History YMMV / ChipsChallenge

16th Jun '17 10:47:30 AM MisterVercetti
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*** "Crazy" in the sequel, with lots and lots and lots and lots of sliding block puzzles in ''very'' tight quarters. The only saving graces you get are that there's no official time limit and if you just want to beat the level you only have to complete four of the puzzles to proceed (and you can pick and choose which ones you want to complete). If you're looking for a high score, though, you have to complete ''all'' 26 of them with no mistakes, while racing against a logic gate timer that locks you out of some multiplier flags after 10 minutes. [[spoiler:Even worse, you have to do it ''twice'', since a different version shows up as the final level.]]

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*** "Crazy" in the sequel, "Crazy", with lots and lots and lots and lots of sliding block puzzles in ''very'' tight quarters. The only saving graces you get are that there's no official time limit and if you just want to beat the level you only have to complete four of the puzzles to proceed (and you can pick and choose which ones you want to complete). If you're looking for a high score, though, you have to complete ''all'' 26 of them with no mistakes, while racing against a logic gate timer that locks you out of some multiplier flags after 10 minutes. [[spoiler:Even worse, you have to do it ''twice'', since a different version shows up as the final level.]]
16th Jun '17 10:44:13 AM MisterVercetti
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Added DiffLines:

* GeniusBonus: The "[=eProm=]", at first glance, sounds like a typical attempt to make something sound digital by adding the letter "e" to the front. However, it gains a new level of hilarity once you know that there's a certain type of memory chip called "EEPROM".
16th Jun '17 10:39:03 AM MisterVercetti
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** "Crazy" in the sequel, with lots and lots and lots and lots of sliding block puzzles in ''very'' tight quarters. The only saving graces you get are that there's no official time limit and if you just want to beat the level you only have to complete four of the puzzles to proceed (and you can pick and choose which ones you want to complete). If you're looking for a high score, though, you have to complete ''all'' 26 of them with no mistakes, while racing against a logic gate timer that locks you out of some multiplier flags after 10 minutes.

to:

** The sequel has no shortage of these, due in large part to being a massive SequelDifficultySpike:
***
"Crazy" in the sequel, with lots and lots and lots and lots of sliding block puzzles in ''very'' tight quarters. The only saving graces you get are that there's no official time limit and if you just want to beat the level you only have to complete four of the puzzles to proceed (and you can pick and choose which ones you want to complete). If you're looking for a high score, though, you have to complete ''all'' 26 of them with no mistakes, while racing against a logic gate timer that locks you out of some multiplier flags after 10 minutes. [[spoiler:Even worse, you have to do it ''twice'', since a different version shows up as the final level.]]
*** "The Village", which involves navigating around a dozen Chip clones through a series of obstacles, with the ultimate goal of freeing the real Chip from a trap so he can reach the exit. The difficulty lies in the fact that there's no obvious order in which to complete each task, and the goals are often set up in such a way that they require sacrificing the Chip clone involved once it's done. Because all of the Chip clones move at the same time, even one mistake can cost you a valuable clone, and more often than not it will require you to start the entire level over again.
11th Jun '17 11:19:31 AM Zowayix
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* IAmNotShazam: While ''Chip's Challenge'' does star Chip, ''Chuck's Challenge'' doesn't star Chuck; you play as Woop, playing through puzzles ''created by'' Chuck.

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* IAmNotShazam: While ''Chip's Challenge'' does star Chip, ''Chuck's Challenge'' doesn't star Chuck; you play as Woop, playing through puzzles ''created by'' created by Chuck.



** And what's your reward for completing that block-pushing nightmare? ''Spirals'', the ''very next level'', is one of the most notoriously difficult. In case a maze filled with ever-increasing numbers of random walkers wasn't bad enough, some Microsoft versions of Chip's Challenge have a [[http://chipschallenge.wikia.com/wiki/Spirals_corruption corrupt level file]], making the level nearly UnwinnableByMistake.

