
=== Long First Second ===<br />
{{main|Long First Second Glitch}}<br />
This glitch sometimes causes a second in the in-game timer (not always the first) to be longer than usual, sometimes allowing higher scores.<br />
<br />
=== Time Dilation ===<br />
{{main|Time Dilation Glitch}}<br />
This glitch sometimes occurs after Chip dies using a mouse move.<br />
<br />
=== Twice Step ===<br />
{{main|Twice Step Glitch}}<br />
This glitch results in unusual timing of buffered mouse moves. The legality of this glitch is still disputed, but currently only certain aspects of this glitch are legal.<br />
<br />
== MSCC crashes ==<br />
These games, when triggered in [[Microsoft's version of Chip's Challenge]], cause the game to crash. They are intentionally absent from [[Tile World]].<br />
<br />
=== Data Size ===<br />
{{main|Data Size Glitch}}<br />
This glitch causes the game to crash due to running out of memory.<br />
<br />
=== Termination ===<br />
{{main|Termination Glitch}}<br />
This glitch causes the game to crash when playing a set that does not have 144 or 149 levels.<br />
<br />
=== Transparency ===<br />
{{main|Transparency Glitch}}<br />
This glitch causes the game to crash when Chip steps on two transparent tiles at once (usually a [[monster]] on top of a [[key]]).<br />
<br />
== Lynx glitches ==<br />
The [[Lynx ruleset]] has relatively few glitches, and many of those that exist do not have wiki pages or even names yet.<br />
<br />
=== Failed Move ===<br />
''Official name pending''. The '''Failed Move Glitch''', often referred to informally as '''The Stupid Glitch''', is not actually a glitch, but an exploit of the way Lynx [[move order|processes movement]]. This term refers to a specific application in which a monster sees a direction as open, turns to face that direction, then finds that for whatever reason it is no longer able to enter the tile. The most notable cases of this are when a [[bug]], [[paramecium]], [[glider]], or [[fireball]] turns around because a [[block]] just moved into a space beside it or a [[toggle wall]] changed from open to closed, whereas if the block were always there, or the toggle wall were always closed, the monster would choose a different direction. An example of this is in the [[public TWS]] for [[Stratagem]].<br />
<br />
=== Release Desynchronization ===<br />
{{main|Release desynchronization}}<br />
This glitch, also known as '''clone desynchronization''' due to the way it was discovered, causes some cloning streams to desynchronize over time when they would synchronize in MS.<br />
<br />
=== Teleport Stacking ===<br />
''Official name pending''. Some of this behavior is demonstrated [https://www.youtube.com/watch?v=eKoKZwFj3rM here].<br />
<!-- Add glitches in Tile World (not those reproducing the Microsoft version) (I don't have Tile World) (would this mean the 1.3 mouse timing bugs and force floor accelerating?)--><br />
<br />
== Chip's Challenge 2 ==<br />
While [[Chip's Challenge 2]] is coded much more professionally than MSCC, it has its fair share of bugs and bizarre behaviors as well. Most of these behaviors do not have wiki pages yet.<br />
<br />
=== Despawning and Respawning ===<br />
{{main|Despawning and Respawning Glitch}}<br />
This glitch allows entities to "disappear," remaining invisible and intangible while still occupying a physical location. These entities can reappear later, even after the level resets or changes.<br />
<br />
=== Explosion Sneaking ===<br />
This glitch allows [[movable object]]s within the explosion radius of a [[time bomb]] to escape unharmed if moving at the precise [[tick]] of the explosion. The Chip and Melinda variant is banned in [[optimization]], but the monster variant remains legal.<br />
<br />
=== Item Bestowal ===<br />
{{main|Item Bestowal}}<br />
This glitch makes it possible for [[monster]]s to pick up items when they normally should not be able to.<br />
<br />
=== Monster Hooking ===<br />
{{dablink|See: [[Item#Hook]]}}<br />
When an entity with a hook attempts to move away from another moving entity, the hook will attempt and fail to pull that entity. For the player, this often results in death, as their inability to move allows the other entity to collide with them.<br />
<br />
=== Salmon ===<br />
{{main|Salmon Glitch}}<br />
This glitch makes it possible to override [[force floor]]s in directions that would normally be impossible. A demonstration can be found [https://www.youtube.com/watch?v=Al5CGczBpNY here].<br />
<br />
=== Simultaneous Character Movement ===<br />
By switching between playable characters at high speed in-between tiles, it can be possible to essentially move several characters at once. This glitch is banned in [[optimization]].<br />
<br />
=== Spring mining ===<br />
{{main|Spring mining}}<br />
This glitch lets Chip (or other monsters that can push) move onto a tile with a block when pushing the block, in cases where they would normally stay behind while the block moves forward. The glitch is named after the level [[Spring Mines]], in which it can easily be triggered.<br />
<br />
[[Category:Glitches]]<br />
[[Category:Mechanics]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Chip%27s_Challenge_scoring&diff=33858Chip's Challenge scoring2021-06-01T11:31:17Z<p>Sharpeye468: Minor spelling fixes, removed double mention of Lynx's battery life, fixed something that will continue to be out of date in the future</p>
<hr />
<div>Chip's Challenge keeps track of the player's '''score''' as they complete the levels. The score is usually calculated using the following formula (although some versions add their own complexities):<br />
(levelnumber * 500) + (timeleft * 10) + bonusflags<br />
<br />
== Basics ==<br />
[[Image:Ccfinish.PNG]]<br />
<br />
Nearly all versions of Chip's Challenge include a message congratulating the player for completing the level. This message can be any of four depending on how many attempts it took Chip to complete the level:<br />
* ''Yowser! First Try!'' = 1<br />
* ''Go Bit Buster!'' = 2 or 3<br />
* ''Finished! Good Work!'' = 4 or 5<br />
* ''At last! You did it!'' = 6 or more<br />
<br />
The ''time bonus'' is the number of seconds remaining on the clock, times 10. If the level is untimed, this score will always be 0. In the example above, Chip scored a time of 548 seconds, and scored 5,480 points.<br />
<br />
The ''level bonus'' is the level number times 500. In some versions of Chip's Challenge, this score may be reduced depending on how many attempts it took the player to solve the level. The score is multiplied by .8 per death or restart, and the score is then rounded down at .5 or lower to the nearest point. Should this total decrease below 500, it will stop decreasing. In the [[Steam ruleset]] and in [[Tile World]], the full level bonus will always be granted, regardless of how many attempts it took to solve the level. In the example above, Chip scored 9,000 points, and was therefore playing level 18 in this set.<br />
<br />
When playing in [[Chip's Challenge 2]], there is an additional value called ''extra bonus''. This value consists of points obtained through [[bonus flags]] in the level.<br />
<br />
The ''level score'' is the sum of the time bonus, the level bonus and, if applicable, the extra bonus.<br />
<br />
The ''total score'' is the player's full score in the game at this point.<br />
<br />
== Version quirks ==<br />
=== Atari Lynx ===<br />
In the original [[Chip's Challenge for Atari Lynx]], when a level is completed, the victory message and four scoring values are superimposed over the level, on the bottom half of the screen. However, the total score is not saved, and resets to 0 upon returning to the title screen or in the case of a power failure. As of 2021, no one is known to have ever completed Chip's Challenge 1 in a single setting within the Lynx's best-case 5 hours of battery life, so it's highly unlikely that anyone ever saw their total score over a complete playthrough of the game.<br />
<br />
=== MS ===<br />
In [[Microsoft's version of Chip's Challenge]], the time bonus value is a 16-bit signed integer. This means that if there are move than 3,276 seconds remaining on the clock when the level is finished (impossible except in a few custom levels), the time bonus value will roll over to a negative number.<br />
<br />
When a level is completed, the score is displayed in a new window, as seen in the image above. The window's title is always "''Level Complete!''". The window itself then includes the victory message, time bonus, level bonus, level score, and total score. Below the total score is a place for a message that declares any score improvement. If there is no improvement, no message is shown. The shown message, stating "''You have established a time record for this level!''", will be shown whenever a level is completed for the first time. A time improvement will elicit the message "''You beat the previous time record by X seconds!''", and an improvement in the level bonus will elicit the message "''You increased your score on this level by X points!''" If ''both'' of these happen at the same time, the former message is shown. Finally, at the bottom of the window, is an ''Onward!'' button which takes the player to the next level.<br />
<br />
=== Tile World ===<br />
Tile World, unlike most ports of Chip's Challenge, does not use the four victory messages described above. Instead, Tile World 1 displays a generic ''Level complete'' message, regardless of how many attempts it took to complete it. In Tile World 2, the player can specify their own victory messages by editing a text file.<br />
<br />
In Tile World 1, the four values are displayed to the right of the grid, under the inventory, where the [[hint]] text would usually be displayed; the player can move on to the next level by pressing enter. In Tile World 2, the score and, if applicable, improvement, are displayed in a new window similar to MSCC. At the bottom of the window are three buttons: ''Onward'' (which, like in MSCC, takes the player to the next level), ''Restart'' (which restarts the level) and ''Copy Score'' (which takes the player to the next level and copies the current level's score to the clipboard).<br />
<br />
=== Steam + CC2 ===<br />
In the [[Steam ruleset]] and in [[Chip's Challenge 2]], when a level is completed, the victory message and the score are overlaid over the bottom half of the grid, similar to the original Atari Lynx version. If the score is an improvement over the previous score, a new window first appears to congratulate the player, and display how many extra points were scored. This window can be dismissed by clicking the ''Ok'' button at the bottom.<br />
<br />
=== ZX Spectrum ===<br />
Scoring in the ZX Spectrum port of Chip's Challenge is extremely glitchy. For most levels, the level bonus value does not use the usual formula, instead using a seemingly random number which will be very confusing to attentive players.<br />
<br />
== Additional scoring methods ==<br />
Aside from the regular scoring, two additional competitions are generally held: [[T-Chip]] times and ''tenths reduction''.<br />
<br />
The T-Chip times are simply scores that would be achieved if 999 were the time limit to an untimed level. [[Tile World]] automatically calculates this time as it would on any regular timed level. In the Steam ruleset and in CC2, T-Chip times are not calculated; all untimed levels therefore have a [[bold time]] of 0.<br />
<br />
''Tenths reduction'' is used to compare times that otherwise would have the same score, since normally the in-game clock only ticks down one second every five moves (allowing a faster solution to fail to beat a slower solution's score). The ''tenth'' (referring to tenths of a second) is the most basic unit of time in Chip's Challenge; normal moving uses two tenths per tile, or one fifth, sliding uses one tenth per tile, and [[boosting]] in a perpendicular direction uses one tenth every two tiles. Arising from this, many routes are done as quickly as possible, with the fewest tenths remaining. Official terminology for tenths is either ''.X'' or ''-.X'', which signifies the amount of seconds left either until the next tick or since the previous one. The [[Public TWS]] always uses the -.X notation.<br />
<br />
=== Notation conversion scale ===<br />
* .8 = -.0 = The clock ticked on either a voluntary move into the exit, or on the exact sliding move into the exit when Chip's last non-sliding move was voluntary (and not a spring step). Obviously, this is a frustrating occurrence, and a score ending in .8 will be frequently reported with annoyance. After scoring a .8 time, [[clock setting]] is already performed for the next level.<br />
* .7 = -.1 = 1.5 moves after the last tick, or 3.5 until the next.<br />
* .6 = -.2 = 2/3 moves.<br />
* .5 = -.3 = 2.5/2.5 moves.<br />
* .4 = -.4 = 3/2 moves.<br />
* .3 = -.5 = 3.5/1.5 moves.<br />
* .2 = -.6 = 4/1 moves.<br />
* .1 = -.7 = 4.5/.5 moves.<br />
* .0 = -.8 = 5 moves, or where the next half-move in the absence of -.9 cases would contain a tick. Since the [[Lynx Ruleset]] ticks the clock for one more turn upon entry into the exit, a .0 route played in Lynx will drop to the next second.<br />
