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Joshua Bone
Joshua Bone is a noteworthy level designer, known for having seventeen of his CC1 compositions included in Chip's Challenge Level Pack 3 and Chip's Challenge Level Pack 4, for designing 52 levels for and beta testing Chips Challenge 2, and for ongoing design work in his "Walls of Chip's Challenge" CC2 levelset.
Joshua has one CC1 level set, named "JoshB_LYNX". It is one of the few level sets designed with the Lynx Ruleset in mind, so it contains levels that are busted in the MS Ruleset or do not work as intended in that ruleset. This set, designed in 2005, originally had 37 levels, 31 of which were eligible for inclusion in CCLP3. Fifteen of them were voted into CCLP3—his level Spiral was voted the highest in the fun category, and How to Get Around in Venice was voted the second-highest in that category.
In 2013, Joshua briefly returned to CC1 level design, adding a dozen or so levels to JoshB_LYNX. He soon discontinued design work due to frustration with designing for both the MS and Lynx rulesets simultaneously. However, one level designed during this time period, If I Ran the Zoo, did end up being voted into CCLP4, along with Rivets from the earlier (2005) set.
Since the release of CC2 in 2015, Joshua has been working on and off on a CC2 levelset called the "Walls of Chip's Challenge" which aims to create 149 new CC2 puzzles based on the walls or layout of the original CC1 game, and is expected to be complete by the end of 2020. Approximately 100 of his designs appeared in CC2LP1 voting.
Levels in official packs
CCLP3
- Thieves and Teleports
- Redoubled Effort
- My Friend
- Mud and Water
- Spiral
- Pearl Diving
- Blazes
- How to Get Around in Venice
- No End in Sight
- Lichenstein
- Bolkonski
- In the Limelight
- Sardines
- Marooned
- Diabolical
CCLP4
CC2
- Force Perimeter
- Run-Around
- Sea Turtles
- No Turning Back
- Desert Oasis
- Gold Rush
- Trial and Error?
- Disciple
- Lookalike
- Thaw
- Onion
- Evil Twin
- Repaer Mirg
- Room 9
- Foursome
- Yellow Brick Road
- Wolfpack
- Winter in the Marsh
- Firing Range
- Nonsense
- Breaking In
- Re:Think
- Clueless
- Big House
- Construction Zone
- Re:Think II
- Rebel
- Fish and Chips
- Caverns
- Tank Rush
- Banquet Hall
- Minefield
- Deathtrap
- Venice
- Swivel Motel
- No Easy Task
- In & Out
- Antarctica
- Dodgeball
- Prey
- Haunted Castle
- Thinktank
- In & Out II
- Smuggler
- Deadmeat
- Hired Hand
- Da Bomb
- Endangered Species
- Clone
- Island
- Boiler Room
- Tank War
Design style
CC1
Joshua's CC1 levels usually are small or medium in size, and their difficulty ranges from very simple to medium. As such, most of his levels are placed early in CCLP3. Marooned was placed as level 126, however, it is a simple level and was intentionally placed later in the set by staff. Diabolical was placed as level 148, but only to serve as a break after possibly the most challenging level in CCLP3, Avalanche. His levels usually contain simple but elegant puzzles and the occasional dodging of monsters. One predominant theme of his levels is clever interactions with monsters, for example, with the fireball in Redoubled Effort, the teeth in Marooned, the bugs in Mud and Water, or the tanks and pink balls in Lichenstein. He also pioneered and popularized several concepts, such as disturbing bug and paramecia lines like in Swarm or Mud and Water, and the backtracking concept seen in Carried Away or Spiral. His levels' leisureliness, ingenuity, and aesthetics of his levels are the reason are so well-received.
CC2 Main Game
Joshua's original CC2 levels were designed in the late 1990s, and are (like most levels from that time period) somewhat hit-or-miss by today's standards. However, some of them are quite clever, and they are notable for being almost the only levels in the main game to explore advanced concepts such as Yellow teleport puzzles, Bowling ball and Rover inventories, replacement of entities on Clone machines, and item dropping.