Lesson level
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 Chip's Challenge Level Pack 1, 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
It can also refer to other similar levels in custom level sets.
All lesson levels contain hints which explain 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.
CC1 lesson levels
Click on a tile to read its article about it.
Name | Tiles | Additional concepts, if any |
---|---|---|
Lesson 1 | ||
Lesson 2 | ||
Lesson 3 | ||
Lesson 4 | Items under blocks | |
Lesson 5 | Levels with no computer chips | |
Lesson 6 | Levels with extra computer chips | |
Lesson 7 | ||
Lesson 8 |
Tiles not introduced in CC1 lesson levels
Walkers are introduced in Nice Day.
Blobs are introduced in Blobnet.
Paramecia are introduced in Chchchips.
Random force floors are introduced in Floorgasborg.
CCLP1 lesson levels
Click on a tile to read its article about it.
Name | Tiles | Additional concepts, if any |
---|---|---|
Key Pyramid | ||
Slip and Slide | ||
Present Company | ||
Block Party | ||
Facades | ||
When Insects Attack | ||
Under Pressure | ||
Switcheroo | ||
Swept Away |
Tiles not introduced in CCLP1 lesson levels
Teeth are introduced in Graduation.
Thin walls are introduced in Basketball.
Walkers are interacted with in The Monster Cages, though they are technically first seen in Graduation.
Random force floors are introduced in Tetragons.
Blobs are introduced in Square Dancing.
While not technically a tile, Feel the Static introduces the concept of extra computer chips.
CC2 lesson levels
Click on a tile to read its article about it.
Name | Tiles | Additional concepts, if any |
---|---|---|
Lesson 1 | ||
Lesson 2 | ||
Lesson 3 | Dropping items | |
Lesson 4 | ||
Lesson 5 | Partial posting | |
Lesson 6 | ||
Lesson 7 |
Tiles not introduced in CC2 lesson levels
Time modifiers are introduced in Quick Time, Quick Time II, and Quick Time III.
Blue teeth are introduced in Monty Haul.
Hooks and tent canopies are introduced in Flea Market.
Other level sets
CCLP2, CCLP3, CCLP4, and CCLP5 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, there are some exceptions:
- CCLP3 has the introductory Entrance Examination, where most of the basic mechanics are put into test for newcomers. - CCLP4 has Proving Grounds, designed around reviewing most of the games elements. - CCLP5 has Multipurpose Tool, which was initially designed to be a block tutorial from its source set.
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.