* -.9 (no .X equivalent) = 5.5 moves after the last tick, but the time limit has not decremented. As technically the clock should have ticked at this point, Chip must have used either [[boosting]] or a special instance of a [[spring step]]. (Note that waiting [1/2] before making a ''voluntary'' move into the exit, such that a hypothetical next move would be a spring step, will not create a -.9 time and simply be .0/-.8.) The three specific causes, with examples, are: a force floor override ([[Flame Boy]]), a boost which places Chip ''directly'' into the exit ([[Shrinking]], [[Bounce]], [[Oorto Geld II]]), and Chip making a boost or a spring step onto a sliding space and continuing to slide until he reaches the exit, and the timer was at .0 one space from the exit ([[I Slide]] and [[Just Enough]] respectively). Because of the continuing clock software in MS, when Chip closes the exit window and moves to the next level, the timer will be down one second from its original setting.<br />
<br />
[[Category:Mechanics]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Chip%27s_Challenge_Level_Pack&diff=33840Chip's Challenge Level Pack2021-06-01T02:06:27Z<p>Sharpeye468: zoop</p>
<hr />
<div>The '''Chip's Challenge Level Packs''', or '''CCLPs''', are a series of community-curated [[level pack]]s for Chip's Challenge and Chip's Challenge 2. They are also known as the '''official''' packs, alongside the original commercial levels, in part due to an informal blessing from [[Chuck Sommerville]] during the creation of CCLP2.<br />
<br />
== Packs ==<br />
<br />
Packs are listed here in order of release, which does not match their numbering. The first CCLP was CCLP2, so named because it was envisioned a sequel to [[Chip's Challenge]]. Much later, CCLP1 was conceived as a potential ''replacement'' for CC1.<br />
<br />
* [[Chip's Challenge Level Pack 2]] — released Feb 9, 2002<br />
* [[Chip's Challenge Level Pack 3]] — released Dec 24, 2010<br />
* [[Chip's Challenge Level Pack 1]] — released Mar 28, 2014<br />
* [[Chip's Challenge Level Pack 4]] — released Jul 14, 2017<br />
* [[Chip's Challenge 2 Level Pack 1]] — released Oct 9, 2020<br />
* [[Chip's Challenge Level Pack 5]] — release TBA</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Spring&diff=33797Spring2021-05-13T05:40:58Z<p>Sharpeye468: Walkthrough video added</p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp4<br />
|level = 79<br />
|image = [[File:CCLP4_Level_79.png|300px]]<br />
|hint = Cover the brown buttons before you collect the fire boots!<br />
}}<br />
'''Spring''' is the 79th level in [[Chip's Challenge Level Pack 4]]. It was created by [[Tyler Sontag]].<br />
<br />
==Full level map==<br />
[[File:Cclp4_full_map_level_79.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|fdxGH3gZtDI}}<br />
<br />
{{Level Progression|Aquatic Ruins|Monster Swapper}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Nectar_Meadow&diff=33796Nectar Meadow2021-05-13T05:40:38Z<p>Sharpeye468: Walkthrough video added</p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp4<br />
|level = 85<br />
|image = [[File:CCLP4_Level_85.png|300px]]<br />
|hint = There is no real purpose to these hint tiles other than to add to the aesthetics.<br />
}}<br />
'''Nectar Meadow''' is the 85th level in [[Chip's Challenge Level Pack 4]]. It was created by [[Josh Lee]]. Its title is a reference to a location in the 2015 game, ''Pokémon''' '''Super Mystery Dungeon.''<br />
<br />
==Full level map==<br />
[[File:Cclp4_full_map_level_85.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|vWnHZD41g0Y}}<br />
<br />
{{Level Progression|Forsythia|Cyprus}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Ice_Cavern&diff=33795Ice Cavern2021-05-13T05:40:19Z<p>Sharpeye468: Walkthrough video added</p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp4<br />
|level = 99<br />
|image = [[File:CCLP4_Level_99.png|300px]]<br />
}}<br />
'''Ice Cavern''' is the 99th level in [[Chip's Challenge Level Pack 4]]. It was created by [[Henry Potts]].<br />
<br />
==Full level map==<br />
[[File:Cclp4_full_map_level_99.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|N2yrhd73K0E}}<br />
<br />
{{Level Progression|Clay Tunnel|One Tank's Adventure }}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Bam_Thwok&diff=33794Bam Thwok2021-05-13T05:39:47Z<p>Sharpeye468: </p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp4<br />
|level = 130<br />
|image = [[File:CCLP4_Level_130.png|300px]]<br />
|hint = Never allow the tank to be switched. Every block adjacent to a blue button has a blue button underneath.<br />
}}<br />
'''Bam Thwok''' is the 130th level in [[Chip's Challenge Level Pack 4]]. It was created by [[Tyler Sontag]].<br />
<br />
This level was [[busted level|busted]] in its original level set, TS2. The bottom section originally contained [[suction boots]], and due to [[boosting]] off the ice patch above that section in the MS ruleset, one could press two tank buttons consecutively without needing to use the block. The suction boots were changed to [[ice skates]] to disallow escape from the bottom room with suction boots, but this was discovered to also bust the level after CCLP4's release. The player can grab ice skates from the bottom section after they obtained the suction boots from the top-right section, avoiding the [[partial posting]] puzzle.<br />
<br />
==Full level map==<br />
[[File:Cclp4_full_map_level_130.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|BrXoP97f5zk}}<br />
<br />
{{Level Progression|Undefined Fantastic Object|Jigsaw}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Booster_Shots&diff=33793Booster Shots2021-05-13T05:39:18Z<p>Sharpeye468: Video update</p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp1<br />
|level = 67<br />
|image = [[File:CCLP1_Level_67.png|300px]]<br />
}}<br />
'''Booster Shots''' is the 67th level in [[Chip's Challenge Level Pack 1]]. It was created by [[Trevor Hedges]].<br />
<br />
This level contains a [[bust]] under the [[Lynx ruleset]]. First, extract a single block from the [[pink ball]] room by pushing it into the [[teleport]]. While both Chip and the block are on the [[force floor]] circuit, place yourself one tile ahead of the block, then step on the south force floor at (15, 21). Chip will push the block into the [[bomb]] guarding the exit.<br />
<br />
==Full level map==<br />
[[File:Cclp1_full_map_level_67.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|r11xqzdZOVA}}<br />
<br />
{{Level Progression|Klausswergner|Flames and Ashes}}<br />
<br />
[[Category:Levels quicker in Lynx than MS]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Coal_Mine&diff=33792Coal Mine2021-05-13T05:38:53Z<p>Sharpeye468: Video update</p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp3<br />
|level = 69<br />
|image = [[File:CCLP3 Level 69.png|300px]]<br />
}}<br />
'''Coal Mine''' is the 69th level of [[Chip's Challenge Level Pack 3]]. It was created by [[Tyler Sontag]].<br />
<br />
419 route: Play in odd step. Lure the teeth down the path to explode the first 3 bombs, then enter the next room, moving (from the gravel next to the dirt) R D 4R (2D) 2L D R U R 3D L D 2R D R U L U L 5U, then move L D R U 5 times so that the teeth clones 6 fireballs, allowing the next room to be reached. Duck past the teeth, then remove dirt so that the bug explodes the rightmost bomb, then push the block onto the button. This clones a walker in the next room – remove dirt so that it explodes the bomb, allowing the fire boots and flippers to be collected. Go through the fire (dodging fireballs) to collect the suction boots, then go across the thief then across the top and down the left of the paramecium room to reach another group of teeth. Walk up the left side past the first set of teeth, then collect the 2 red keys immediately above then move U 2R then R as the teeth moves L, then D R 3D L D 2L 5U R U, through the red doors, across the water, then push the block into the bomb (clearing the necessary dirt squares first). Now collect all of the red keys (dodging the paramecium if necessary), then go through the red doors and dodge the walker to reach the exit.<br />
<br />
==Full level map==<br />
[[File:Cclp3_full_map_level_69.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|rd-QBQ805pc}}<br />
<br />
{{Level Progression|Incident on a Bridge|On the Coast}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Bam_Thwok&diff=33791Bam Thwok2021-05-13T05:38:24Z<p>Sharpeye468: Walkthrough video addition</p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp4<br />
|level = 130<br />
|image = [[File:CCLP4_Level_130.png|300px]]<br />
|hint = Never allow the tank to be switched. Every block adjacent to a blue button has a blue button underneath.<br />
}}<br />
'''Bam Thwok''' is the 130th level in [[Chip's Challenge Level Pack 4]]. It was created by [[Tyler Sontag]].<br />
<br />
This level was [[busted level|busted]] in its original level set, TS2. The bottom section originally contained [[suction boots]], and due to [[boosting]] off the ice patch above that section in the MS ruleset, one could press two tank buttons consecutively without needing to use the block. The suction boots were changed to [[ice skates]] to disallow escape from the bottom room with suction boots, but this was discovered to also bust the level after CCLP4's release. The player can grab ice skates from the bottom section after they obtained the suction boots from the top-right section, avoiding the [[partial posting]] puzzle.<br />
<br />
==Full level map==<br />
[[File:Cclp4_full_map_level_130.png|500px]]<br />
<br />
{{#ev:youtube|BrXoP97f5zk}}<br />
<br />
{{Level Progression|Undefined Fantastic Object|Jigsaw}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Fire_Is_My_Enemy&diff=33790Fire Is My Enemy2021-05-13T05:37:39Z<p>Sharpeye468: Video update</p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp4<br />
|level = 92<br />
|image = [[File:CCLP4_Level_92.png|300px]]<br />
|hint = Think outside the box for this part.<br />
}}<br />
'''Fire Is My Enemy''' is the 92nd level in [[Chip's Challenge Level Pack 4]]. It was created by [[Josh Lee]]. This level uses the [[Walls Of level|wall configuration]] from [[Jumble]].<br />
<br />
==Full level map==<br />
[[File:Cclp4_full_map_level_92.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|o22RoHM5T8c}}<br />
<br />
{{Level Progression|How to Retune Your Harp|Bombs Are a Beautiful Thing}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Chip%27s_Challenge&diff=33657Chip's Challenge2021-05-05T16:38:05Z<p>Sharpeye468: Missed it by that much</p>
<hr />
<div>{{Infobox Levelset<br />
|name = Chip's Challenge 1<br />
|image = [[File:Level 1.png|300px|link=Lesson 1]]<br />
|creator = N/A<br />
|num levels = 149<br />
|first release = 1 September 1989 ([[Lynx ruleset|Atari Lynx]])<br />
|well-known release = 1994 ([[Microsoft's version of Chip's Challenge|BOWEP]])<br />
|latest release = 28 May 2015 ([[Steam ruleset|Steam]])<br />
|location = N/A<br />
|difficulty = 3<br />
}}{{otheruses4}}<br />
'''Chip's Challenge''', often abbreviated to ''Chip's'' or simply ''CC'', is a video game by [[Chuck Sommerville]] that was originally conceived for the [[Lynx ruleset|Atari Lynx]] in 1989. It was later ported to other platforms, the most well known being the [[Microsoft's version of Chip's Challenge|Windows port]]. The Windows version was first released in the Microsoft Entertainment Pack in 1992, and later in the Best of Microsoft Entertainment Pack. It has remained a popular game ever since.<br />
<br />
It was later re-released on [http://store.steampowered.com/app/346850/ Steam] alongside the release of [[Chip's Challenge 2]]. A later update to this re-release and Chip's Challenge 2 added the option to switch the music, audio, and graphics between its new assets and the original Windows port.<br />
<br />
The game features [[Chip]], who wants to become a member of [[Melinda]]'s select [[Bit Busters Club|Bit Busters club]], and is tested with a puzzle which he must finish in order to enter. The original Chip's Challenge [[level set]] has 148 levels (and 149 in the Windows and [[Steam ruleset|Steam]] version), but many others were created with [[level editor]]s that were soon created after Chip's Challenge was released. Eventually, the community began releasing Chip's Challenge Level Packs constructed from selected levels from these custom level sets, each containing 149 levels.<br />
<br />
==Story==<br />
From the ''CHIPS.HLP'' file distributed with the [[Microsoft's version of Chip's Challenge|Windows Entertainment Pack version of Chip's Challenge]]:<br />
<br />
''Chip is willing to do anything for [[Melinda|Melinda the Mental Marvel]], more than anything, because he wants to join Melinda's exclusive computer club, the [[Bit Busters Club|Bit Busters]]. Finally Melinda has offered him membership, but on one condition! Chip must find his way from one end of Melinda's magical clubhouse to the other, picking up cosmic [[computer chip]]s along the way.<br />
<br />
''If that sounds easy, then you've never been to Melinda's magical clubhouse. It's awesome inside, but tricky, and a little scary too. There are [[teleport]]s, [[invisible wall]]s, [[force floor]]s, [[water]] traps, [[Lock|locked doors]], and plenty of [[monster]]s. There's magic, mystery, and behind the scenes there is Melinda, keeping score on your progress and providing helpful [[hint]]s.<br />
<br />
''As you succeed in helping Chip move through each level of the clubhouse, Melinda gives you a secret [[password]] that allows you to return. And Melinda rewards perseverance. If she thinks Chip has tried long enough and hard enough on a level<!---which actually means at least 10 deaths in a row where Chip was alive for at least 10 seconds; this info is not in the text--->, she'll let him sneak through to the next level. But it takes a lot of perseverance to impress her. How big is the clubhouse? [[Fireflies|144 levels]] is the rumor. But some claim that Melinda is [[Thanks to...|still building]]. In any case, it defies dimensions so don't get lost.<br />
