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|image = [[File:Level 121.png|300px]]
|image = [[File:Level 121.png|300px]]
|levelset = Chip's Challenge 1
|levelset = Chip's Challenge 1
|designer = M. Peter Engelbrite
|designer = Peter Engelbrite
|level = 121
|level = 121
|password = BPYS
|password = BPYS
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}}
}}


'''Perfect Match''' is the 121st level in [[Chip's Challenge 1]]. The central section is composed of three [[fireball]]s circling around and periodically touching [[green button]]s, which control a fireball [[clone machine]] below that happens to guard the [[exit]]. If the [[toggle wall]] opens for even a very brief period, Chip will not be able to get into the exit.
'''Perfect Match''' is the 121st level in [[Chip's Challenge 1]]. This level was designed after the now-defunct computing concept of [http://en.wikipedia.org/wiki/Bubble_memory bubble memory:] "a string of bits that were continuously rotating around on a circuit" could be programmed to read specific code.<ref>[https://midnightsynergy.com/newsletter/issue004/page4.htm Interview with Chuck Sommerville, Designer of Chip's Challenge.] ''The Midnight Post'', issue 4, April 2006.</ref>


Since Chip can't enter the middle, he has to either continue to clone fireballs incessantly until they run onto the [[trap]]s with fireballs ahead of them, causing the [[Concussion Rule]] to kick in and stop the green buttons entirely, or to synchronize the tracks to ''always'' touch the buttons at the same time. This level was designed by Peter Engelbrite, a member of [[Chuck Sommerville]]'s CC programming team, who designed it after the now-defunct computing concept of [http://en.wikipedia.org/wiki/Bubble_memory bubble memory:] "a string of bits that were continuously rotating around on a circuit" could be programmed to read specific code. <ref>"Interview with Chuck Sommerville, Designer of Chip's Challenge". ''The Midnight Post'', issue 4, April 2006.</ref>
The central section is composed of three [[fireball]]s circling around and periodically touching [[green button]]s, which control a fireball [[clone machine]] below that happens to guard the [[exit]]. If the [[toggle wall]] opens for even a very brief period, Chip will not be able to get into the exit. Since Chip can't enter the middle, he has to either continue to clone fireballs incessantly until they run onto the [[trap]]s with fireballs ahead of them, causing the [[Concussion Rule]] to kick in and stop the green buttons entirely, or to synchronize the tracks to ''always'' touch the buttons at the same time.


The intended solution is the second one, which requires only 31 seconds. Clone as follows: (2R) [1] (2R) 4R, then push the [[block]] half a turn after each of the next two fireballs arrive U from the [[water]], such that Chip uses a [[spring step]] to survive and the fireballs, which move before sliding blocks in the [[move order]], will drown. With the fireballs synchronized and the toggle wall closed, go exit.
Clone one fireball, wait [5]; clone another, wait [4]; clone a third, then push the [[block]] half a turn after each of the next two fireballs arrive U from the [[water]], such that Chip uses a [[spring step]] to survive and the fireballs, which move before sliding blocks in the [[move order]], will drown. With the fireballs synchronized and the toggle wall closed, retreat to the exit.


==Full level map==
==Full level map==
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== Walkthrough ==
== Walkthrough ==
{{#ev:youtube|mq1vb7ijh0I}}
{{#ev:youtube|mq1vb7ijh0I}}
==References==
<references/>


{{Level Progression|Alphabet Soup|Totally Fair}}
{{Level Progression|Alphabet Soup|Totally Fair}}
[[Category:Untimed levels]]
[[Category:Untimed levels]]

Revision as of 22:21, 23 May 2019

[[Category:Error: no local variable "LEVELSET" has been set. Levels]]

[[Category:Levels designed by Error: no local variable "DESIGNER" has been set.]] [[Category:Levels with casual difficulty Error: no local variable "MS_CASUAL" has been set. (MS)]] [[Category:Levels with bold execution difficulty Error: no local variable "MS_EXEC" has been set. (MS)]] [[Category:Levels with bold routing difficulty Error: no local variable "MS_ROUTE" has been set. (MS)]] [[Category:Levels with luck rating Error: no local variable "MS_LUCK" has been set. (MS)]] [[Category:Levels with casual difficulty Error: no local variable "LYNX_CASUAL" has been set. (Lynx)]] [[Category:Levels with bold execution difficulty Error: no local variable "LYNX_EXEC" has been set. (Lynx)]] [[Category:Levels with bold routing difficulty Error: no local variable "LYNX_ROUTE" has been set. (Lynx)]] [[Category:Levels with luck rating Error: no local variable "LYNX_LUCK" has been set. (Lynx)]] [[Category:Levels with casual difficulty Error: no local variable "STEAM_TIME_CASUAL" has been set. (Steam)]] [[Category:Levels with bold execution difficulty Error: no local variable "STEAM_TIME_EXEC" has been set. (Steam)]] [[Category:Levels with bold routing difficulty Error: no local variable "STEAM_TIME_ROUTE" has been set. (Steam)]] [[Category:Levels with luck rating Error: no local variable "STEAM_TIME_LUCK" has been set. (Steam)]] [[Category:Levels with casual difficulty Error: no local variable "STEAM_SCORE_CASUAL" has been set. (Steam score)]] [[Category:Levels with bold execution difficulty Error: no local variable "STEAM_SCORE_EXEC" has been set. (Steam score)]] [[Category:Levels with bold routing difficulty Error: no local variable "STEAM_SCORE_ROUTE" has been set. (Steam score)]] [[Category:Levels with bold luck rating Error: no local variable "STEAM_SCORE_LUCK" has been set. (Steam Score)]]

Perfect Match is the 121st level in Chip's Challenge 1. This level was designed after the now-defunct computing concept of bubble memory: "a string of bits that were continuously rotating around on a circuit" could be programmed to read specific code.[1]

The central section is composed of three fireballs circling around and periodically touching green buttons, which control a fireball clone machine below that happens to guard the exit. If the toggle wall opens for even a very brief period, Chip will not be able to get into the exit. Since Chip can't enter the middle, he has to either continue to clone fireballs incessantly until they run onto the traps with fireballs ahead of them, causing the Concussion Rule to kick in and stop the green buttons entirely, or to synchronize the tracks to always touch the buttons at the same time.

Clone one fireball, wait [5]; clone another, wait [4]; clone a third, then push the block half a turn after each of the next two fireballs arrive U from the water, such that Chip uses a spring step to survive and the fireballs, which move before sliding blocks in the move order, will drown. With the fireballs synchronized and the toggle wall closed, retreat to the exit.

Full level map

Cc1 full map level 121.png

Walkthrough

References

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