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** And what's your reward for completing that block-pushing nightmare? ''Spirals'', the ''very next level'', is one of the most notoriously difficult. In case a maze filled with ever-increasing numbers of random walkers wasn't bad enough, some Microsoft versions of Chip's Challenge have a [[http://chipschallenge.wikia.com/wiki/Spirals_corruption corrupt level file]], making the level nearly ''nearly'' UnwinnableByMistake.
19th May '17 7:44:04 PM MyFinalEdits
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*** [=CCLP3's=] second half is often regarded as '''nothing''' but That One Level back to back to back to back [[OverlyLongGag to back to back]]. Special mention goes to ''You Can't Teach an Old Frog New Tricks'' ([=CCLP3=] 144) for being harder than the already ridiculously difficult levels surrounding it. Solving it requires setting up no less than 5 rooms ''flawlessly'' so that one tooth monster can navigate through them in sequence to release Chip from a trap, so said tooth monster can control a toggle switch and then be trapped on ice so Chip can walk to the exit. Interestingly, in playing back the solution in Tile World, the focus switches to that of the tooth monster when Chip enters the trap. Ande like all fan-made level packs with more than 144 levels, [=CCLP3=] treats this one as a DiscOneFinalDungeon only, so you'll still have to tackle five more levels, including the formidable duo ''Suspended Animation'' (146) and ''Avalanche'' (147).
*** [=CCLP2=] has levels that rely on unintuitive tile placements and a bigger focus on booby traps and random-working hazards and enemies, resulting in levels like ''Block Away!'', ''Exit Chip'' and ''Blocked Trap'' where it's almost impossible to foresee a deadly trap on the first attempt. This reaches its zenith (nadir for the less experienced players) with the 93th level, ''Exit Chip'', which does a ''deliberate'' attempt to troll players in every possible opportunity. Even then, there are more traditional levels that are still infamous for their difficulty, such as ''Mazed In'' ([[SchizophrenicDifficulty which for some reason is put as the 12th level]]), ''Warehouse II'', the two ''Oracle'' levels and ''Cloner's Maze''.

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*** [=CCLP3's=] [=CCLP2=] has levels that rely on unintuitive tile placements and a bigger focus on booby traps and random-working hazards and enemies, resulting in levels like ''Block Away!'', ''Exit Chip'' and ''Blocked Trap'' where it's almost impossible to foresee a deadly trap on the first attempt. This reaches its zenith (nadir for the less experienced players) with the 93th level, ''Exit Chip'', which does a ''deliberate'' attempt to troll players in every possible opportunity. Even then, there are more traditional levels that are still infamous for their difficulty, such as ''Mazed In'' ([[SchizophrenicDifficulty which for some reason is put as the 12th level]]), ''Warehouse II'', ''Keep Trying'', the two ''Oracle'' levels and ''Cloner's Maze''.
*** [=CCLP3=], despite eliminating the unintuitive and debug-like elements from its predecessor, has its
second half is often regarded as '''nothing''' but That One Level back to back to back to back [[OverlyLongGag to back to back]]. Special mention goes to ''You Can't Teach an Old Frog New Tricks'' ([=CCLP3=] 144) for being harder than the already ridiculously difficult levels surrounding it. Solving it requires setting up no less than 5 rooms ''flawlessly'' so that one tooth monster can navigate through them in sequence to release Chip from a trap, so said tooth monster can control a toggle switch and then be trapped on ice so Chip can walk to the exit. Interestingly, in playing back the solution in Tile World, the focus switches to that of the tooth monster when Chip enters the trap. Ande And like all fan-made level packs with more than 144 levels, [=CCLP3=] treats this one as a DiscOneFinalDungeon only, so you'll still have to tackle five more levels, including the formidable duo ''Suspended Animation'' (146) and ''Avalanche'' (147).
*** [=CCLP2=] has levels that rely on unintuitive tile placements and a bigger focus on booby traps and random-working hazards and enemies, resulting in levels like ''Block Away!'', ''Exit Chip'' and ''Blocked Trap'' where it's almost impossible to foresee a deadly trap on the first attempt. This reaches its zenith (nadir for the less experienced players) with the 93th level, ''Exit Chip'', which does a ''deliberate'' attempt to troll players in every possible opportunity. Even then, there are more traditional levels that are still infamous for their difficulty, such as ''Mazed In'' ([[SchizophrenicDifficulty which for some reason is put as the 12th level]]), ''Warehouse II'', the two ''Oracle'' levels and ''Cloner's Maze''.
(147).