<br />
== The levels ==<br />
{{Distinguish|Chip's Challenge Level Pack 1}}<br />
[[Lynx ruleset|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.<br />
<br />
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.<br />
<br />
The levels were designed in approximately three parts: 1/3 of them by [[Chuck Sommerville]], another third by a professional puzzle designer known as [[Bill Darrah]], and the rest by Chuck's team of programmers and playtesters:<ref>[[Richard Field|Field, Richard]]. [https://web.archive.org/web/20160405003215/http://www.agt.net/public/nfield/ChipChallenge/message.htm "Message from Chuck Sommerville"] (Internet Archive). Retrieved 27 June 2019.</ref><br />
* James Donald<br />
* M. Peter Engelbrite<br />
* Victoria Hanson<br />
* RG Goudy<br />
* Stephen Jungels<br />
* Scott Nelson<br />
* Pete Wierzbicki<br />
<br />
Among aficionados of this type of puzzle game, the Windows version (usually referred to as the [[MS ruleset|MS]] version) of Chip's Challenge is famous for its [[glitch]]es and [[busted level]]s. This was a result of changed mechanics from [[Lynx ruleset|Lynx]] to MS and little playtesting in the MS version. Although there were many levels made easier, such as [[Scoundrel]], some levels became far more difficult; the level that would become the [[Spirals corruption]] had to be changed because the [[walker]]s would spread far quicker under MS rules, and levels with extensive use of [[hot block]]s such as [[Block N Roll]] and [[Special]] became frustrating trial and error challenges to solve due to the inability to [[Block slapping|block slap]].<br />
<br />
The [[Steam ruleset|Steam re-release]] of Chip's Challenge 1 uses the game engine from Chip's Challenge 2, which is the [[Lynx ruleset]] with some minor changes.<br />
<br />
===List of CC1 levels===<br />
{| class="wikitable sortable" border="1"<br />
! # !! Level Title !! Password !! Time Limit !! MS [[Bold time|Bold]] !! Lynx [[Bold time|Bold]]<br />
|-<br />
| 1 || [[Lesson 1]] || BDHP || 100 || 83 || 82<br />
|-<br />
| 2 || [[Lesson 2]] || JXMJ || 100 || 90 || 89<br />
|-<br />
| 3 || [[Lesson 3]] || ECBQ || 100 || 89 || 88<br />
|-<br />
| 4 || [[Lesson 4]] || YMCJ || 150 || 116 || 116<br />
|-<br />
| 5 || [[Lesson 5]] || TQKB || 100 || 85 || 84<br />
|-<br />
| 6 || [[Lesson 6]] || WNLD (MS)<br />WNLP (Lynx) || 100 || 94 || 93<br />
|-<br />
| 7 || [[Lesson 7]] || FXQO || 150 || 139 || 138<br />
|-<br />
| 8 || [[Lesson 8]] || NHAG || 100 || 96 || 96<br />
|-<br />
| 9 || [[Nuts and Bolts]] || KCRE || 400 || 306 || 299<br />
|-<br />
| 10 || [[Brushfire]] || UVWS (MS)<br />VUWS (Lynx) || 80 || 51 || 51<br />
|-<br />
| 11 || [[Trinity]] || CNPE || 300 || 211 || 204<br />
|-<br />
| 12 || [[Hunt]] || WVHI || 400 || 270 || 269<br />
|-<br />
| 13 || [[Southpole]] || OCKS || --- || 982 || 981<br />
|-<br />
| 14 || [[Teleblock]] || BTDY || 250 || 204 || 196<br />
|-<br />
| 15 || [[Elementary]] || COZQ || 250 || 89 || 88<br />
|-<br />
| 16 || [[Cellblocked]] || SKKK || --- || 971 || 971<br />
|-<br />
| 17 || [[Nice Day]] || AJMG || 100 || 83 || 82<br />
|-<br />
| 18 || [[Castle Moat]] || HMJL || 600 || 553 || 552<br />
|-<br />
| 19 || [[Digger]] || MRHR || 210 || 171 || 171<br />
|-<br />
| 20 || [[Tossed Salad]] || KGFP || 400 || 340 || 340<br />
|-<br />
| 21 || [[Iceberg]] || UGRW || 150 || 119 || 115<br />
|-<br />
| 22 || [[Forced Entry]] || WZIN || 300 || 293 || 288<br />
|-<br />
| 23 || [[Blobnet]] || HUVE || 500 || 436 || 435<br />
|-<br />
| 24 || [[Oorto Geld]] || UNIZ || 550 || 430 || 431<br />
|-<br />
| 25 || [[Blink]] || PQGV || 600 || 435 || 422<br />
|-<br />
| 26 || [[Chchchips]] || YVYJ || 300 || 254 || 254<br />
|-<br />
| 27 || [[Go with the Flow]] || IGGZ || 200 || 147 || 144<br />
|-<br />
| 28 || [[Ping Pong]] || UJDO (MS)<br />UJDD (Lynx) || 300 || 239 || 236<br />
|-<br />
| 29 || [[Arcticflow]] || QGOL || 400 || 302 || 286<br />
|-<br />
| 30 || [[Mishmesh]] || BQZP || 600 || 454 || 454<br />
|-<br />
| 31 || [[Knot]] || RYMS || 29 || 6 || 3<br />
|-<br />
| 32 || [[Scavenger Hunt]] || PEFS || 600 || 379 || 379<br />
|-<br />
| 33 || [[On the Rocks]] || BQSN || --- || 684 || 631<br />
|-<br />
| 34 || [[Cypher]] || NQFI || 350 || 297 || 297<br />
|-<br />
| 35 || [[Lemmings]] || VDTM || 600 || 577 || 577<br />
|-<br />
| 36 || [[Ladder]] || NXIS || 350 || 232 || 241<br />
|-<br />
| 37 || [[Seeing Stars]] || VQNK || 800 || 597 || 586<br />
|-<br />
| 38 || [[Sampler]] || BIFA || 500 || 462 || 452<br />
|-<br />
| 39 || [[Glut]] || ICXY || 20 || 17 || 17<br />
|-<br />
| 40 || [[Floorgasborg]] || YWFH || 200 || 195 || 192<br />
|-<br />
| 41 || [[I.C. You]] || GKWD || 250 || 172 || 166<br />
|-<br />
| 42 || [[Beware of Bug]] || LMFU || 300 || 187 || 187<br />
|-<br />
| 43 || [[Lock Block]] || UJDP || 200 || 126 || 118<br />
|-<br />
| 44 || [[Refraction]] || TXHL || 300 || 146 || 144<br />
|-<br />
| 45 || [[Monster Lab]] || OVPZ || 300 || 292 || 286<br />
|-<br />
| 46 || [[Three Doors]] || HDQJ || 250 || 222 || 200<br />
|-<br />
| 47 || [[Pier Seven]] || LXPP || 300 || 231 || 220<br />
|-<br />
| 48 || [[Mugger Square]] || JYSF || 300 || 277 || 271<br />
|-<br />
| 49 || [[Problems]] || PPXI || 200 || 162 || 161<br />
|-<br />
| 50 || [[Digdirt]] || QBDH || 350 || 318 || 319<br />
|-<br />
| 51 || [[I Slide]] || IGGJ || 750 || 655 || 649<br />
|-<br />
| 52 || [[The Last Laugh]] || PPHT || 400 || 382 || 381<br />
|-<br />
| 53 || [[Traffic Cop]] || CGNX || 500 || 478 || 452<br />
|-<br />
| 54 || [[Grail]] || ZMGC || 350 || 326 || 319<br />
|-<br />
| 55 || [[Potpourri]] || SJES || 100 || 70 || 68<br />
|-<br />
| 56 || [[Deepfreeze]] || FCJE || 250 || 162 || 150<br />
|-<br />
| 57 || [[Strange Maze]] || UBXU || 400 || 229 || 228<br />
|-<br />
| 58 || [[Loop Around]] || YBLT || 600 || 550 || 546<br />
|-<br />
| 59 || [[Hidden Danger]] || BLDM || 400 || 368 || 366<br />
|-<br />
| 60 || [[Scoundrel]] || ZYVI || 294 || 288 || 232<br />
|-<br />
| 61 || [[Rink]] || RMOW || --- || 950 || 921<br />
|-<br />
| 62 || [[Slo Mo]] || TIGW || 300 || 282 || 282<br />
|-<br />
| 63 || [[Block Factory]] || GOHX || 500 || 477 || 473<br />
|-<br />
| 64 || [[Spooks]] || IJPQ || 600 || 548 || 547<br />
|-<br />
| 65 || [[Amsterdam]] || UPUN || 500 || 397 || 383<br />
|-<br />
| 66 || [[Victim]] || ZIKZ || 300 || 292 || 291<br />
|-<br />
| 67 || [[Chipmine]] || GGJA || 700 || 518 || 518<br />
|-<br />
| 68 || [[Eeny Miny Moe]] || RTDI || 650 || 489 || 492<br />
|-<br />
| 69 || [[Bounce City]] || NLLY || 300 || 229 || 220<br />
|-<br />
| 70 || [[Nightmare]] || GCCG || 199 || 136 || 136<br />
|-<br />
| 71 || [[Corridor]] || LAJM || 500 || 355 || 351<br />
|-<br />
| 72 || [[Reverse Alley]] || EKFT || --- || 961 || 961<br />
|-<br />
| 73 || [[Morton]] || QCCR || 600 || 485 || 485<br />
|-<br />
| 74 || [[Playtime]] || MKNH || 400 || 359 || 355<br />
|-<br />
| 75 || [[Steam]] || MJDV || 500 || 479 || 479<br />
|-<br />
| 76 || [[Four Plex]] || NMRH || 550 || 416 || 407<br />
|-<br />
| 77 || [[Invincible Champion]] || FHIC || 500 || 481 || 478<br />
|-<br />
| 78 || [[Force Square]] || GRMO || 500 || 480 || 469<br />
|-<br />
| 79 || [[Drawn and Quartered]] || JINU || 300 || 220 || 218<br />
|-<br />
| 80 || [[Vanishing Act]] || EVUG || 800 || 733 || 732<br />
|-<br />
| 81 || [[Writers Block]] || SCWF || --- || 516 || 521<br />
|-<br />
| 82 || [[Socialist Action]] || LLIO || 999 || 969 || 969<br />
|-<br />
| 83 || [[Up the Block]] || OVPJ || 400 || 298 || 297<br />
|-<br />
| 84 || [[Wars]] || UVEO || 600 || 580 || 579<br />
|-<br />
| 85 || [[Telenet]] || LEBX || 300 || 236 || 224<br />
|-<br />
| 86 || [[Suicide]] || FLHH || 400 || 381 || 380<br />
|-<br />
| 87 || [[Cityblock]] || YJYS || --- || 550 || 524<br />
|-<br />
| 88 || [[Spirals]] || WZYV || 400 || 317 || 317<br />
|-<br />
| 89 || [[Block Buster]] || VCZO || 450 || 402 || 380<br />
|-<br />
| 90 || [[Playhouse]] || OLLM || 400 || 318 || 314<br />
|-<br />
| 91 || [[Jumping Swarm]] || JPQG || 400 || 367 || 367<br />
|-<br />
| 92 || [[Vortex]] || DTMI || 500 || 444 || 443<br />
|-<br />
| 93 || [[Roadsign]] || REKF || 800 || 651 || 637<br />
|-<br />
| 94 || [[Now You See It]] || EWCS || --- || 906 || 906<br />
|-<br />
| 95 || [[Four Square]] || BIFQ || 350 || 335 || 333<br />
|-<br />
| 96 || [[Paranoia]] || BIFQ (MS)<br />WVHY (Lynx) || 399 || 320 || 318<br />
|-<br />
| 97 || [[Metastable to Chaos]] || IOCS || 300 || 290 || 290<br />
|-<br />
| 98 || [[Shrinking]] || TKWD || 350 || 338 || 332<br />
|-<br />
| 99 || [[Catacombs]] || XUVU || 399 || 380 || 373<br />
|-<br />
| 100 || [[Colony]] || QJXR || --- || 911 || 911<br />
|-<br />
| 101 || [[Apartment]] || RPIR || 300 || 240 || 240<br />
|-<br />
| 102 || [[Icehouse]] || VDDU || 200 || 177 || 175<br />
|-<br />
| 103 || [[Memory]] || PTAC || 600 || 488 || 488<br />
|-<br />
| 104 || [[Jailer]] || KWNL || 300 || 235 || 234<br />
|-<br />
| 105 || [[Short Circuit]] || YNEG || 350 || 255 || 254<br />
|-<br />
| 106 || [[Kablam]] || NXYB || --- || 907 || 903<br />
|-<br />
| 107 || [[Balls O Fire]] || ECRE || 300 || 260 || 258<br />
|-<br />
| 108 || [[Block Out]] || LIOC || 350 || 278 || 272<br />
|-<br />
| 109 || [[Torturechamber]] || KZQR || 150 || 133 || 129<br />
|-<br />
| 110 || [[Chiller]] || XBAO || 399 || 276 || 270<br />
|-<br />
| 111 || [[Time Lapse]] || KRQJ || --- || 963 || 961<br />
|-<br />
| 112 || [[Fortune Favours The]] || NJLA || --- || 985 || 985<br />
|-<br />
| 113 || [[Open Question]] || PTAS || 500 || 462 || 463<br />
|-<br />
| 114 || [[Deception]] || JWNL || 200 || 172 || 174<br />
|-<br />
| 115 || [[Oversea Delivery]] || EGRW || --- || 922 || 898<br />
|-<br />
| 116 || [[Block Buster II]] || HXMF || 750 || 717 || 699<br />
|-<br />
| 117 || [[The Marsh]] || FPZT || --- || 942 || 923<br />
|-<br />
| 118 || [[Miss Direction]] || OSCW || 300 || 260 || 258<br />
|-<br />
| 119 || [[Slide Step]] || PHTY || 250 || 210 || 178<br />
|-<br />
| 120 || [[Alphabet Soup]] || FLXP || --- || 949 || 942<br />
|-<br />
| 121 || [[Perfect Match]] || BPYS || --- || 968 || 966<br />
|-<br />
| 122 || [[Totally Fair]] || SJUM || 300 || 272 || 272<br />
|-<br />
| 123 || [[The Prisoner]] || YKZE || 299 || 272 || 270<br />
|-<br />
| 124 || [[Firetrap]] || TASX || 800 || 667 || 661<br />
|-<br />
| 125 || [[Mixed Nuts]] || MYRT || --- || 830 || 821<br />
|-<br />
| 126 || [[Block N Roll]] || QRLD || 600 || 443 || 426<br />
|-<br />
| 127 || [[Skelzie]] || JMWZ || 500 || 454 || 442<br />
|-<br />
| 128 || [[All Full]] || FTLA || 400 || 315 || 292<br />
|-<br />
| 129 || [[Lobster Trap]] || HEAN || 300 || 286 || 287<br />
|-<br />
| 130 || [[Ice Cube]] || XHIZ || --- || 933 || 925<br />
|-<br />
| 131 || [[Totally Unfair]] || FIRD || 60 || 26 || 26<br />
|-<br />
| 132 || [[Mix Up]] || ZYFA || 999 || 683 || 598<br />
|-<br />
| 133 || [[Blobdance]] || TIGG || --- || 949 || 946<br />
|-<br />
| 134 || [[Pain]] || XPPH || --- || 218 || 192<br />
|-<br />
| 135 || [[Trust Me]] || LYWO || 300 || 293 || 256<br />
|-<br />
| 136 || [[Doublemaze]] || LUZL || --- || 926 || 792<br />
|-<br />
| 137 || [[Goldkey]] || HPPX || 450 || 392 || 381<br />
|-<br />
| 138 || [[Partial Post]] || LUJT || 300 || 240 || 225<br />
|-<br />
| 139 || [[Yorkhouse]] || VLHH || --- || 920 || 919<br />
|-<br />
| 140 || [[Icedeath]] || SJUK || 300 || 263 || 247<br />
|-<br />
| 141 || [[Underground]] || MCJE || --- || 968 || 969<br />
|-<br />
| 142 || [[Pentagram]] || UCRY || --- || 968 || 966<br />
|-<br />
| 143 || [[Stripes?]] || OKOR || --- || 858 || 858<br />
|-<br />
| 144 || [[Fireflies]] || GVXQ || --- || 832 || 832<br />
|-<br />
| 145 || [[Thanks to...]] || TONY || --- || 991 || ''N/A''<br />
|-<br />
| 146 || [[Cake Walk]] || JHEN || 999 || 717 || 704<br />
|-<br />
| 147 || [[Force Field]] || COZA || --- || 970 || 959<br />
|-<br />
| 148 || [[Mind Block]] || RGSK || --- || 629 || 630<br />
|-<br />
| 149 || [[Special]] || DIGW || 999 || 955 || 949<br />
|-<br />
|}<br />
<br />
== Top 10 CC1 players ==<br />
''Current as of March 16, 2020''<br />
<br />
=== MS ===<br />
* [[Melinda#Melinda in scoring|Melinda score]] - ''5,977,960''; +8 is possible on [[Blobnet]] and +5 is possible on [[Cake Walk]].<br />
* Highest possible bold score - ''5,977,830''<br />
<br />
{| class="wikitable"<br />
! # !! Player !! Score !! Bold count<br />
|-<br />
| 1 || [[David Stolp]] || 5,977,790 || 140<br />
|-<br />
| 2 || [[James Anderson]] || 5,977,700 || 140<br />
|-<br />
| 2 || [[Jeffrey Bardon]] || 5,977,700 || 141<br />
|-<br />
| 4 || [[J.B. Lewis]] || 5,977,670 || 146<br />
|-<br />
| 5 || [[Kacper Leszczyński]] || 5,977,530 || 127<br />
|-<br />
| 6 || [[Ruben Spaans]] || 5,977,520 || 134<br />
|-<br />
| 7 || [[Andrew Bennett]] || 5,977,510 || 125<br />
|-<br />
| 8 || Andrew Gapic || 5,977,480 || 111<br />
|-<br />
| 9 || Patrik Nilsson || 5,977,420 || 139<br />
|-<br />
| 10 || [[Evan Dummit]] || 5,977,400 || 126<br />
|}<br />
<br />
=== Lynx ===<br />
* Melinda score - ''5,898,160''.<br />
* Highest possible bold score - ''5,898,080''<br />
<br />
{| class="wikitable"<br />
! # !! Player !! Score !! Bold count<br />
|-<br />
| 1 || [[J.B. Lewis]] || 5,898,050 || 145<br />
|-<br />
| 2 || [[Eddy Limb]] || 5,897,990 || 140<br />
|-<br />
| 3 || [[Ruben Spaans]] || 5,897,890 || 132<br />
|-<br />
| 4 || [[Paul Gilbert]] || 5,894,960 || 75<br />
|-<br />
| 5 || [[Miika Toukola]] || 5,892,980 || 104<br />
|-<br />
| 6 || [[Reynaldi Judianto]] || 5,875,400 || 1<br />
