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As Chip's Challenge features pushable [[block]]s which can clear otherwise deadly [[water]], it lends itself well to [[Sokoban]]-style levels. [[Castle Moat]] is a more traditional Sokoban: numerous blocks are crammed into tight corridors and require careful thought to extract. [[Pier Seven]] has relatively simple block pushing; the puzzle is figuring out ''where'' the given number of blocks will reach the center island. [[Iceberg]] and [[Arcticflow]] feature a series of small islands in icy waters to traverse. [[Oversea Delivery]] requires teleporting four blocks through a series of islands without losing any to the sea, while [[On the Rocks]] practically invites a player to fill it in. [[Writers Block]], [[Cityblock]], and [[Pain]] are infamous for the incredible amount of precise block maneuvering required. | As Chip's Challenge features pushable [[block]]s which can clear otherwise deadly [[water]], it lends itself well to [[Sokoban]]-style levels. [[Castle Moat]] is a more traditional Sokoban: numerous blocks are crammed into tight corridors and require careful thought to extract. [[Pier Seven]] has relatively simple block pushing; the puzzle is figuring out ''where'' the given number of blocks will reach the center island. [[Iceberg]] and [[Arcticflow]] feature a series of small islands in icy waters to traverse. [[Oversea Delivery]] requires teleporting four blocks through a series of islands without losing any to the sea, while [[On the Rocks]] practically invites a player to fill it in. [[Writers Block]], [[Cityblock]], and [[Pain]] are infamous for the incredible amount of precise block maneuvering required. | ||
Redirection of [[monster]]s by taking advantage of their simple behavior is another common theme. [[Metastable to Chaos]] asks the player to disrupt a choreographed dance of [[bug]]s by introducing [[block]]s, and [[Lemmings]] is a similar idea with rings of [[fireball]]s. [[Traffic Cop]] has the player direct a [[ | Redirection of [[monster]]s by taking advantage of their simple behavior is another common theme. [[Metastable to Chaos]] asks the player to disrupt a choreographed dance of [[bug]]s by introducing [[block]]s, and [[Lemmings]] is a similar idea with rings of [[fireball]]s. [[Traffic Cop]] has the player direct a stream of [[walker]]s across the entirety of the level to press a button. "Underground" levels like [[Digger]], [[Digdirt]], [[Spooks]], and [[Underground]] require carefully directing monsters away from the player while digging through a large area of [[dirt]]. | ||
Unlike Sokoban and similar turn-based puzzle games, Chip's Challenge plays out in real time, so dodging monsters adds an extra twist. [[Ping Pong]], [[Problems]], and [[Bounce City]] offer some relatively simple tasks, but require that they be done while dodging rows of [[pink ball]]s. [[Beware of Bug]] consists of tight corridors that require quick recognition of where a monster will go. | Unlike Sokoban and similar turn-based puzzle games, Chip's Challenge plays out in real time, so dodging monsters adds an extra twist. [[Ping Pong]], [[Problems]], and [[Bounce City]] offer some relatively simple tasks, but require that they be done while dodging rows of [[pink ball]]s. [[Beware of Bug]] consists of tight corridors that require quick recognition of where a monster will go. | ||
A sort of inverse of maze levels are those that feature patterns and repetition, requiring patience and a methodical approach. [[Oorto Geld]] requires setting up an automated button-pressing mechanism, then slipping into several dozen small rooms to collect [[computer chip]]s. [[Seeing Stars]] has a large number of small water gaps to cross in a variety of similar arrangements. [[Refraction]] asks a player to collect | A sort of inverse of maze levels are those that feature patterns and repetition, requiring patience and a methodical approach. [[Oorto Geld]] requires setting up an automated button-pressing mechanism, then slipping into several dozen small rooms to collect [[computer chip]]s. [[Seeing Stars]] has a large number of small water gaps to cross in a variety of similar arrangements. [[Refraction]] asks a player to collect chips from within a fractal of toggle elements. [[Reverse Alley]] is a spiral of [[blue tank]]s whose movements are tricky to predict. [[Telenet]], [[Colony]], and [[Memory]] feature numerous copies of the same small rooms. | ||
Some levels have no strong theme and are instead general romps through a series of miscellaneous challenges. [[Nuts and Bolts]], [[Nightmare]], and [[All Full]] are some well-known examples. Others, like [[Trinity]], [[Elementary]], and [[Mugger Square]], are designed around using the game's four different "elemental" tiles in parallel. | Some levels have no strong theme and are instead general romps through a series of miscellaneous challenges. [[Nuts and Bolts]], [[Nightmare]], and [[All Full]] are some well-known examples. Others, like [[Trinity]], [[Elementary]], and [[Mugger Square]], are designed around using the game's four different "elemental" tiles in parallel. |