** "Crazy" in the sequel, with lots and lots and lots and lots of sliding block puzzles in ''very'' tight quarters. The only saving graces you get are that there's no official time limit and if you just want to beat the level you only have to complete four of the puzzles to proceed (and you can pretty much pick and choose which ones you want to complete). If you're looking for a high score, though, you have to complete ''all'' 26 of them with no mistakes, while racing against a logic gate timer that locks you out of some multiplier flags after 10 minutes.

to:

** "Crazy" in the sequel, with lots and lots and lots and lots of sliding block puzzles in ''very'' tight quarters. The only saving graces you get are that there's no official time limit and if you just want to beat the level you only have to complete four of the puzzles to proceed (and you can pretty much pick and choose which ones you want to complete). If you're looking for a high score, though, you have to complete ''all'' 26 of them with no mistakes, while racing against a logic gate timer that locks you out of some multiplier flags after 10 minutes.
9th Dec '16 3:57:43 PM Vilui
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** Level 73, ''Morton''. You're '''not''' going to beat it if you can't trap the teeth within a spot from which it can't bother you anymore.

to:

** Level 73, ''Morton''. You're '''not''' going to beat it if you can't trap the teeth within a spot from which it can't bother you anymore.any more.



** Level 131, the aptly-titled ''Totally Unfair'', which requires you to memorize the layout of a previous level, titled ''Totally Fair'', and do the puzzle part of it while effectively blind.

to:

** Level 131, the aptly-titled aptly titled ''Totally Unfair'', which requires you to memorize the layout of a previous level, titled ''Totally Fair'', and do the puzzle part of it while effectively blind.
7th Dec '16 11:38:15 PM LucaEarlgrey
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** The "Bummer!" sound heard when Chip dies.

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** The "Bummer!" sound heard when Chip dies. [[NintendoHard Get used to it.]]
9th Sep '16 4:44:29 AM LucaEarlgrey
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** Level 131, ''Totally Unfair'', which requires you to memorize the layout of a previous level, titled ''Totally Fair'', and do the puzzle part of it while effectively blind.

to:

** Level 131, the aptly-titled ''Totally Unfair'', which requires you to memorize the layout of a previous level, titled ''Totally Fair'', and do the puzzle part of it while effectively blind.
22nd Jun '16 8:25:56 PM MyFinalEdits
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** If you're in a level where an enemy is controlling the buttons, expect the constant BOP-BOP-BOP to drive you mad until you turn the sound off. It's even worse in the Lync version (and, by extension, the Steam release, which takes its sound effects from the Lynx version), where the sound for pressing a button is a louder, more high pitched beep.

to:

** If you're in a level where an enemy is controlling the buttons, expect the constant BOP-BOP-BOP to drive you mad until you turn the sound off. It's even worse in the Lync Lynx version (and, by extension, the Steam release, which takes its sound effects from the Lynx version), where the sound for pressing a button is a louder, more high pitched beep.



** Level 61, ''Rink''. Did you want a SlippySlideyIceWorld where you can't tell whether a direction is open or will bounce you back until after you've slid? No? Too bad, because this level is exactly that for the entire map. Thrash-a-thon, indeed.

to:

** Level 61, ''Rink''. Did you want a SlippySlideyIceWorld where you can't tell whether a direction is open or will bounce you back until after you've slid? No? Too bad, because this level is exactly that for the entire map. Thrash-a-thon, "Thrash-a-thon", indeed.