|-<br />
| 7 || [[Jeffrey Bardon]] || 5,871,190 || 38<br />
|-<br />
| 8 || RB3ProKeys || 5,858,380 || 12<br />
|-<br />
| 9 || [[Tyler Sontag]] || 5,855,110 || 110<br />
|-<br />
| 10 || [[Steven Jones]] || 5,851,940 || 18<br />
|-<br />
|}<br />
<br />
=== Steam ===<br />
* Highest possible bold score - ''5,972,180''<br />
<br />
{| class="wikitable"<br />
! # !! Player !! Score !! Bold count<br />
|-<br />
| 1 || [[J.B. Lewis]] || 5,972,140 || 147<br />
|-<br />
| 2 || [[Ruben Spaans]] || 5,971,650 || 137<br />
|-<br />
| 3 || [[chipster1059]] || 5,968,130 || 127<br />
|-<br />
| 4 || [[Aetherstorm Roc]] || 5,958,810 || 118<br />
|-<br />
| 5 || [[random 8]] || 5,951,390 || 99<br />
|-<br />
| 6 || [[Jeffrey Bardon]] || 5,944,130 || 49<br />
|-<br />
| 7 || [[Tyler Sontag]] || 5,938,670 || 39<br />
|-<br />
| 8 || [[James Anderson]] || 5,927,700 || 40<br />
|-<br />
| 9 || Bowman || 5,921,770 || 30<br />
|-<br />
| 10 || Naemuti || 5,921,320 || 38<br />
|-<br />
|}<br />
<br />
==See also==<br />
* [[Chip's Challenge 2]]<br />
* [[Chip's Challenge 1 on 64-bit machines|Microsoft's version of Chip's Challenge 1 on 64-bit machines]]<br />
* [[Tile World]]<br />
* [[Chip's Challenge Level Pack 2]] ''(despite its name, CCLP2 is the first official level pack produced for CC1)''<br />
* [https://en.wikipedia.org/wiki/Chip%27s_Challenge ''Chip's Challenge''] on Wikipedia<br />
<br />
==References==<br />
<references/><br />
<br />
== External links ==<br />
* [http://scores.bitbusters.club/ The full high score list, what the records are, and who set and confirmed which records.] Maintained by a team of volunteer scorekeepers. (Originally maintained by [[James Anderson]].)<br />
<br />
Older high score sites:<br />
* [[Jimmy Vermeer]]'s [http://www.geocities.ws/purpletentacle1977ca/ list of the high scores on all CC1 and CCLP2 levels], which has not been updated since 2006.<br />
* [[Alice Voith]]'s [http://www.mywingsbooks.com/chips/cc-chips/qst-times.shtml list of the high scores on all CC1 levels], which has not been updated since May 1998.<br />
<br />
[[Category:Games]]<br />
[[Category:Levelsets]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Chip%27s_Challenge&diff=33656Chip's Challenge2021-05-05T16:37:03Z<p>Sharpeye468: /* Steam */</p>
<hr />
<div>{{Infobox Levelset<br />
|name = Chip's Challenge 1<br />
|image = [[File:Level 1.png|300px|link=Lesson 1]]<br />
|creator = N/A<br />
|num levels = 149<br />
|first release = 1 September 1989 ([[Lynx ruleset|Atari Lynx]])<br />
|well-known release = 1994 ([[Microsoft's version of Chip's Challenge|BOWEP]])<br />
|latest release = 28 May 2015 ([[Steam ruleset|Steam]])<br />
|location = N/A<br />
|difficulty = 3<br />
}}{{otheruses4}}<br />
'''Chip's Challenge''', often abbreviated to ''Chip's'' or simply ''CC'', is a video game by [[Chuck Sommerville]] that was originally conceived for the [[Lynx ruleset|Atari Lynx]] in 1989. It was later ported to other platforms, the most well known being the [[Microsoft's version of Chip's Challenge|Windows port]]. The Windows version was first released in the Microsoft Entertainment Pack in 1992, and later in the Best of Microsoft Entertainment Pack. It has remained a popular game ever since.<br />
<br />
It was later re-released on [http://store.steampowered.com/app/346850/ Steam] alongside the release of [[Chip's Challenge 2]]. A later update to this re-release and Chip's Challenge 2 added the option to switch the music, audio, and graphics between its new assets and the original Windows port.<br />
<br />
The game features [[Chip]], who wants to become a member of [[Melinda]]'s select [[Bit Busters Club|Bit Busters club]], and is tested with a puzzle which he must finish in order to enter. The original Chip's Challenge [[level set]] has 148 levels (and 149 in the Windows and [[Steam ruleset|Steam]] version), but many others were created with [[level editor]]s that were soon created after Chip's Challenge was released. Eventually, the community began releasing Chip's Challenge Level Packs constructed from selected levels from these custom level sets, each containing 149 levels.<br />
<br />
==Story==<br />
From the ''CHIPS.HLP'' file distributed with the [[Microsoft's version of Chip's Challenge|Windows Entertainment Pack version of Chip's Challenge]]:<br />
<br />
''Chip is willing to do anything for [[Melinda|Melinda the Mental Marvel]], more than anything, because he wants to join Melinda's exclusive computer club, the [[Bit Busters Club|Bit Busters]]. Finally Melinda has offered him membership, but on one condition! Chip must find his way from one end of Melinda's magical clubhouse to the other, picking up cosmic [[computer chip]]s along the way.<br />
<br />
''If that sounds easy, then you've never been to Melinda's magical clubhouse. It's awesome inside, but tricky, and a little scary too. There are [[teleport]]s, [[invisible wall]]s, [[force floor]]s, [[water]] traps, [[Lock|locked doors]], and plenty of [[monster]]s. There's magic, mystery, and behind the scenes there is Melinda, keeping score on your progress and providing helpful [[hint]]s.<br />
<br />
''As you succeed in helping Chip move through each level of the clubhouse, Melinda gives you a secret [[password]] that allows you to return. And Melinda rewards perseverance. If she thinks Chip has tried long enough and hard enough on a level<!---which actually means at least 10 deaths in a row where Chip was alive for at least 10 seconds; this info is not in the text--->, she'll let him sneak through to the next level. But it takes a lot of perseverance to impress her. How big is the clubhouse? [[Fireflies|144 levels]] is the rumor. But some claim that Melinda is [[Thanks to...|still building]]. In any case, it defies dimensions so don't get lost.<br />
<br />
== The levels ==<br />
{{Distinguish|Chip's Challenge Level Pack 1}}<br />
[[Lynx ruleset|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.<br />
<br />
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.<br />
<br />
The levels were designed in approximately three parts: 1/3 of them by [[Chuck Sommerville]], another third by a professional puzzle designer known as [[Bill Darrah]], and the rest by Chuck's team of programmers and playtesters:<ref>[[Richard Field|Field, Richard]]. [https://web.archive.org/web/20160405003215/http://www.agt.net/public/nfield/ChipChallenge/message.htm "Message from Chuck Sommerville"] (Internet Archive). Retrieved 27 June 2019.</ref><br />
* James Donald<br />
* M. Peter Engelbrite<br />
* Victoria Hanson<br />
* RG Goudy<br />
* Stephen Jungels<br />
* Scott Nelson<br />
* Pete Wierzbicki<br />
<br />
Among aficionados of this type of puzzle game, the Windows version (usually referred to as the [[MS ruleset|MS]] version) of Chip's Challenge is famous for its [[glitch]]es and [[busted level]]s. This was a result of changed mechanics from [[Lynx ruleset|Lynx]] to MS and little playtesting in the MS version. Although there were many levels made easier, such as [[Scoundrel]], some levels became far more difficult; the level that would become the [[Spirals corruption]] had to be changed because the [[walker]]s would spread far quicker under MS rules, and levels with extensive use of [[hot block]]s such as [[Block N Roll]] and [[Special]] became frustrating trial and error challenges to solve due to the inability to [[Block slapping|block slap]].<br />
<br />
The [[Steam ruleset|Steam re-release]] of Chip's Challenge 1 uses the game engine from Chip's Challenge 2, which is the [[Lynx ruleset]] with some minor changes.<br />
<br />
===List of CC1 levels===<br />
{| class="wikitable sortable" border="1"<br />
! # !! Level Title !! Password !! Time Limit !! MS [[Bold time|Bold]] !! Lynx [[Bold time|Bold]]<br />
|-<br />
| 1 || [[Lesson 1]] || BDHP || 100 || 83 || 82<br />
|-<br />
| 2 || [[Lesson 2]] || JXMJ || 100 || 90 || 89<br />
|-<br />
| 3 || [[Lesson 3]] || ECBQ || 100 || 89 || 88<br />
|-<br />
| 4 || [[Lesson 4]] || YMCJ || 150 || 116 || 116<br />
|-<br />
| 5 || [[Lesson 5]] || TQKB || 100 || 85 || 84<br />
|-<br />
| 6 || [[Lesson 6]] || WNLD (MS)<br />WNLP (Lynx) || 100 || 94 || 93<br />
|-<br />
| 7 || [[Lesson 7]] || FXQO || 150 || 139 || 138<br />
|-<br />
| 8 || [[Lesson 8]] || NHAG || 100 || 96 || 96<br />
|-<br />
| 9 || [[Nuts and Bolts]] || KCRE || 400 || 306 || 299<br />
|-<br />
| 10 || [[Brushfire]] || UVWS (MS)<br />VUWS (Lynx) || 80 || 51 || 51<br />
|-<br />
| 11 || [[Trinity]] || CNPE || 300 || 211 || 204<br />
|-<br />
| 12 || [[Hunt]] || WVHI || 400 || 270 || 269<br />
|-<br />
| 13 || [[Southpole]] || OCKS || --- || 982 || 981<br />
|-<br />
| 14 || [[Teleblock]] || BTDY || 250 || 204 || 196<br />
|-<br />
| 15 || [[Elementary]] || COZQ || 250 || 89 || 88<br />
|-<br />
| 16 || [[Cellblocked]] || SKKK || --- || 971 || 971<br />
|-<br />
| 17 || [[Nice Day]] || AJMG || 100 || 83 || 82<br />
|-<br />
| 18 || [[Castle Moat]] || HMJL || 600 || 553 || 552<br />
|-<br />
| 19 || [[Digger]] || MRHR || 210 || 171 || 171<br />
|-<br />
| 20 || [[Tossed Salad]] || KGFP || 400 || 340 || 340<br />
|-<br />
| 21 || [[Iceberg]] || UGRW || 150 || 119 || 115<br />
|-<br />
| 22 || [[Forced Entry]] || WZIN || 300 || 293 || 288<br />
|-<br />
| 23 || [[Blobnet]] || HUVE || 500 || 436 || 435<br />
|-<br />
| 24 || [[Oorto Geld]] || UNIZ || 550 || 430 || 431<br />
|-<br />
| 25 || [[Blink]] || PQGV || 600 || 435 || 422<br />
|-<br />
| 26 || [[Chchchips]] || YVYJ || 300 || 254 || 254<br />
|-<br />
| 27 || [[Go with the Flow]] || IGGZ || 200 || 147 || 144<br />
|-<br />
| 28 || [[Ping Pong]] || UJDO (MS)<br />UJDD (Lynx) || 300 || 239 || 236<br />
|-<br />
| 29 || [[Arcticflow]] || QGOL || 400 || 302 || 286<br />
|-<br />
| 30 || [[Mishmesh]] || BQZP || 600 || 454 || 454<br />
|-<br />
| 31 || [[Knot]] || RYMS || 29 || 6 || 3<br />
|-<br />
| 32 || [[Scavenger Hunt]] || PEFS || 600 || 379 || 379<br />
|-<br />
| 33 || [[On the Rocks]] || BQSN || --- || 684 || 631<br />
|-<br />
| 34 || [[Cypher]] || NQFI || 350 || 297 || 297<br />
|-<br />
| 35 || [[Lemmings]] || VDTM || 600 || 577 || 577<br />
|-<br />
| 36 || [[Ladder]] || NXIS || 350 || 232 || 241<br />
|-<br />
| 37 || [[Seeing Stars]] || VQNK || 800 || 597 || 586<br />
|-<br />
| 38 || [[Sampler]] || BIFA || 500 || 462 || 452<br />
|-<br />
| 39 || [[Glut]] || ICXY || 20 || 17 || 17<br />
|-<br />
| 40 || [[Floorgasborg]] || YWFH || 200 || 195 || 192<br />
|-<br />
| 41 || [[I.C. You]] || GKWD || 250 || 172 || 166<br />
|-<br />
| 42 || [[Beware of Bug]] || LMFU || 300 || 187 || 187<br />
|-<br />
| 43 || [[Lock Block]] || UJDP || 200 || 126 || 118<br />
|-<br />
| 44 || [[Refraction]] || TXHL || 300 || 146 || 144<br />
|-<br />
| 45 || [[Monster Lab]] || OVPZ || 300 || 292 || 286<br />
|-<br />
| 46 || [[Three Doors]] || HDQJ || 250 || 222 || 200<br />
|-<br />
| 47 || [[Pier Seven]] || LXPP || 300 || 231 || 220<br />
|-<br />
| 48 || [[Mugger Square]] || JYSF || 300 || 277 || 271<br />
|-<br />
| 49 || [[Problems]] || PPXI || 200 || 162 || 161<br />
|-<br />
| 50 || [[Digdirt]] || QBDH || 350 || 318 || 319<br />
|-<br />
| 51 || [[I Slide]] || IGGJ || 750 || 655 || 649<br />
|-<br />
| 52 || [[The Last Laugh]] || PPHT || 400 || 382 || 381<br />
|-<br />
| 53 || [[Traffic Cop]] || CGNX || 500 || 478 || 452<br />
|-<br />
| 54 || [[Grail]] || ZMGC || 350 || 326 || 319<br />
|-<br />
| 55 || [[Potpourri]] || SJES || 100 || 70 || 68<br />
|-<br />
| 56 || [[Deepfreeze]] || FCJE || 250 || 162 || 150<br />
|-<br />
| 57 || [[Strange Maze]] || UBXU || 400 || 229 || 228<br />
|-<br />
| 58 || [[Loop Around]] || YBLT || 600 || 550 || 546<br />
|-<br />
| 59 || [[Hidden Danger]] || BLDM || 400 || 368 || 366<br />
|-<br />
| 60 || [[Scoundrel]] || ZYVI || 294 || 288 || 232<br />
|-<br />
| 61 || [[Rink]] || RMOW || --- || 950 || 921<br />
|-<br />
| 62 || [[Slo Mo]] || TIGW || 300 || 282 || 282<br />
|-<br />
| 63 || [[Block Factory]] || GOHX || 500 || 477 || 473<br />
|-<br />
| 64 || [[Spooks]] || IJPQ || 600 || 548 || 547<br />
|-<br />
| 65 || [[Amsterdam]] || UPUN || 500 || 397 || 383<br />
|-<br />
| 66 || [[Victim]] || ZIKZ || 300 || 292 || 291<br />
|-<br />
| 67 || [[Chipmine]] || GGJA || 700 || 518 || 518<br />
|-<br />
| 68 || [[Eeny Miny Moe]] || RTDI || 650 || 489 || 492<br />
|-<br />
| 69 || [[Bounce City]] || NLLY || 300 || 229 || 220<br />
|-<br />
| 70 || [[Nightmare]] || GCCG || 199 || 136 || 136<br />
|-<br />
| 71 || [[Corridor]] || LAJM || 500 || 355 || 351<br />
|-<br />
| 72 || [[Reverse Alley]] || EKFT || --- || 961 || 961<br />
|-<br />
| 73 || [[Morton]] || QCCR || 600 || 485 || 485<br />
|-<br />
| 74 || [[Playtime]] || MKNH || 400 || 359 || 355<br />
|-<br />
| 75 || [[Steam]] || MJDV || 500 || 479 || 479<br />
|-<br />
| 76 || [[Four Plex]] || NMRH || 550 || 416 || 407<br />
|-<br />
| 77 || [[Invincible Champion]] || FHIC || 500 || 481 || 478<br />
|-<br />
| 78 || [[Force Square]] || GRMO || 500 || 480 || 469<br />
|-<br />
| 79 || [[Drawn and Quartered]] || JINU || 300 || 220 || 218<br />
|-<br />
| 80 || [[Vanishing Act]] || EVUG || 800 || 733 || 732<br />
|-<br />
| 81 || [[Writers Block]] || SCWF || --- || 516 || 521<br />
|-<br />
| 82 || [[Socialist Action]] || LLIO || 999 || 969 || 969<br />
|-<br />
| 83 || [[Up the Block]] || OVPJ || 400 || 298 || 297<br />
|-<br />
| 84 || [[Wars]] || UVEO || 600 || 580 || 579<br />
|-<br />
| 85 || [[Telenet]] || LEBX || 300 || 236 || 224<br />
|-<br />
| 86 || [[Suicide]] || FLHH || 400 || 381 || 380<br />
|-<br />
| 87 || [[Cityblock]] || YJYS || --- || 550 || 524<br />
|-<br />
| 88 || [[Spirals]] || WZYV || 400 || 317 || 317<br />
