Lesson level: Difference between revisions

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[[File:Force floor Random.png|link=Random force floor]] [[Random force floor]]s are introduced in [[Tetragons]].<br>
[[File:Force floor Random.png|link=Random force floor]] [[Random force floor]]s are introduced in [[Tetragons]].<br>
[[File:Blob.png|link=Blob]] [[Blob]]s are introduced in [[Square Dancing]].<br>
[[File:Blob.png|link=Blob]] [[Blob]]s are introduced in [[Square Dancing]].<br>
[[File:Computer chip.png|link=Computer chip]] While not technically a tile, [[Chip's Checkers]] introduces the concept of extra [[computer chip]]s.
[[File:Computer chip.png|link=Computer chip]] While not technically a tile, [[Feel the Static]] introduces the concept of extra [[computer chip]]s.


== CC2 lesson levels ==
== CC2 lesson levels ==
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== Other level sets ==
== Other level sets ==
[[Chip's Challenge Level Pack 2|CCLP2]], [[Chip's Challenge Level Pack 3|CCLP3]] and [[Chip's Challenge Level Pack 4|CCLP4]] 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, CCLP3 has the introductory [[Entrance Examination]], where most of the basic mechanics are put into test for newcomers.
[[Chip's Challenge Level Pack 2|CCLP2]], [[Chip's Challenge Level Pack 3|CCLP3]], [[Chip's Challenge Level Pack 4|CCLP4]], and [[Chip's Challenge Level Pack 5|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 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|pi.dat]]'s ''lesson 3.141592653589793238'' introduces the set's use of the digits of pi as a method of solving its levels.
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|pi.dat]]'s ''lesson 3.141592653589793238'' introduces the set's use of the digits of pi as a method of solving its levels.
[[Category:Terminology]]
[[Category:Terminology]]

Latest revision as of 21:59, 17 March 2024

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:

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 levelsEdit

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 levelsEdit

  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 levelsEdit

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 levelsEdit

  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 levelsEdit

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 levelsEdit

      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 setsEdit

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 usesEdit

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.