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{{Infobox Level New
{{Infobox Level
|name = PLAYHOUSE
|pack = cc1
|image = [[Image:Level 90.png|300px]]
|levelset = [[Chip's Challenge 1]]
|level = 90
|level = 90
|password = OLLM
|image = [[File:Level_90.png|300px]]
|hint = No
}}
|chips required = 121
 
|chips available = 128 (seven are extra; four of these can be taken after the chip socket is opened, but they are, of course, not necessary.)
'''Playhouse''' is the 90th level in [[Chip's Challenge 1]]. This colorful stage is rooted in exploration, as can be observed by its emphasis on pushing [[blue wall]]s to search for secret areas. Combine this with a knack for red herrings and dodging [[Ball|bouncing balls]] in close quarters, and Playhouse is a blast to play that provides many types of challenges.
|time = 400
 
|bold ms = 318
At the start, blocks 1 and 3 are to be used to bridge the [[water]], ignoring the second block which conceals a [[fire]] tile. On the left there are some bouncing [[ball]]s, but in the [[MS ruleset|Microsoft version]] the fire will get rid of them, making it much easier to pass through on this side. To acquire the [[computer chip]]s and yellow [[key]] behind the [[force floor]], Chip must find a secret passage in the blue walls; he can find this by pushing on the wall 4 tiles south of the force floor.
|bold lynx = 314
 
|difficulty ms = 3
In the center of the playhouse, there is a six-block [[wedge]]; to reach the [[recessed wall]]s above with goodies behind them, Chip should move block 4 from the right and pack in the [[dirt]], then move block 6 so that block 5 can be pushed left and can complete the bridge started by block 4. The same process must be repeated on the other side - block 3 U and hit the dirt, and finish the wedge with block 2. With the [[blue key]] now in tow, break through the [[blue wall]] one row east from block 12 to reach some bouncing [[pink ball]]s. To the right are five more computer chips, and to the left is the [[blue lock]] which opens the [[ice]] slide to a secret room. In here, Chip must take only the green key and nine chips around it; there is also another chip and a pair of [[ice skates]], but Chip cannot reach them without getting trapped behind [[recessed wall]]s.
|bold difficulty ms = 3
|bold complexity ms = 2


|difficulty lynx = 3
Through the green lock on the left side, Chip must line up the two blocks to get over the water. At the very top of the level are a cornucopia of computer chips forming the words "GOOD JOB". Chip will now have almost everything he needs to finish, but first, he must cross the fire on the right to find a collection of 11 chips. Beyond the green lock at the very top (not the one near the fire), Chip can grab the last 10 chips and access the [[exit]].
|bold difficulty lynx = 3
|bold complexity lynx = 2
}}


'''Playhouse''' is the 90th level in [[Chip's Challenge 1]].
==Decade message==
The completion of Playhouse triggers another new [[decade message]]:<br>''"I can do it! I know I can!" Chip thinks as the going gets tougher. Besides, [[Melinda|Melinda the Mental Marvel]] waits at the end!''


Use blocks 3 and 1 (not [[hot block]] 2.) to bridge the [[water]], then go to the [[Wedge|six-block wedge]] above you. To reach the [[recessed wall]]s above with goodies in them, move block 4 U and hit the dirt, block 6 U, block 5 L 2U, block 3 U and hit the dirt, and then divert to the left side, which contains a [[yellow key]] Chip needs beyond the bridge. Now, finish the wedge with block 2, clean out the [[item]]s and break through the [[blue wall]] a row east from block 12 to reach some bouncing [[pink ball]]s. Take the chips on the right, open the [[blue lock]] to reach a secret room, and take only the nine chips and green key.
== Version differences ==


Backtrack out past the wedges, use the green key to open the [[green lock]] on the left side of the exit, and line up the two blocks to get over the water and reach the "GOOD JOB" spelled out in chips. Pick up all the chips except for a few that Chip can collect on the way back, then walk the [[fire]] and then take the rest of the GOOD JOB on the way into the exit. Turn left and then right, and then jump down to exit.
In the unreleased [[NES]] port, the [[hot block]] near [[Chip]] is replaced with a [[wall]].