|-<br />
| 89 || [[Block Buster]] || VCZO || 450 || 402 || 380<br />
|-<br />
| 90 || [[Playhouse]] || OLLM || 400 || 318 || 314<br />
|-<br />
| 91 || [[Jumping Swarm]] || JPQG || 400 || 367 || 367<br />
|-<br />
| 92 || [[Vortex]] || DTMI || 500 || 444 || 443<br />
|-<br />
| 93 || [[Roadsign]] || REKF || 800 || 651 || 637<br />
|-<br />
| 94 || [[Now You See It]] || EWCS || --- || 906 || 906<br />
|-<br />
| 95 || [[Four Square]] || BIFQ || 350 || 335 || 333<br />
|-<br />
| 96 || [[Paranoia]] || BIFQ (MS)<br />WVHY (Lynx) || 399 || 320 || 318<br />
|-<br />
| 97 || [[Metastable to Chaos]] || IOCS || 300 || 290 || 290<br />
|-<br />
| 98 || [[Shrinking]] || TKWD || 350 || 338 || 332<br />
|-<br />
| 99 || [[Catacombs]] || XUVU || 399 || 380 || 373<br />
|-<br />
| 100 || [[Colony]] || QJXR || --- || 911 || 911<br />
|-<br />
| 101 || [[Apartment]] || RPIR || 300 || 240 || 240<br />
|-<br />
| 102 || [[Icehouse]] || VDDU || 200 || 177 || 175<br />
|-<br />
| 103 || [[Memory]] || PTAC || 600 || 488 || 488<br />
|-<br />
| 104 || [[Jailer]] || KWNL || 300 || 235 || 234<br />
|-<br />
| 105 || [[Short Circuit]] || YNEG || 350 || 255 || 254<br />
|-<br />
| 106 || [[Kablam]] || NXYB || --- || 907 || 903<br />
|-<br />
| 107 || [[Balls O Fire]] || ECRE || 300 || 260 || 258<br />
|-<br />
| 108 || [[Block Out]] || LIOC || 350 || 278 || 272<br />
|-<br />
| 109 || [[Torturechamber]] || KZQR || 150 || 133 || 129<br />
|-<br />
| 110 || [[Chiller]] || XBAO || 399 || 276 || 270<br />
|-<br />
| 111 || [[Time Lapse]] || KRQJ || --- || 963 || 961<br />
|-<br />
| 112 || [[Fortune Favours The]] || NJLA || --- || 985 || 985<br />
|-<br />
| 113 || [[Open Question]] || PTAS || 500 || 462 || 463<br />
|-<br />
| 114 || [[Deception]] || JWNL || 200 || 172 || 174<br />
|-<br />
| 115 || [[Oversea Delivery]] || EGRW || --- || 922 || 898<br />
|-<br />
| 116 || [[Block Buster II]] || HXMF || 750 || 717 || 699<br />
|-<br />
| 117 || [[The Marsh]] || FPZT || --- || 942 || 923<br />
|-<br />
| 118 || [[Miss Direction]] || OSCW || 300 || 260 || 258<br />
|-<br />
| 119 || [[Slide Step]] || PHTY || 250 || 210 || 178<br />
|-<br />
| 120 || [[Alphabet Soup]] || FLXP || --- || 949 || 942<br />
|-<br />
| 121 || [[Perfect Match]] || BPYS || --- || 968 || 966<br />
|-<br />
| 122 || [[Totally Fair]] || SJUM || 300 || 272 || 272<br />
|-<br />
| 123 || [[The Prisoner]] || YKZE || 299 || 272 || 270<br />
|-<br />
| 124 || [[Firetrap]] || TASX || 800 || 667 || 661<br />
|-<br />
| 125 || [[Mixed Nuts]] || MYRT || --- || 830 || 821<br />
|-<br />
| 126 || [[Block N Roll]] || QRLD || 600 || 443 || 426<br />
|-<br />
| 127 || [[Skelzie]] || JMWZ || 500 || 454 || 442<br />
|-<br />
| 128 || [[All Full]] || FTLA || 400 || 315 || 292<br />
|-<br />
| 129 || [[Lobster Trap]] || HEAN || 300 || 286 || 287<br />
|-<br />
| 130 || [[Ice Cube]] || XHIZ || --- || 933 || 925<br />
|-<br />
| 131 || [[Totally Unfair]] || FIRD || 60 || 26 || 26<br />
|-<br />
| 132 || [[Mix Up]] || ZYFA || 999 || 683 || 598<br />
|-<br />
| 133 || [[Blobdance]] || TIGG || --- || 949 || 946<br />
|-<br />
| 134 || [[Pain]] || XPPH || --- || 218 || 192<br />
|-<br />
| 135 || [[Trust Me]] || LYWO || 300 || 293 || 256<br />
|-<br />
| 136 || [[Doublemaze]] || LUZL || --- || 926 || 792<br />
|-<br />
| 137 || [[Goldkey]] || HPPX || 450 || 392 || 381<br />
|-<br />
| 138 || [[Partial Post]] || LUJT || 300 || 240 || 225<br />
|-<br />
| 139 || [[Yorkhouse]] || VLHH || --- || 920 || 919<br />
|-<br />
| 140 || [[Icedeath]] || SJUK || 300 || 263 || 247<br />
|-<br />
| 141 || [[Underground]] || MCJE || --- || 968 || 969<br />
|-<br />
| 142 || [[Pentagram]] || UCRY || --- || 968 || 966<br />
|-<br />
| 143 || [[Stripes?]] || OKOR || --- || 858 || 858<br />
|-<br />
| 144 || [[Fireflies]] || GVXQ || --- || 832 || 832<br />
|-<br />
| 145 || [[Thanks to...]] || TONY || --- || 991 || ''N/A''<br />
|-<br />
| 146 || [[Cake Walk]] || JHEN || 999 || 717 || 704<br />
|-<br />
| 147 || [[Force Field]] || COZA || --- || 970 || 959<br />
|-<br />
| 148 || [[Mind Block]] || RGSK || --- || 629 || 630<br />
|-<br />
| 149 || [[Special]] || DIGW || 999 || 955 || 949<br />
|-<br />
|}<br />
<br />
== Top 10 CC1 players ==<br />
''Current as of March 16, 2020''<br />
<br />
=== MS ===<br />
* [[Melinda#Melinda in scoring|Melinda score]] - ''5,977,960''; +8 is possible on [[Blobnet]] and +5 is possible on [[Cake Walk]].<br />
* Highest possible bold score - ''5,977,830''<br />
<br />
{| class="wikitable"<br />
! # !! Player !! Score !! Bold count<br />
|-<br />
| 1 || [[David Stolp]] || 5,977,790 || 140<br />
|-<br />
| 2 || [[James Anderson]] || 5,977,700 || 140<br />
|-<br />
| 2 || [[Jeffrey Bardon]] || 5,977,700 || 141<br />
|-<br />
| 4 || [[J.B. Lewis]] || 5,977,670 || 146<br />
|-<br />
| 5 || [[Kacper Leszczyński]] || 5,977,530 || 127<br />
|-<br />
| 6 || [[Ruben Spaans]] || 5,977,520 || 134<br />
|-<br />
| 7 || [[Andrew Bennett]] || 5,977,510 || 125<br />
|-<br />
| 8 || Andrew Gapic || 5,977,480 || 111<br />
|-<br />
| 9 || Patrik Nilsson || 5,977,420 || 139<br />
|-<br />
| 10 || [[Evan Dummit]] || 5,977,400 || 126<br />
|}<br />
<br />
=== Lynx ===<br />
* Melinda score - ''5,898,160''.<br />
* Highest possible bold score - ''5,898,080''<br />
<br />
{| class="wikitable"<br />
! # !! Player !! Score !! Bold count<br />
|-<br />
| 1 || [[J.B. Lewis]] || 5,898,050 || 145<br />
|-<br />
| 2 || [[Eddy Limb]] || 5,897,990 || 140<br />
|-<br />
| 3 || [[Ruben Spaans]] || 5,897,890 || 132<br />
|-<br />
| 4 || [[Paul Gilbert]] || 5,894,960 || 75<br />
|-<br />
| 5 || [[Miika Toukola]] || 5,892,980 || 104<br />
|-<br />
| 6 || [[Reynaldi Judianto]] || 5,875,400 || 1<br />
|-<br />
| 7 || [[Jeffrey Bardon]] || 5,871,190 || 38<br />
|-<br />
| 8 || RB3ProKeys || 5,858,380 || 12<br />
|-<br />
| 9 || [[Tyler Sontag]] || 5,855,110 || 110<br />
|-<br />
| 10 || [[Steven Jones]] || 5,851,940 || 18<br />
|-<br />
|}<br />
<br />
=== Steam ===<br />
* Highest possible bold score - ''5,972,190''<br />
<br />
{| class="wikitable"<br />
! # !! Player !! Score !! Bold count<br />
|-<br />
| 1 || [[J.B. Lewis]] || 5,972,140 || 147<br />
|-<br />
| 2 || [[Ruben Spaans]] || 5,971,650 || 137<br />
|-<br />
| 3 || [[chipster1059]] || 5,968,130 || 127<br />
|-<br />
| 4 || [[Aetherstorm Roc]] || 5,958,810 || 118<br />
|-<br />
| 5 || [[random 8]] || 5,951,390 || 99<br />
|-<br />
| 6 || [[Jeffrey Bardon]] || 5,944,130 || 49<br />
|-<br />
| 7 || [[Tyler Sontag]] || 5,938,670 || 39<br />
|-<br />
| 8 || [[James Anderson]] || 5,927,700 || 40<br />
|-<br />
| 9 || Bowman || 5,921,770 || 30<br />
|-<br />
| 10 || Naemuti || 5,921,320 || 38<br />
|-<br />
|}<br />
<br />
==See also==<br />
* [[Chip's Challenge 2]]<br />
* [[Chip's Challenge 1 on 64-bit machines|Microsoft's version of Chip's Challenge 1 on 64-bit machines]]<br />
* [[Tile World]]<br />
* [[Chip's Challenge Level Pack 2]] ''(despite its name, CCLP2 is the first official level pack produced for CC1)''<br />
* [https://en.wikipedia.org/wiki/Chip%27s_Challenge ''Chip's Challenge''] on Wikipedia<br />
<br />
==References==<br />
<references/><br />
<br />
== External links ==<br />
* [http://scores.bitbusters.club/ The full high score list, what the records are, and who set and confirmed which records.] Maintained by a team of volunteer scorekeepers. (Originally maintained by [[James Anderson]].)<br />
<br />
Older high score sites:<br />
* [[Jimmy Vermeer]]'s [http://www.geocities.ws/purpletentacle1977ca/ list of the high scores on all CC1 and CCLP2 levels], which has not been updated since 2006.<br />
* [[Alice Voith]]'s [http://www.mywingsbooks.com/chips/cc-chips/qst-times.shtml list of the high scores on all CC1 levels], which has not been updated since May 1998.<br />
<br />
[[Category:Games]]<br />
[[Category:Levelsets]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=List_of_Chipsters&diff=33655List of Chipsters2021-05-05T15:35:25Z<p>Sharpeye468: Reverted edits by 108.49.121.149 (talk) to last revision by Ncrecc</p>
<hr />
<div>'''Chipsters''' (singular ''Chipster'') is a colloquial term used by players of [[Chip's Challenge]] to refer to each other or the community as a whole. The term was originally used by the original CC community, named the [[Charter Chipsters]]. This group is generally inactive and unknown today, although some are still playing the game.<br />
<br />
This page provides a list of known chipsters and their aliases.<br />
<br />
'''Note''': The list is based on the what the contributors to this page know and remember, so it is quite likely incomplete. Some names and aliases might not have been matched and may hence be listed separately.<br />
<br />
'''Another note''': This page is public. Some people may not want their names or certain aliases of theirs published. ''Please think twice before adding to this list.''<br />
<br />
==The List==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! scope="col" | Name<br />
! scope="col" | Alias(es)<br />
|-<br />
|Aaron Farmer<br />
|<br />
|-<br />
|Alex Morin Sénécal<br />
|<br />
|-<br />
|[[Alice Voith]]<br />
|fishofgold<br />
|-<br />
|[[Anders Kaseorg]]<br />
|andersmath<br />
|-<br />
|Andrew Baker<br />
|Hash1, Rudostolfo<br />
|-<br />
|[[Andrew Bennett]]<br />
|ManipulatorGeneral, Octavarium, quadrupleplay<br />
|-<br />
|Andrew Chen<br />
|<br />
|-<br />
|Andrew Ernst<br />
|<br />
|-<br />
|Andrew Gapic<br />
|<br />
|-<br />
|[[Andrew Menzies]]<br />
|ajmiam<br />
|-<br />
|Andrew Raykowski<br />
|andyrkki<br />
|-<br />
|Andy Thomas<br />
|<br />
|-<br />
|Anne Olsen<br />
|melinda9<br />
|-<br />
|Anne Salaam<br />
|francesalaam<br />
|-<br />
|[[Archie Pusaka]]<br />
|arcturus<br />
|-<br />
|Ashley Newcomer<br />
|<br />
|-<br />
|Barbara Lemmond<br />
|<br />
|-<br />
|Ben Wiseman<br />
|<br />
|-<br />
|Bill Reid<br />
|Skully<br />
|-<br />
|Blake Ebert<br />
|<br />
|-<br />
|Bona Rae Villarta<br />
|<br />
|-<br />
|Brandon Lee<br />
|Vaporeon260<br />
|-<br />
|[[Brian Raiter]]<br />
|breadbox<br />
|-<br />
|Camden Tatsapaugh<br />
|CamdenT<br />
|-<br />
|Charles Hutjens<br />
|<br />
|-<br />
|Chiara Watson<br />
|<br />
|-<br />
|Christian Direnius<br />
|<br />
|-<br />
|Christian Ståhl<br />
|<br />
|-<br />
|Christina Carrera<br />
|<br />
|-<br />
|Christopher Elsby<br />
|<br />
|-<br />
|[[Chuck Sommerville]]<br />
|<br />
|-<br />
|Craig Glenn Arnold<br />
|Craiga2124<br />
|-<br />
|[[Craig Vilbig]]<br />
|CV, Noivilbo<br />
|-<br />
|[[Dale Bryan]]<br />
|<br />
|-<br />
|Dan Miller<br />
|jsreed5<br />
|-<br />
|Dan Padgett<br />
|<br />
|-<br />
|Daniel Bouwmeester<br />
|<br />
|-<br />
|[[Dave Borgman]]<br />
|<br />
|-<br />
|[[Dave Varberg]]<br />
|geodave<br />
|-<br />
|David Chen<br />
|<br />
|-<br />
|David Knight<br />
|<br />
|-<br />
|David Pinkston<br />
|<br />
|-<br />
|[[David Stanley]]<br />
|<br />
|-<br />
|[[David Stolp]]<br />
|pieguy<br />
|-<br />
|David Thomas<br />
|<br />
|-<br />
|Derek Bowser<br />
|Bowman, challenge_of_chip<br />
|-<br />
|Dino Brewster<br />
|dbomb<br />
|-<br />
|Donnie B.<br />
|Sparkman, Drillman<br />
|-<br />
|Drake Wilson<br />
|<br />
|-<br />
|Drew Thomas<br />
|<br />
|-<br />
|Dylan Schmidt<br />
|Temporary Man<br />
|-<br />
|Eddy Limb<br />
|lookatthis, I lat I<br />
|-<br />
|Edward Mason<br />
|<br />
|-<br />
|Elizabeth (Lizzy) Brockway<br />
|starfishgurl<br />
|-<br />
|Emily Higgins<br />
|Naemuti<br />
|-<br />
|[[Eric Schmidt]]<br />
|Eric119<br />
|-<br />
|[[Evan Dummit]]<br />
|<br />
|-<br />
|Finn Jepsen<br />
|<br />
|-<br />
|Flynn Burklin<br />
|<br />
|-<br />
|Francesco & Matteo R.<br />
|ChipHome5<br />
|-<br />
|Frode van der Meeren<br />
|<br />
|-<br />
|Gavin Duncan<br />
|Cheese2K<br />
|-<br />
|Gigih Agung<br />
|<br />
|-<br />
|Giorgio Bianchi<br />
|<br />
|-<br />
|Grant Fikes<br />
|mathgrant<br />
|-<br />
|Hallgeir Flø<br />
|<br />
|-<br />
|Hank Lin<br />
|<br />
|-<br />
|Henry Potts<br />
|Pottsie<br />
|-<br />
|Herbert Holzbauer<br />
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|random 8, CQUNC<br />
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|[[Shane Climenhaga]]<br />
|Ben Hornlitz<br />
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|vitor<br />
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|Inzane, IceyLava108<br />
|-<br />
|?<br />
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[[Category:People]]<br />
[[Category:Resources]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Category:Levels_designed_by_Gigih_Agung&diff=33113Category:Levels designed by Gigih Agung2021-02-08T06:07:26Z<p>Sharpeye468: Created page with "Category:Levels by designer"</p>
<hr />
<div>[[Category:Levels by designer]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Tile_World&diff=33106Tile World2021-01-25T03:49:59Z<p>Sharpeye468: bippity boppity boo. bye cczone link</p>
<hr />
<div>[[Image:TileWorld.png|thumb|right|A screenshot of [[Lesson 1]] in Tile World]]<br />
<br />
'''Tile World''' (also known as ''TileWorld'', ''Tileworld'' or ''tworld'') is a game designed to emulate [[Chip's Challenge]]. It was written by [[Brian Raiter]]. To avoid copyright infringement with Chip's Challenge, the game does not use the original graphics, sound or music. The original level set is not bundled with Tile World, so is legal for use.<br />
== History ==<br />
In 2000, [[Brian Raiter]] decided to make a port of the Microsoft version of Chip's Challenge to Linux. Chuck Sommerville supported his plan and convinced him to make it possible to also emulate the Lynx set of rules, and to also make the program work under MS Windows.<br />
<br />
