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Perfect Match: Difference between revisions
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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 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. | ||
== Version differences == | |||
The [[MSCC]] version of this level adds an extra ice tile, two cells south of the eastern green button. | |||
== [[MS]] route == | |||
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. | 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== | ||
This is the [[MSCC]] version of the level. In other versions, the southeastern ice tile (a bit north of the exit) is floor. | |||
[[File:Cc1_full_map_level_121.png|500px]] | [[File:Cc1_full_map_level_121.png|500px]] | ||
Latest revision as of 04:09, 6 May 2021
Level set | Chip's Challenge 1 |
---|---|
Level number | 121 |
Designer | Peter Engelbrite |
Password | BPYS |
Hint | Match the inner to the outer. A perfect match. |
Chips | 0 required / 0 available |
Time limit | 0 |
MS (Scores) | |
Bold time | [968] |
Public time | [968] |
Casual difficulty | ***** |
Bold execution difficulty |
***** |
Bold routing difficulty |
***** |
Bold luck difficulty |
***** |
Lynx (Scores) | |
Bold time | [966] |
Public time | [966] |
Casual difficulty | ***** |
Bold execution difficulty |
***** |
Bold routing difficulty |
***** |
Bold luck difficulty |
***** |
Steam (Scores) | |
Bold time | 0 |
Public time | 0 |
Casual difficulty | ***** |
Bold execution difficulty |
***** |
Bold routing difficulty |
***** |
Bold luck difficulty |
***** |
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.
Version differences[edit]
The MSCC version of this level adds an extra ice tile, two cells south of the eastern green button.
MS route[edit]
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[edit]
This is the MSCC version of the level. In other versions, the southeastern ice tile (a bit north of the exit) is floor.
Walkthrough[edit]
References[edit]
- ↑ Interview with Chuck Sommerville, Designer of Chip's Challenge. The Midnight Post, issue 4, April 2006.
Previous Level | Current Level | Next Level |
---|---|---|
← Alphabet Soup | Perfect Match | Totally Fair → |
- Chip's Challenge 1 Levels
- Levels designed by Peter Engelbrite
- Levels with casual difficulty 3 (MS)
- Levels with bold execution difficulty 2 (MS)
- Levels with bold routing difficulty 2 (MS)
- Levels with casual difficulty 3 (Lynx)
- Levels with bold execution difficulty 2 (Lynx)
- Levels with bold routing difficulty 2 (Lynx)
- Levels with casual difficulty 3 (Steam)
- Levels with bold execution difficulty 2 (Steam)
- Levels with bold routing difficulty 2 (Steam)
- Untimed levels