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Lesson level: Difference between revisions
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==Later levelsets== | ==Later levelsets== | ||
Unlike Chip's Challenge 1, [[Chip's Challenge Level Pack 2]] | 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 == | == CC2 lesson levels == | ||
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== Other uses == | == 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]], | 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.dat]]'s ''lesson 3.141592653589793238'' introduces the set's use of the digits of pi as a method of solving its levels. | ||
[[Category:Terminology]] | [[Category:Terminology]] |
Revision as of 20:08, 14 January 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
- Lesson 1: The basics: Chip, floor, walls, hints, computer chips, sockets and the exit, plus keys and locks.
- Lesson 2: Blocks and how they turn water into dirt; monsters, specifically the bug.
- Lesson 3: The elements and their respective boots.
- Lesson 4: Blue buttons and tanks, green buttons and toggle walls, and items or destructive obstacles hidden under blocks.
- Lesson 5: Red buttons and clone machines, brown buttons and traps, and bombs; gliders, fireballs, and pink balls. Lesson 5 is also the first level not to contain a socket or any computer chips.
- Lesson 6: Invisible walls, hidden walls, blue walls, and the concept of superfluous (unreachable) chips.
- Lesson 7: Thieves, teleports, and recessed walls. It also features thin walls in a cameo role.
- Lesson 8: Gravel, dirt as a default tile, and the teeth.
Tiles not introduced in the CC1 lesson levels
- Walkers were first introduced in Nice Day.
- Clone blocks were first introduced in Iceberg.
- Blobs were first introduced in Blobnet.
- Paramecia were first introduced in Chchchips.
- Random force floors were first introduced in Floorgasborg.
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.
- Lesson 1: Chip, floor, walls, hints, keys, locks, dirt, ice, ice skates, bonus flags, no signs, red thieves, blue thieves, chips, force floors, suction boots, swivel doors, flippers, water, fire boots, fire, turtles, recessed walls, blocks, bombs, the exit.
- Lesson 2: Thin walls, ants, centipedes, gliders, fire boxes, purple balls, green buttons, toggle walls, green chips, green bombs, ice blocks, red teeth, gravel, dirt, custom walls, and custom floors.
- Lesson 3: Melinda, hiking boots, blue walls, green walls, hidden walls, invisible walls, blue teleports, red teleports, green teleports, orange buttons, flame jets, steel walls, time bombs, and slime. Lesson 3 also introduces the concept of dropping a tool.
- Lesson 4: Transmogrifier, gender-only signs, walkers, directional blocks, blue buttons, blue tanks, red buttons, clone machines, clone blocks, yellow buttons, yellow tanks, random force floors, blobs, floor mimics, and secret eyes.
- Lesson 5: Brown buttons, traps, railroad tracks, ghosts, steel foil, railroad signs, helmets, rovers, pink buttons, wire, pink toggle walls, bowling balls, yellow teleports. Lesson 5 also introduces the concept of partial posting.
- Lesson 6: Lightning bolts, speed boots, switches, black buttons, grey buttons, bribes, and mirror Chip.
- Lesson 7: Logic gates, latches, and counter gates.
Tiles not introduced in the CC2 lesson levels
- Time tiles were first introduced in Quick Time, Quick Time II, and Quick Time III.
- Mirror Melinda was first introduced in Lookalike.
- Hooks and tent canopies were first introduced in Flea Market.
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.dat's lesson 3.141592653589793238 introduces the set's use of the digits of pi as a method of solving its levels.