The first public version of Tile World was released in 2002 for Windows and Linux. Brian Raiter continued to maintain Tile World until 2006, when Tile World 1.3.0 was released.<br />
<br />
In 2010, a new version of Tile World (TW2) was released along [[Chip's Challenge Level Pack 3|CCLP3]] by [[Madhav Shanbhag]]. It included [[CCX]] file support and a redesigned interface. Despite becoming more popular than TW1 <ref>https://forum.bitbusters.club/thread-1695.html</ref>, it faced ocasional criticism, as it did not show passwords and had a few minor OS-specific annoyances.<br />
<br />
On March 27 2014, Tile World 2.1 was released one day before [[Chip's Challenge Level Pack 1|CCLP1]]. It was made by [[Eric Schmidt]] with assistance from Madhav Shanbhag. It fixed most of the above issues and added the possibility to change death messages, among other things. It also fixed a few important ruleset glitches that had existed for a long time in both TW1 and TW2.<br />
<br />
On 24 July 2015, Brian Raiter came back and released Tile World 1.3.1. Both branches of Tile World continue to be maintained with largely similar sets of features.<br />
<br />
== Features ==<br />
<br />
Tile World has several features that are not found in Microsoft Chip's Challenge. These include:-<br />
*Open-source software, available for multiple platforms - including 32-bit Windows, Linux and Mac<br />
*Emulation of both MS and Lynx rulesets ''(see below)''<br />
*The ability to choose levelsets and levels from a list within the game<br />
*Solution recording, playback and verification<br />
*Customizable graphics, sounds, font and colors<br />
<br />
== Rulesets ==<br />
<br />
Tile World has two rulesets intended to emulate two different implementations of Chip's Challenge: the MS ruleset and the [[Lynx ruleset|Lynx]] ruleset. Many [[glitch]]es from the Microsoft implementation are emulated into Tile World, in order for scores obtained from Tile World to be consistent with that implementation. The Lynx and MS rulesets also have a variety of subtle differences in how monsters and other game elements work, which are readable at [[Lynx ruleset|Lynx]]. For instance, in the original Lynx version, [[fire]] is an [[acting wall]] to everything but [[fireball]]s; in the MS version, it only stops [[bug]]s and [[walker]]s.<br />
<br />
=== Differences in the Lynx emulation ===<br />
<br />
The Lynx ruleset in Tile World does allow some things the actual Lynx implementation of the game does not. Tile World accepts arbitrary connections of [[button]]s to [[trap]]s and [[clone machine]]s (in the actual Lynx game the connections are made implicitly based on positions of the buttons and targets), a concept borrowed from the MS implementation. North and west [[thin wall]]s, which did not appear in [[Chip's Challenge 1|CC1]], can be used. One can also touch the border in the Lynx emulation without any unpredictable results that would occur in the actual Lynx game. Also, Tile World is not hindered by the limitations of the Atari Lynx hardware, so various limits aren't reproduced. Examples are only being able to hold a maximum of 256 [[key]]s, a maximum of 128 [[monster]]s that can be on screen, and having the titles contain no lowercase letters or symbols.<br />
<br />
Tile World still includes a command-line option (-P) which turns on ''pedantic'' mode, forcing the Lynx ruleset to emulate the original Lynx game as closely as possible, although this renders some levels unsolvable or unplayable.<br />
<br />
In 2015, new glitches in the original Atari Lynx version of Chip's Challenge were discovered, allowing Chip to pick up an item he starts on, and winning instantly if he starts on the exit, among others. As implementing these in the main Lynx ruleset would break several levels, these were added to pedantic Lynx only.<br />
<br />
== Tiles ==<br />
<br />
The original 32x32 tiles in the MS version are replaced with 48x48 tiles created by [[Anders Kaseorg]], which also don't use the 4-bit colors (16-color palette) that are used in the MS Chip's Challenge. With the Lynx ruleset, all objects move smoothly from one tile to the next, and animations are included when an [[object]] runs into [[water]], a [[bomb]] explodes, objects are [[Clone machine|cloned]], or Chip [[Death message|is killed]]. Also, [[element]]s except [[ice]] visibly "shimmer" and the [[exit]] continuously pulls its borders inwards as if it were a portal to another world.<br />
<br />
Tile World's sound effects were created by Brian Raiter using household objects. There are also some differences between the sound effects used for the MS ruleset and the Lynx ruleset. The [[green button]] adds a sound effect identical to the other three buttons; sounds are made when [[block]]s move and when Chip steps over [[element]]s (differing for ice and force floors when Chip has the [[boot]]), [[recessed wall]]s, fake [[blue wall]]s, [[dirt]] and [[trap]]s; the [[computer chip]] has the same sound as the [[key]]s, and the [[socket]] has the same sound as the [[lock]]s. <br />
<br />
== Files ==<br />
<br />
Tile World introduced a couple of new file formats to support some of its features.<br />
*[[DAC]] files: These specify additional information about a levelset, such as the ruleset.<br />
*[[TWS]] files: These record the solutions for levels that have been completed.<br />
<br />
== Ports ==<br />
Tile World is written in the C programming language. It uses the SDL library for platform-specific tasks. The platform-independent parts of the code - such as the game logic - are neatly separated from the platform-specific layer that renders the user interface, making it easy to port Tile World to a new platform.<br />
<br />
Official releases of Tile World and Tile World 2 include a precompiled Windows binary, and the source code for compilation on Linux. Tile World 1.3.2 is also available in the software repositories of Debian GNU/Linux, and in the ArchLinux user repository.<br />
<br />
macOS support is unofficial, and tends to lag behind Windows and Linux. The Mac port of 1.3.0 was done by Thomas Harte; 1.3.2 is unavailable. The Mac port of 2.1.1 was done by Julian Uy; 2.2 is unavailable. Neither port works on more recent versions of macOS, as they are not signed.<br />
<br />
Tile World was also ported to the PlayStation Portable by Thepixelatedpoo. The latest version of this port is 1.2.1, so it contains several bugs that have since been fixed upstream.<br />
<br />
Tile World 1.0, the first stable release, was also ported to BeOS. This port is extremely outdated, and BeOS itself has been discontinued. An open-source clone of BeOS called [http://haiku-os.org Haiku] remains under active development, but the Tile World port does not run.<br />
<br />
== Trivia ==<br />
<br />
[[Chuck Sommerville]], interviewed about Chip's Challenge's origins, notes that ''Tile World'' was the game's original name: "''[Helping other programmers] was not too terribly creative, so in my spare time at home, I started working up an idea for a game I always wanted to do that involved a player moving across [[tile]]s of different types, and interacting with them. I called it "Tile World.''"<br />
<br />
==References==<br />
<references/><br />
<br />
== External links ==<br />
* [https://www.muppetlabs.com/~breadbox/software/tworld/ Official Tile World website]<br />
* [https://tw2.bitbusters.club/ Official Tile World 2 website]<br />
* [https://packages.debian.org/sid/tworld Tile World Debian package]<br />
* [https://forum.bitbusters.club/thread-1296.html Mac port of Tile World 2]<br />
* [http://wololo.net/talk/viewtopic.php?t=32947 PSP port]<br />
* [http://pulkomandy.tk/~beosarchive/archive/nosource/games/ BeOS port]<br />
<br />
[[Category:Clones]] [[Category:Programs]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Despawning_and_Respawning_Glitch&diff=33092Despawning and Respawning Glitch2021-01-14T16:00:10Z<p>Sharpeye468: Reverted edits by Chipster1059 (talk) to last revision by 100.17.37.202</p>
<hr />
<div><!-- "vanishing" was a temporary name for "despawning", and "generating" a temporary name for "respawning". you might see some abandoned references here and there in the filenames.--><br />
[[Chip's Challenge 2]] has some odd internal structuring that allows objects to be removed from a level through certain glitches and show up again on another level, or on the next playthrough of the same level. This behavior as a whole is known as the '''Despawning and Respawning Glitch'''.<br />
<br />
== Despawned state ==<br />
Objects in a despawned state will be intangible and invisible to the level until they attempt to move. They will also persist across ''all'' level changes and resets while despawned.<br />
<br />
== Despawning objects ==<br />
=== Via spring mining ===<br />
<br />
All methods of [[spring mining]] can cause despawning if [[turtle]]s are involved or if the tile being mined onto switches to an orientation that would not allow a block to be pushed on it.<br />
<br />
[[File:SpringMineVanish1.gif]]<br />
<br />
[[File:SpringMineVanish2.gif]]<br />
<br />
Non-block entities, curiously, only despawn when spring mining a turtle, and not spring mining any other tile:<br />
<br />
[[File:SpringMineVanish3.gif]]<br />
<br />
Note that dying and despawning, as it is defined, are different. If an entity that spring mines a turtle does not have flippers, they will simply die rather than despawn.<br />
<br />
=== Via failed despawns ===<br />
If you do something that should cause a despawn but the despawn is interrupted by a level change or reset, any entity that was on the tile where the despawn took place will be despawned on level load.<br />
<br />
[[File:PostresetVanish1.gif]]<br />
<br />
[[File:PostresetVanish2.gif]]<br />
<br />
Entities will respawn as soon as they attempt to move, which is why the glider in the above gif had to be enclosed in toggle doors in order for the despawning not to be immediately undone.<br />
<br />
=== Via swapping with a despawned object ===<br />
If a despawned object respawns on a tile that already has an object on it, the despawned object "swaps places" with the present object, causing it to despawn.<br />
<br />
[[File:GenerateVanishSwap.gif]]<br />
<br />
== Respawning objects ==<br />
Despawned objects will spawn in the same spot they were before once the next level begins. They will only become tangible and visible once they attempt to move.<br />
<br />
[[File:GenerationAbuse.gif]]<br />
<br />
Objects can respawn on top of other objects. Suppose you were to reset an additional time after the glider-in-toggle-doors test:<br />
<br />
[[File:DuplicateGliders.gif]]<br />
<br />
[[File:Waterbirth.gif]]<br />
<br />
Because multiple despawned entities can have the same position, the above process can be repeated many times to spawn many players:<br />
<br />
[[File:RedundantWaterbirth.gif]]<br />
<br />
However, if there is not already more than one player to start with, the extra player will be unusable since player switching is not enabled in levels with only one player. (Also note that character switching is disabled once only one player needs to exit.)<br />
Sometimes, upon a level change, despawned player entities will be unable to move and thus unable to respawn. Level resets seem to work fine.<br />
<br />
== Unsafe despawning ==<br />
<!-- some of this may be irrelevant, consider moving to another page? --><br />
When [[NOT gate]]s are introduced into a [[wire]]d [[blue teleport]] system, they cause the resulting teleportation to be one-way. If the NOT gate leads to a wire that terminates without reaching a teleport, any object that enters the teleport will despawn. However, the game will then crash once you restart or load a new level and attempt to start the level, presumably because the despawned object now occupies an invalid position.<br />
<br />
[[File:NOTGateVanishCrash.gif]]<br />
<br />
The gif above shows this happening with a player, but this crash will happen regardless of the object or objects that teleport.<br />
<br />
If the currently selected player gets in this state, or you switch to a player that is in this state, moving will do nothing and you will be unable to drop/shuffle items or switch characters. Furthermore, teleports that have caused an unsafe despawn will act as though they are permanently [[partial posting|partial post]]ed, and will not allow anything to enter.<br />
<br />
{{stub}}<br />
[[Category:Glitches]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=CC2_Rejects&diff=32897CC2 Rejects2020-11-26T23:08:54Z<p>Sharpeye468: Not sure why this one wasn't updated too but ok ok</p>
<hr />
<div>CC2 Rejects is a [[level set]] for [[Chip's Challenge 2]] consisting of 200 levels by 15 different designers. 193 of these levels were submitted for inclusion in [[Chip's Challenge 2]], but were rejected; the remaining 7 levels were submitted past the deadline and could not be included in voting.<br />
<br />
The levels were assembled in a single set by [[Joshua Bone]]. They were ordered by the difficulty rating they received during initial voting, with minor changes. In Joshua's words, "This turns out to be not always very accurate!"<br />
<br />
While the set was only released to the public on May 17, 2016, the levels were designed between September 1998 and April 1999, making them older than any custom level sets currently available for download.<ref>[https://sets.bitbusters.club/index.php?set=1&sort=date&by=asc Oldest custom level sets available] on sets.bitbusters.club</ref><br />
<br />
== Solvability == <br />
