Perfect Match: Difference between revisions

8 bytes removed ,  13 March 2019
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|image = [[Image:Level 121.png|300px]]
|image = [[Image:Level 121.png|300px]]
|levelset = [[Chip's Challenge 1]]
|levelset = [[Chip's Challenge 1]]
|designer = M. Peter Engelbrite
|level = 121
|level = 121
|password = BPYS
|password = BPYS
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}}
}}


'''Perfect Match''' is the 121st level in [[Chip's Challenge 1]]. It was designed by M. Peter Engelbrite. 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.
'''Perfect Match''' is the 121st level in [[Chip's Challenge 1]]. 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. This level was designed by Peter Engelbrite, a member of [[Chuck Sommerville]]'s CC programming team, who designed it after the now-defunct computing concept of [http://en.wikipedia.org/wiki/Bubble_memory bubble memory:] "a string of bits that were continuously rotating around on a circuit" could be programmed to read specific code. <ref>"Interview with Chuck Sommerville, Designer of Chip's Challenge". ''The Midnight Post'', issue 4, April 2006.</ref>
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. This level was designed by Peter Engelbrite, a member of [[Chuck Sommerville]]'s CC programming team, who designed it after the now-defunct computing concept of [http://en.wikipedia.org/wiki/Bubble_memory bubble memory:] "a string of bits that were continuously rotating around on a circuit" could be programmed to read specific code. <ref>"Interview with Chuck Sommerville, Designer of Chip's Challenge". ''The Midnight Post'', issue 4, April 2006.</ref>
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