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== Tiles not introduced in the CC2 lesson levels ==
== Tiles not introduced in the CC2 lesson levels ==
* [[Time tile]]s were first introduced in [[Quick Time]], [[Quick Time II]], and [[Quick Time III]].
* [[Time modifier]]s were first introduced in [[Quick Time]], [[Quick Time II]], and [[Quick Time III]].
* [[Mirror Melinda]] was first introduced in [[Lookalike]].
* [[Mirror Melinda]] was first introduced in [[Lookalike]].
* [[Hook]]s and [[Tent canopy|tent canopies]] were first introduced in [[Flea Market]].
* [[Hook]]s and [[Tent canopy|tent canopies]] were first introduced in [[Flea Market]].

Revision as of 06:50, 14 February 2019

A lesson level can refer to the first eight levels of Chip's Challenge 1, entitled Lesson 1 through Lesson 8, and seven levels in Chip's Challenge 2, entitled Lesson 1 through Lesson 7, though they are not the first seven levels. They serve as training levels for the rest of the game, and show most of the tiles. All of these levels contain a hint which explains the main concepts introduced in the level. They were all designed by Chuck Sommerville. They can also refer to the nine tutorial levels in CCLP1 or other similar levels in custom level sets

CC1 lesson levels

Tiles not introduced in the CC1 lesson levels

Later levelsets

Unlike Chip's Challenge 1, Chip's Challenge Level Pack 2 and Chip's Challenge Level Pack 4 do not have lesson levels, as they use the same devices and mechanics as the original, and are meant to be played by veteran Chipsters. However, Chip's Challenge Level Pack 3 has the introductory Entrance Examination, where most of the basic mechanics are put into test for newcomers. Chip's Challenge Level Pack 1 contains nine tutorial levels, none with their title in the Lesson # format.

CC2 lesson levels

All lesson levels in Chip's Challenge 2 are untimed.

Tiles not introduced in the CC2 lesson levels

Other uses

Other than the official CC1 and CC2 lesson levels, the term is used to identify any level made in this style, usually introducing a concept not covered in the official lesson levels or to introduce a gimmick of a specific custom level set. For example, pi's lesson 3.141592653589793238 introduces the set's use of the digits of pi as a method of solving its levels.