All 200 levels were solvable at the time they were designed; however, in the following years, minor changes were made to the CC2 game engine, which may have rendered some of the levels unsolvable - although Joshua says this is not likely. Since the set's public release, there is no record of anyone who has completed all 200 levels; whether or not there are unsolvable levels is unknown.<br />
<br />
== List of designers ==<br />
{| class="wikitable sortable"<br />
! Name !! Number of levels<br />
|-<br />
| Scott Feeney || data-sort-value=9 | 11<br />
|-<br />
| [[Ruben Spaans]] || data-sort-value=3 | 2<br />
|-<br />
| Rick Bellamy || data-sort-value=5 | 3<br />
|-<br />
| [[Richard Field]] || data-sort-value=6 | 3 ''(+1)<br />
|-<br />
| Remi Spaans || data-sort-value=2 | 2<br />
|-<br />
| Nick Lauria || data-sort-value=14 | 35<br />
|-<br />
| LimoJohn || data-sort-value=1 | 2<br />
|-<br />
| [[Joshua Bone]] || data-sort-value=15 | 66<br />
|-<br />
| [[Danny Field]] || data-sort-value=4 | 2 ''(+1)<br />
|-<br />
| [[Chuck Sommerville]] || data-sort-value=10 | 12 ''(+2)<br />
|-<br />
| C. Scott Davis || data-sort-value=12 | 16<br />
|-<br />
| Brad McCleary || data-sort-value=13 | 17<br />
|-<br />
| Bill Darrah || data-sort-value=11 | 12 ''(+3)<br />
|-<br />
| data-sort-value=Ao | Åsa Ehinger Berling || data-sort-value=7 | 6<br />
|-<br />
| Anders Bager || data-sort-value=8 | 7<br />
|}<br />
<br />
* [[Danny Field]] is the only designer to have had all of his levels rejected.<br />
* Caitlyn Field and Darren Loney have levels in the official set but not in this set.<br />
* The numbers in parentheses indicate levels credited to several designers. Bill Darrah made two levels with [[Chuck Sommerville]] and one with [[Joshua Bone]]; Richard and Danny Field also made one level together.<br />
<br />
==References==<br />
<references/><br />
<br />
== External links ==<br />
* [https://forum.bitbusters.club/thread-560.html Download CC2 Rejects] on [[CC Zone]]<br />
* [https://forum.bitbusters.club/thread-1383.html CC Zone discussion thread] for CC2 Rejects<br />
<br />
[[Category:Levelsets]]<br />
__NOTOC__</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Chuck_Sommerville&diff=32887Chuck Sommerville2020-10-30T19:07:55Z<p>Sharpeye468: Okay</p>
<hr />
<div>[[File:Chuck Sommerville.jpg|thumb|Chuck by a computer, with [[Lesson 4]] displayed.]]<br />
<br />
'''Chuck Sommerville''' is the original creator of [[Chip's Challenge]], as well as the designer of roughly one-third of the levels of [[Chip's Challenge 1|the original set]]. He worked for 10 months on the original game with his crew of programmers and level designers, and Epyx, the company he worked for at the time, published the game as a launch title for the new Atari Lynx console in 1989.<br />
<br />
In 1999, he began to work on an official sequel, [[Chip's Challenge 2]], but was unfortunately not able to release it due to legal issues with Bridgestone Multimedia, the new company who bought the rights to Chip's Challenge. He would not be able to release it until 2015, 13 years after the game's completion.<br />
<br />
During this period of 13 years, Chuck took a leaf from [[Brian Raiter]]'s book and began to develop the [[Tile World]] equivalent to CC2: [[Puzzle Studio]]. Puzzle Studio was quite a hot discussion topic back when it was being actively developed, with its own Yahoo! group and internet forum as well as its own section on Chip's Portal, now known as [[CCZone]]. However, this section on CCZone no longer exists, and the Yahoo! group and forum have since been taken down in favor of the development of [[Chuck's Challenge 3D]], Chuck's official clone of CC featuring almost all the elements from Chip's Challenge along with a few new elements seen in CC2, as well as a few elements not seen in either of the two games. Chuck's Challenge was originally released for mobile devices in 2013, but Chuck's Challenge 3D was released on Steam in 2014 for around $4.<br />
<br />
Allack, Chuck's partner in business, has stated in early 2019 on the Chip's Challenge Discord server that Puzzle Studio will be used in the development of Chip's Challenge 3, and Chuck's son will be responsible for the coding of whatever new tiles will be added to the game. Unfortunately, little other info about this supposed CC3 is currently known.<br />
<br />
== [[:Category:Levels designed by Chuck Sommerville|Levels in official packs]] ==<br />
=== [[Chip's Challenge 1|CC1]] ===<br />
Exactly which levels in CC1 were designed by Chuck are not remembered; just that he designed "about a third" of the original 148, which is roughly 49. The following 11 levels only include what he is known to have designed.<br />
{| class="wikitable sortable"<br />
! # !! Name<br />
|-<br />
| 1 || [[Lesson 1]]<br />
|-<br />
| 2 || [[Lesson 2]]<br />
|-<br />
| 3 || [[Lesson 3]]<br />
|-<br />
| 4 || [[Lesson 4]]<br />
|-<br />
| 5 || [[Lesson 5]]<br />
|-<br />
| 6 || [[Lesson 6]]<br />
|-<br />
| 7 || [[Lesson 7]]<br />
|-<br />
| 8 || [[Lesson 8]]<br />
|-<br />
| 9 || [[Nuts and Bolts]]<br />
|-<br />
| 33 || [[On the Rocks]]<br />
|-<br />
| 140 || [[Icedeath]]<br />
|}<br />
<br />
=== [[Chip's Challenge 2|CC2]] ===<br />
{| class="wikitable sortable"<br />
! # !! Name<br />
|-<br />
| 1 || [[Lesson 1 (CC2 level)|Lesson 1]]<br />
|-<br />
| 7 || [[Turtle Blocks]]<br />
|-<br />
| 9 || [[Lesson 2 (CC2 level)|Lesson 2]]<br />
|-<br />
| 19 || [[Lesson 3 (CC2 level)|Lesson 3]]<br />
|-<br />
| 29 || [[Lesson 4 (CC2 level)|Lesson 4]]<br />
|-<br />
| 30 || [[Inlay]]<br />
|-<br />
| 38 || [[Quick Time]]<br />
|-<br />
| 39 || [[Quick Time II]]<br />
|-<br />
| 40 || [[Quick Time III]]<br />
|-<br />
| 50 || [[Lesson 5 (CC2 level)|Lesson 5]]<br />
|-<br />
| 60 || [[Lesson 6 (CC2 level)|Lesson 6]]<br />
|-<br />
| 68 || [[Lights Out]]<br />
|-<br />
| 71 || [[Lesson 7 (CC2 level)|Lesson 7]]<br />
|-<br />
| 99 || [[Binary]]<br />
|-<br />
| 100 || [[Crazy]]<br />
|-<br />
| 101 || [[Tank Blocker]]<br />
|-<br />
| 104 || [[Pieces of Eight]]<br />
|-<br />
| 150 || [[Rush]]<br />
|-<br />
| 154 || [[Pigeon Holes]]<br />
|-<br />
| 156 || [[In the Slime]]<br />
|-<br />
| 184 || [[Gears (CC2 level)|Gears]]<br />
|-<br />
| 197 || [[Blockcombo 4]]<br />
|-<br />
| 200 || [[Crazy II]]<br />
|}<br />
<br />
[[Category:People]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Category:Chip%27s_Challenge_2_Level_Pack_1_Levels&diff=32859Category:Chip's Challenge 2 Level Pack 1 Levels2020-10-15T17:29:17Z<p>Sharpeye468: Created page with "Category:Levels by levelset"</p>
<hr />
<div>[[Category:Levels by levelset]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Casper&diff=32858Casper2020-10-15T17:28:26Z<p>Sharpeye468: BIG PHALE</p>
<hr />
<div>{{Infobox Level<br />
|pack = cc2lp1<br />
|level = 113<br />
|image = [[Image:Cc2lp1 level 113 thumbnail.png|300px]]<br />
}}<br />
<br />
'''Casper''' is the 113th level in [[Chip's Challenge 2 Level Pack 1]]. It was created by [[Josh Lee]].<br />
<br />
== Full level map ==<br />
[[Image:Cc2lp1 full map level 113.png]]<br />
<br />
{{Level Progression|The Amazing Vortex|Pairing Off}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=The_Amazing_Vortex&diff=32857The Amazing Vortex2020-10-15T17:28:18Z<p>Sharpeye468: BIG PHALE</p>
<hr />
<div>{{Infobox Level<br />
|pack = cc2lp1<br />
|level = 112<br />
|image = [[Image:Cc2lp1 level 112 thumbnail.png|300px]]<br />
}}<br />
<br />
'''The Amazing Vortex''' is the 112th level in [[Chip's Challenge 2 Level Pack 1]]. It was created by [[Joshua Bone]].<br />
<br />
== Full level map ==<br />
[[Image:Cc2lp1 full map level 112.png]]<br />
<br />
{{Level Progression|Ruin Rush|Casper}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Ruin_Rush&diff=32856Ruin Rush2020-10-15T17:28:09Z<p>Sharpeye468: BIG PHALE</p>
<hr />
<div>{{Infobox Level<br />
|pack = cc2lp1<br />
|level = 111<br />
|image = [[Image:Cc2lp1 level 111 thumbnail.png|300px]]<br />
}}<br />
<br />
'''Ruin Rush''' is the 111th level in [[Chip's Challenge 2 Level Pack 1]]. It was created by [[Jeffrey Bardon]].<br />
<br />
== Full level map ==<br />
[[Image:Cc2lp1 full map level 111.png]]<br />
<br />
{{Level Progression|Hoopla|The Amazing Vortex}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Temporary_Housing&diff=32855Temporary Housing2020-10-15T17:27:08Z<p>Sharpeye468: BIG PHALE</p>
<hr />
<div>{{Infobox Level<br />
|pack = cc2lp1<br />
|level = 13<br />
|image = [[Image:Cc2lp1 level 13 thumbnail.png|300px]]<br />
}}<br />
<br />
'''Temporary Housing''' is the 13th level in [[Chip's Challenge 2 Level Pack 1]]. It was created by [[Jeffrey Bardon]].<br />
<br />
== Full level map ==<br />
[[Image:Cc2lp1 full map level 13.png]]<br />
<br />
{{Level Progression|Spreading Like Wildfire|Getting Off Track}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Spreading_Like_Wildfire&diff=32854Spreading Like Wildfire2020-10-15T17:26:56Z<p>Sharpeye468: BIG PHALE</p>
<hr />
<div>{{Infobox Level<br />
|pack = cc2lp1<br />
|level = 12<br />
|image = [[Image:Cc2lp1 level 12 thumbnail.png|300px]]<br />
}}<br />
<br />
'''Spreading Like Wildfire''' is the 12th level in [[Chip's Challenge 2 Level Pack 1]]. It was created by [[Jeffrey Bardon]].<br />
<br />
== Full level map ==<br />
[[Image:Cc2lp1 full map level 12.png]]<br />
<br />
{{Level Progression|When One Door Closes|Temporary Housing}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=When_One_Door_Closes&diff=32853When One Door Closes2020-10-15T17:26:38Z<p>Sharpeye468: BIG PHALE</p>
<hr />
<div>{{Infobox Level<br />
|pack = cc2lp1<br />
|level = 11<br />
|image = [[Image:Cc2lp1 level 11 thumbnail.png|300px]]<br />
}}<br />
<br />
'''When One Door Closes''' is the 11th level in [[Chip's Challenge 2 Level Pack 1]]. It was created by [[mobius]] and [[Mueller]].<br />
<br />
== Full level map ==<br />
[[Image:Cc2lp1 full map level 11.png]]<br />
<br />
{{Level Progression|Blocksmith|Spreading Like Wildfire}}</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Chip%27s_Challenge_Wiki:News&diff=32836Chip's Challenge Wiki:News2020-10-10T19:39:09Z<p>Sharpeye468: Protected "Chip's Challenge Wiki:News": High traffic page: He's not wrong it should be protected ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div><section begin=MainPagePreview /><br />
*'''CC2LP1 has been released''' - As of October 9, 2020, [[Chip's Challenge 2 Level Pack 1]] is available to download [https://bitbusters.club/cc2lp1/ here!]<br />
*'''Yahoo! Groups closing''' - With the announcement of [https://help.yahoo.com/kb/groups/SLN31010.html the closure of Yahoo! Groups] in October 2019, we have made an effort to preserve all files from the Chip's Challenge Yahoo! group [https://bitbusters.club/yahoo/ at bitbusters.club.] Where appropriate, links throughout the wiki have been updated.<br />
*'''CC2LP1 voting period open''' - As of July 16, 2019, voting for [[Chip's Challenge 2 Level Pack 1|CC2LP1]] is now live! Vote [https://bitbusters.club/cc2lp1 here.] For more info, see [https://forum.bitbusters.club/thread-1023.html here.]<br />
*'''CC2LP1 submissions closed''' - on June 1, 2019, submissions for [[Chip's Challenge 2 Level Pack 1|CC2LP1]] officially closed. A fixing period will last until July 12. See more info [https://forum.bitbusters.club/thread-1032.html here.]<br />
*'''Bitbusters.club is open''' - the long awaited community hub for Chip's Challenge has finally been unveiled at [https://bitbusters.club/ bitbusters.club!]<br />
*'''Migration away from Wikia''' - as of January 9, 2019, we are working to shift all maintenance efforts away from Wikia to this new space. Welcome!<br />
<section end=MainPagePreview /><br />
*'''CCCreator beta has been released''' - [[CCCreator|Chip's Challenge Creator]], the first [[level editor]] for both [[Chip's Challenge|CC1]] and [[Chip's Challenge 2|CC2]], has been released. Download [https://cccreator.bitbusters.club/ here!]<br />
*'''The CCBBC Discord is open''' - The community Discord server for Chip's Challenge is now open publicly. [https://discord.com/invite/Xd4dUY9 Join us!]<br />
*'''CCLP4 has been released''' - as of July 14, 2017, [[Chip's Challenge Level Pack 4]] is available to download [http://bitbusters.club/cclp4/ here!]<br />
*'''CC2 has been released''' - on May 28, 2015, after a sixteen year wait, [[Chip's Challenge 2]] has finally been [http://store.steampowered.com/app/348300/ released on Steam!] A re-release of [[Chip's Challenge|Chip's Challenge 1]] is [http://store.steampowered.com/app/346850/ also available on Steam.]<br />
*'''CCLP1 has been released''' - as of March 28, 2014, [[Chip's Challenge Level Pack 1]] is available to download [http://bitbusters.club/cclp1/ here!]<br />
*'''YouTube''' - Our [[ChipWiki]] YouTube account is [https://www.youtube.com/user/ChipWiki here!]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Chip%27s_Challenge_Wiki:News&diff=32835Chip's Challenge Wiki:News2020-10-10T19:36:40Z<p>Sharpeye468: Meme news as per the person who posted it</p>
<hr />
<div><section begin=MainPagePreview /><br />
*'''CC2LP1 has been released''' - As of October 9, 2020, [[Chip's Challenge 2 Level Pack 1]] is available to download [https://bitbusters.club/cc2lp1/ here!]<br />
*'''Yahoo! Groups closing''' - With the announcement of [https://help.yahoo.com/kb/groups/SLN31010.html the closure of Yahoo! Groups] in October 2019, we have made an effort to preserve all files from the Chip's Challenge Yahoo! group [https://bitbusters.club/yahoo/ at bitbusters.club.] Where appropriate, links throughout the wiki have been updated.<br />