The completion of the level triggers another new [[Decade Message]]: ''"I can do it! I know I can!" Chip thinks as the going gets tougher. Besides, [[Melinda the Mental Marvel]] waits at the end!''
==Full level map==
[[File:Cc1_full_map_level_90.png|500px]]


== Walkthrough ==
== Walkthrough ==
[[File:Chip's Challenge 1 level 90 solution - 318 seconds|425px]]
{{#ev:youtube|nToZWUWb_90}}
 
==Trivia==
*If Chip's first bridge is not built through the water square adjacent to multiple force floors, it is possible to return to the starting area and collect the chip behind the green lock. Using the block that hides fire, Chip can also build a bridge behind the red lock and collect another chip; or if the first bridge was built low enough, Chip can even take this block out of the room and carry it through the level. Unfortunately, there is no merit to any of this; having a block at this point is not very helpful, and the two chips at the start are not even required to finish the level.


{{Level Progression|Block Buster|Jumping Swarm}}
{{Level Progression|Block Buster|Jumping Swarm}}

Latest revision as of 02:11, 6 May 2021

Playhouse is the 90th level in Chip's Challenge 1. This colorful stage is rooted in exploration, as can be observed by its emphasis on pushing blue walls to search for secret areas. Combine this with a knack for red herrings and dodging bouncing balls in close quarters, and Playhouse is a blast to play that provides many types of challenges.

At the start, blocks 1 and 3 are to be used to bridge the water, ignoring the second block which conceals a fire tile. On the left there are some bouncing balls, but in the Microsoft version the fire will get rid of them, making it much easier to pass through on this side. To acquire the computer chips and yellow key behind the force floor, Chip must find a secret passage in the blue walls; he can find this by pushing on the wall 4 tiles south of the force floor.

In the center of the playhouse, there is a six-block wedge; to reach the recessed walls above with goodies behind them, Chip should move block 4 from the right and pack in the dirt, then move block 6 so that block 5 can be pushed left and can complete the bridge started by block 4. The same process must be repeated on the other side - block 3 U and hit the dirt, and finish the wedge with block 2. With the blue key now in tow, break through the blue wall one row east from block 12 to reach some bouncing pink balls. To the right are five more computer chips, and to the left is the blue lock which opens the ice slide to a secret room. In here, Chip must take only the green key and nine chips around it; there is also another chip and a pair of ice skates, but Chip cannot reach them without getting trapped behind recessed walls.

Through the green lock on the left side, Chip must line up the two blocks to get over the water. At the very top of the level are a cornucopia of computer chips forming the words "GOOD JOB". Chip will now have almost everything he needs to finish, but first, he must cross the fire on the right to find a collection of 11 chips. Beyond the green lock at the very top (not the one near the fire), Chip can grab the last 10 chips and access the exit.

Decade message[edit]

The completion of Playhouse triggers another new decade message:
"I can do it! I know I can!" Chip thinks as the going gets tougher. Besides, Melinda the Mental Marvel waits at the end!

Version differences[edit]

In the unreleased NES port, the hot block near Chip is replaced with a wall.

Full level map[edit]

Cc1 full map level 90.png

Walkthrough[edit]

Trivia[edit]

  • If Chip's first bridge is not built through the water square adjacent to multiple force floors, it is possible to return to the starting area and collect the chip behind the green lock. Using the block that hides fire, Chip can also build a bridge behind the red lock and collect another chip; or if the first bridge was built low enough, Chip can even take this block out of the room and carry it through the level. Unfortunately, there is no merit to any of this; having a block at this point is not very helpful, and the two chips at the start are not even required to finish the level.
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