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A '''lesson level''' can refer to | A '''lesson level''' serves as a training level for the rest of the game, and shows most of the [[tile]]s the player can encounter. The term can refer to: | ||
* The first eight levels of [[Chip's Challenge 1]], entitled ''Lesson 1'' through ''Lesson 8'' | |||
* The first nine levels of [[Chip's Challenge Level Pack 1|CCLP1]], though not labelled in numeric order | |||
* Seven levels in [[Chip's Challenge 2]], entitled ''Lesson 1'' through ''Lesson 7'', though not the first seven levels | |||
All of these levels contain a hint which explains the main concepts introduced in the level. The CC1 and CC2 lesson levels were all designed by [[Chuck Sommerville]], whereas the CCLP1 lesson levels were primarily designed by [[Tyler Sontag]] and Henry Potts, with just one being designed by [[J.B. Lewis]]. They can also refer to other similar levels in [[custom level set]]s. | |||
== CC1 lesson levels == | == CC1 lesson levels == | ||
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* [[Lesson 8]]: [[Gravel]], dirt as a default tile, and the [[teeth]]. | * [[Lesson 8]]: [[Gravel]], dirt as a default tile, and the [[teeth]]. | ||
== Tiles not introduced in the CC1 lesson levels == | === Tiles not introduced in the CC1 lesson levels === | ||
* [[Walker]]s were first introduced in [[Nice Day]]. | * [[Walker]]s were first introduced in [[Nice Day]]. | ||
* [[Blob]]s were first introduced in [[Blobnet]]. | * [[Blob]]s were first introduced in [[Blobnet]]. | ||
* [[Paramecium|Paramecia]] were first introduced in [[Chchchips]]. | * [[Paramecium|Paramecia]] were first introduced in [[Chchchips]]. | ||
* [[force floor|Random force floors]] were first introduced in [[Floorgasborg]]. | * [[force floor|Random force floors]] were first introduced in [[Floorgasborg]]. | ||
== | == CCLP1 lesson levels == | ||
* [[Key Pyramid]]: Keys and doors, chips and sockets | |||
* [[Slip and Slide]]: Ice and force floors, skates and suction boots | |||
* [[Present Company]]: Fire and water, fire boots and flippers, gliders and fireballs | |||
* [[Block Party]]: Blocks, dirt, bombs | |||
* [[Facades]]: Blue walls, invisible walls, recessed walls | |||
* [[When Insects Attack]]: Gravel, bugs and paramecia | |||
* [[Under Pressure]]: Traps and brown buttons | |||
* [[Switcheroo]]: Red buttons and clone machines, green buttons and toggle walls, blue buttons and tanks | |||
* [[Swept Away]]: Thieves, teleports | |||
=== Tiles not introduced in the CCLP1 lesson levels === | |||
* Teeth and walkers were first seen in [[Graduation]], though the walkers are never interacted with. The first level where the player interacts with walkers is [[The Monster Cages]]. | |||
* Random force floors were first seen in [[Tetragons]]. | |||
* Blobs were first seen in [[Square Dancing]]. | |||
* While not technically a tile, [[Chip's Checkers]] first introduced the concept of extra chips. | |||
== CC2 lesson levels == | == CC2 lesson levels == | ||
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* [[Lesson 7 (CC2 level)|Lesson 7]]: [[Logic gate]]s, [[latch]]es, and [[Wire#Counter|counter gate]]s. | * [[Lesson 7 (CC2 level)|Lesson 7]]: [[Logic gate]]s, [[latch]]es, and [[Wire#Counter|counter gate]]s. | ||
== Tiles not introduced in the CC2 lesson levels == | === Tiles not introduced in the CC2 lesson levels === | ||
* [[Time modifier]]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]]. | ||
== Other level sets == | |||
Unlike Chip's Challenge 1, [[Chip's Challenge Level Pack 2|CCLP2]] and [[Chip's Challenge Level Pack 4|CCLP4]] do not have lesson levels, as they use the same devices and mechanics as the original, and are meant to be played by veteran [[Chipster]]s. However, [[Chip's Challenge Level Pack 3|CCLP3]] has the introductory [[Entrance Examination]], where most of the basic mechanics are put into test for newcomers. | |||
== 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]]. For example, [[pi]]'s ''lesson 3.141592653589793238'' introduces the set's use of the digits of pi as a method of solving its levels. | 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|pi]]'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 06:16, 5 March 2019
A lesson level serves as a training level for the rest of the game, and shows most of the tiles the player can encounter. The term can refer to:
- The first eight levels of Chip's Challenge 1, entitled Lesson 1 through Lesson 8
- The first nine levels of CCLP1, though not labelled in numeric order
- Seven levels in Chip's Challenge 2, entitled Lesson 1 through Lesson 7, though not the first seven levels
All of these levels contain a hint which explains the main concepts introduced in the level. The CC1 and CC2 lesson levels were all designed by Chuck Sommerville, whereas the CCLP1 lesson levels were primarily designed by Tyler Sontag and Henry Potts, with just one being designed by J.B. Lewis. They can also refer to 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.
- Blobs were first introduced in Blobnet.
- Paramecia were first introduced in Chchchips.
- Random force floors were first introduced in Floorgasborg.
CCLP1 lesson levels
- Key Pyramid: Keys and doors, chips and sockets
- Slip and Slide: Ice and force floors, skates and suction boots
- Present Company: Fire and water, fire boots and flippers, gliders and fireballs
- Block Party: Blocks, dirt, bombs
- Facades: Blue walls, invisible walls, recessed walls
- When Insects Attack: Gravel, bugs and paramecia
- Under Pressure: Traps and brown buttons
- Switcheroo: Red buttons and clone machines, green buttons and toggle walls, blue buttons and tanks
- Swept Away: Thieves, teleports
Tiles not introduced in the CCLP1 lesson levels
- Teeth and walkers were first seen in Graduation, though the walkers are never interacted with. The first level where the player interacts with walkers is The Monster Cages.
- Random force floors were first seen in Tetragons.
- Blobs were first seen in Square Dancing.
- While not technically a tile, Chip's Checkers first introduced the concept of extra chips.
CC2 lesson levels
All lesson levels in Chip's Challenge 2 are untimed.
- Lesson 1: Chip, floor, walls, letter tiles, 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, switch doors, 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 modifiers 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 level sets
Unlike Chip's Challenge 1, CCLP2 and CCLP4 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, CCLP3 has the introductory Entrance Examination, where most of the basic mechanics are put into test for newcomers.
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.