*'''CC2LP1 voting period open''' - As of July 16, 2019, voting for [[Chip's Challenge 2 Level Pack 1|CC2LP1]] is now live! Vote [https://bitbusters.club/cc2lp1 here.] For more info, see [https://forum.bitbusters.club/thread-1023.html here.]<br />
*'''CC2LP1 submissions closed''' - on June 1, 2019, submissions for [[Chip's Challenge 2 Level Pack 1|CC2LP1]] officially closed. A fixing period will last until July 12. See more info [https://forum.bitbusters.club/thread-1032.html here.]<br />
*'''Bitbusters.club is open''' - the long awaited community hub for Chip's Challenge has finally been unveiled at [https://bitbusters.club/ bitbusters.club!]<br />
*'''Migration away from Wikia''' - as of January 9, 2019, we are working to shift all maintenance efforts away from Wikia to this new space. Welcome!<br />
<section end=MainPagePreview /><br />
*'''CCCreator beta has been released''' - [[CCCreator|Chip's Challenge Creator]], the first [[level editor]] for both [[Chip's Challenge|CC1]] and [[Chip's Challenge 2|CC2]], has been released. Download [https://cccreator.bitbusters.club/ here!]<br />
*'''The CCBBC Discord is open''' - The community Discord server for Chip's Challenge is now open publicly. [https://discord.com/invite/Xd4dUY9 Join us!]<br />
*'''CCLP4 has been released''' - as of July 14, 2017, [[Chip's Challenge Level Pack 4]] is available to download [http://bitbusters.club/cclp4/ here!]<br />
*'''CC2 has been released''' - on May 28, 2015, after a sixteen year wait, [[Chip's Challenge 2]] has finally been [http://store.steampowered.com/app/348300/ released on Steam!] A re-release of [[Chip's Challenge|Chip's Challenge 1]] is [http://store.steampowered.com/app/346850/ also available on Steam.]<br />
*'''CCLP1 has been released''' - as of March 28, 2014, [[Chip's Challenge Level Pack 1]] is available to download [http://bitbusters.club/cclp1/ here!]<br />
*'''YouTube''' - Our [[ChipWiki]] YouTube account is [https://www.youtube.com/user/ChipWiki here!]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Chip%27s_Challenge_Wiki:News&diff=32834Chip's Challenge Wiki:News2020-10-10T19:32:07Z<p>Sharpeye468: CC2LP1 comes out! Actual news!</p>
<hr />
<div><section begin=MainPagePreview /><br />
*'''CC2LP1 has been released''' - As of October 9, 2020, [[Chip's Challenge 2 Level Pack 1]] is available to download [https://bitbusters.club/cc2lp1/ here!]<br />
*'''Dispute with Niffler''' - As of October 2020, Niffler Ltd., responsible for the [[Chip's Challenge]] games on Steam and [[Chuck's Challenge 3D]], have been attempting to censor this wiki and its Discord from new Chip's Challenge fans. See the main article on [[community erasure efforts by Niffler]] for more details.<br />
*'''Yahoo! Groups closing''' - With the announcement of [https://help.yahoo.com/kb/groups/SLN31010.html the closure of Yahoo! Groups] in October 2019, we have made an effort to preserve all files from the Chip's Challenge Yahoo! group [https://bitbusters.club/yahoo/ at bitbusters.club.] Where appropriate, links throughout the wiki have been updated.<br />
*'''CC2LP1 voting period open''' - As of July 16, 2019, voting for [[Chip's Challenge 2 Level Pack 1|CC2LP1]] is now live! Vote [https://bitbusters.club/cc2lp1 here.] For more info, see [https://forum.bitbusters.club/thread-1023.html here.]<br />
*'''CC2LP1 submissions closed''' - on June 1, 2019, submissions for [[Chip's Challenge 2 Level Pack 1|CC2LP1]] officially closed. A fixing period will last until July 12. See more info [https://forum.bitbusters.club/thread-1032.html here.]<br />
*'''Bitbusters.club is open''' - the long awaited community hub for Chip's Challenge has finally been unveiled at [https://bitbusters.club/ bitbusters.club!]<br />
*'''Migration away from Wikia''' - as of January 9, 2019, we are working to shift all maintenance efforts away from Wikia to this new space. Welcome!<br />
<section end=MainPagePreview /><br />
*'''CCCreator beta has been released''' - [[CCCreator|Chip's Challenge Creator]], the first [[level editor]] for both [[Chip's Challenge|CC1]] and [[Chip's Challenge 2|CC2]], has been released. Download [https://cccreator.bitbusters.club/ here!]<br />
*'''The CCBBC Discord is open''' - The community Discord server for Chip's Challenge is now open publicly. [https://discord.com/invite/Xd4dUY9 Join us!]<br />
*'''CCLP4 has been released''' - as of July 14, 2017, [[Chip's Challenge Level Pack 4]] is available to download [http://bitbusters.club/cclp4/ here!]<br />
*'''CC2 has been released''' - on May 28, 2015, after a sixteen year wait, [[Chip's Challenge 2]] has finally been [http://store.steampowered.com/app/348300/ released on Steam!] A re-release of [[Chip's Challenge|Chip's Challenge 1]] is [http://store.steampowered.com/app/346850/ also available on Steam.]<br />
*'''CCLP1 has been released''' - as of March 28, 2014, [[Chip's Challenge Level Pack 1]] is available to download [http://bitbusters.club/cclp1/ here!]<br />
*'''YouTube''' - Our [[ChipWiki]] YouTube account is [https://www.youtube.com/user/ChipWiki here!]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Chip%27s_Challenge_2_Level_Pack_1&diff=32173Chip's Challenge 2 Level Pack 12020-09-27T21:55:55Z<p>Sharpeye468: Timeline of CC2LP1</p>
<hr />
<div>'''Chip's Challenge 2 Level Pack 1''' or '''CC2LP1''' is a community-created [[level set]] currently being developed.<br />
<br />
== History ==<br />
Shortly after [[Chip's Challenge 2]]'s release, there were discussions about creating a fan-made sequel to the main CC2 set, similar to [[Chip's Challenge Level Pack 2|CCLP2]] for CC1. Such plans were soon put on hold in favor of [[Chip's Challenge Level Pack 4|CCLP4]].<br />
<br />
Several more discussions on the subject took place, until October 1, 2018, when [[Tyler Sontag]] started a survey regarding the potential set to determine, among other things, how many levels the set should have, what its name should be, and what levels should be allowed. Following the results of the survey, submissions were opened on October 31, 2018. Following further discussions, the full rules for submissions were posted on February 5, 2019. On February 14, it was announced that submissions would close on May 31.<br />
<br />
Submissions closed on June 1, 2019; a total of 1,406 levels by 35 designers were submitted. However, a few designers later withdrew some of their levels from consideration; as a consequence, exactly 1,400 appeared in voting.<br />
<br />
From June 1 to July 12, there was a "fixing period" where designers could make slight modifications to their levels to fix busts or just to make small aesthetic improvements. Voting began on July 16 and ultimately closed on June 7, 2020. Voting was initially scheduled to end on May 2, 2020, but following unexpected downtime of the voting site, the deadline was extended to May 16. Following further issues, and lack of cooperation from voting administrator H2O, the voting site was transferred to bitbusters.club, and the deadline was extended again to June 7.<br />
== Voting ==<br />
Voting was hosted on a private server owned by H2O, before it was moved to bitbusters.club, with voters logging in through [[David Stolp]]'s site.<br />
<br />
As with [[Chip's Challenge Level Pack 1|CCLP1]] and [[Chip's Challenge Level Pack 4|CCLP4]], the levels were randomly sorted in voting packs of 50 levels each; level designers were removed to prevent bias. [[C2G]] scripting is used to randomize the level order, so that no two voters would get the same level order. This new voting method was negatively received by several members of the community, so fixed-order packs were also made available.<br />
<br />
Unlike CCLP1 and CCLP4 voting, for which packs were gradually released over time, for CC2LP1 all 28 voting packs were released at once. Each voter is first presented with a randomly-selected pack. In order to unlock another randomly-selected pack, they must vote on at least 90% of all levels already unlocked (45 levels per pack).<br />
<br />
=== Voting packs ===<br />
* Aerosol<br />
* Bamboo<br />
* Bunny<br />
* Chronicle<br />
* Derby<br />
* Dominion<br />
* Ember<br />
* Flora<br />
* Genie<br />
* Harpsichord<br />
* Interstellar<br />
* Jazz<br />
* Knight<br />
* Lightning<br />
* Monsoon<br />
* Nitrogen<br />
* Ostrich<br />
* Pirate<br />
* Quarry<br />
* Roundabout<br />
* Symphony<br />
* Tumbling<br />
* Trench<br />
* Urchin<br />
* Vinyl<br />
* Winter<br />
* Yield<br />
* Zen<br />
<br />
== Staff ==<br />
[[Tyler Sontag]] is the leader of the staff. The rest of the staff was announced on February 14, 2019:<br />
<br />
{| class="wikitable sortable"<br />
! Name<br />
|-<br />
| data-sort-value=6 | [[chipster1059]]<br />
|-<br />
| data-sort-value=5 | [[H2O]]<br />
|-<br />
| data-sort-value=4 | [[random 8]]<br />
|-<br />
| data-sort-value=3 | [[Ruben Spaans]]<br />
|-<br />
| data-sort-value=2 | [[The Architect]]<br />
|-<br />
| data-sort-value=1 | [[Zane Kuecks]]<br />
|}<br />
<br />
==Timeline of events==<br />
{| style="width: 100%;" cellspacing="1" cellpadding="4" border="1"<br />
! scope="col" |Date<br />
! scope="col" |Event<br />
|-<br />
|2018-10-01<br />
|Survey posted about possible details for a CC2 sequel set, including name, length, and level restrictions<br />
|-<br />
|2018-10-31<br />
|Level submissions opened<br />
|-<br />
|2019-02-05<br />
|Full rules for submissions posted<br />
|-<br />
|2019-02-14<br />
|Forum post announces the CC2LP1 staff, and a submissions deadline of May 31, 2019<br />
|-<br />
|2019-05-31<br />
|Level submissions closed. 1406 levels by 36 designers were submitted. Level fix period begins<br />
|-<br />
|2019-07-12<br />
|Level fix period finishes<br />
|-<br />
|2019-07-16<br />
|CC2LP1 Voting begins. All 28 voting packs released to the public with 50 levels per pack, making a total of 1400 levels<br />
|-<br />
|2020-01-02<br />
|End date for voting set to May 2, 2020<br />
|-<br />
|2020-04-07<br />
|End date extended by two weeks due to complications with the voting server<br />
|-<br />
|2020-05-04<br />
|End date reset to May 11, 2020 after further complications with the voting server<br />
|-<br />
|2020-05-13<br />
|Voting reopens as the voting server complications have been fixed. End date for voting set to June 7, 2020<br />
|-<br />
|2020-06-07<br />
|Voting ended at 08:00 UTC. 34 users voted casting 27057 votes in the process<br />
|-<br />
|2020-08-19<br />
|Staff confirms that all 200 levels for the pack have been selected<br />
|-<br />
|2020-09-03<br />
|Leaks and spoilers start getting released about the set<br />
|-<br />
|2020-09-25<br />
|CC2LP1 release date set to October 9th 2020<br />
|-<br />
|2020-09-27<br />
|Official CC2LP1 trailer video released to the public as the final leak<br />
|-<br />
|'''2020-10-09<br />
|'''CC2LP1 released<br />
|}<br />
<br />
== External links ==<br />
* [https://bitbusters.club/cc2lp1/ CC2LP1 site]<br />
<br />
[[Category:Levelsets]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Launch&diff=32147Launch2020-07-10T18:39:15Z<p>Sharpeye468: </p>
<hr />
<div>{{Infobox Level<br />
|pack = cclp1<br />
|level = 82<br />
|image = [[File:CCLP1_Level_82.png|300px]]<br />
}}<br />
'''Launch''' is the 82nd level in [[Chip's Challenge Level Pack 1]]. It was created by [[Zane Kuecks]].<br />
<br />
== Trivia ==<br />
* This level's theme and design is heavily inspired by [http://callofduty.wikia.com/wiki/Launch the map of the same name] from the game ''Call of Duty: Black Ops.''<br />
* A slightly modified version of this level titled ''Launch 3.0'' was ported to [[Chuck's Challenge 3D]], where it was soon selected as Puzzle of the Week.<br />
* In CCLP1, Launch has a trailing space at the end of the name. This was not present in the original ZK1 set.<br />
<br />
== Full level map ==<br />
[[File:Cclp1_full_map_level_82.png|500px]]<br />
<br />
== Walkthrough ==<br />
{{#ev:youtube|RIbPL5iF-9A}}<br />
<br />
{{Level Progression|Colors for Extreme|Ruined World}}<br />
[[Category:Levels ported to Chuck's Challenge 3D]]</div>Sharpeye468https://wiki.bitbusters.club/index.php?title=Jumping_Swarm&diff=32118Jumping Swarm2020-06-12T00:47:48Z<p>Sharpeye468: </p>
<hr />
<div>{{Infobox Level<br />
|pack = cc1<br />
|level = 91<br />
|image = [[File:Level_91.png|300px]]<br />
}}<br />
'''Jumping Swarm''' is the 91st level in [[Chip's Challenge 1]]. Despite the stigma attached to it by many Chipsters, especially less advanced players, Jumping Swarm is not that hard with a map. Otherwise, more time will be spent looking for the chips, which leads to more [[walker]]s being cloned from the clone machine and, thus, more deaths. If the given route is used, there are very few areas where collisions can occur, and most of those can be avoided easily due to the wide-open nature of the level. Only the last chip poses a problem, but it only takes 30 seconds for each attempt.<br />
<br />
== Trivia ==<br />
<br />
* The lowest Chip's Challenge score that could be theoretically possible is 67,554; this is achieved by scoring 1 on each timed level, plus reducing all 149 level bonuses to the absolute minimum. Jumping Swarm and [[Slo Mo]] were long believed to be the only levels where this is not possible, the former being confirmed as possible in late 2018, and the latter being proved possible by [[David Stolp]] in 2020.<br />
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==Full level map==<br />
[[File:Cc1_full_map_level_91.png|500px]]<br />
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== Walkthrough ==<br />
{{#ev:youtube|R2MhMqar6Cc}}<br />
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{{Level Progression|Playhouse|Vortex}}</div>Sharpeye468