** Level 87, ''Cityblock''. You thought you hated block puzzles before? Get ready to despise them as you have to contend with ''four'' of them in one level (one of which could technically count as a KaizoTrap, since it's located after the chip socket and can block you from reaching the exit if you do it wrong). With a long completion time, even for a perfect run, and the game's trademark airtight window for error when it comes to block puzzles, you'll likely have had more than your fill of block puzzles by the time you finally finish this beast.

to:

** Level 87, ''Cityblock''. You thought you hated block puzzles before? Get ready to despise them as you have to contend with ''four'' of them in one level (one of which could technically count doubles as a KaizoTrap, since it's located after the chip socket and can block you from reaching the exit if you do it wrong). With a long completion time, even for a perfect run, and the game's trademark airtight window for error when it comes to block puzzles, you'll likely have had more than your fill of block puzzles by the time you finally finish this beast.



*** [=CCLP3's=] second half is often regarded as '''nothing''' but [[ThatOneLevel That One Level]] back to back to back to back [[OverlyLongGag to back to back]]. Special mention goes to ''You Can't Teach an Old Frog New Tricks'' ([=CCLP3=] 144) for being harder than the already ridiculously difficult levels surrounding it. Solving it requires setting up no less than 5 rooms ''flawlessly'' so that one tooth monster can navigate through them in sequence to release Chip from a trap, so said tooth monster can control a toggle switch and then be trapped on ice so Chip can walk to the exit. Interestingly, in playing back the solution in Tile World, the focus switches to that of the tooth monster when Chip enters the trap.
*** [=CCLP2=] has levels that rely on unintuitive tile placements, resulting in levels like ''Block Away!'', ''Exit Chip'' and ''Blocked Trap'' where it's almost impossible to foresee a deadly trap on the first attempt. Even then, there are more traditional levels that are still infamous for their difficulty, such as ''Warehouse II'' and ''Cloner's Maze''.

to:

*** [=CCLP3's=] second half is often regarded as '''nothing''' but [[ThatOneLevel That One Level]] Level back to back to back to back [[OverlyLongGag to back to back]]. Special mention goes to ''You Can't Teach an Old Frog New Tricks'' ([=CCLP3=] 144) for being harder than the already ridiculously difficult levels surrounding it. Solving it requires setting up no less than 5 rooms ''flawlessly'' so that one tooth monster can navigate through them in sequence to release Chip from a trap, so said tooth monster can control a toggle switch and then be trapped on ice so Chip can walk to the exit. Interestingly, in playing back the solution in Tile World, the focus switches to that of the tooth monster when Chip enters the trap.
trap. Ande like all fan-made level packs with more than 144 levels, [=CCLP3=] treats this one as a DiscOneFinalDungeon only, so you'll still have to tackle five more levels, including the formidable duo ''Suspended Animation'' (146) and ''Avalanche'' (147).
*** [=CCLP2=] has levels that rely on unintuitive tile placements, placements and a bigger focus on booby traps and random-working hazards and enemies, resulting in levels like ''Block Away!'', ''Exit Chip'' and ''Blocked Trap'' where it's almost impossible to foresee a deadly trap on the first attempt. This reaches its zenith (nadir for the less experienced players) with the 93th level, ''Exit Chip'', which does a ''deliberate'' attempt to troll players in every possible opportunity. Even then, there are more traditional levels that are still infamous for their difficulty, such as ''Mazed In'' ([[SchizophrenicDifficulty which for some reason is put as the 12th level]]), ''Warehouse II'' II'', the two ''Oracle'' levels and ''Cloner's Maze''. Maze''.
22nd Jun '16 4:34:30 PM MisterVercetti
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* PortingDisaster: The original Windows version lacks the smooth, fluid movement and animation of the original game and its numerous other ports; most noticeably, Chip and monsters "jump" from tile to tile instead of moving between them. In addition, it has several bugs that totally [[GameplayDerailment break the way that some levels were intended to be played]] (in some cases [[GoodBadBug for the better]], in other cases [[FakeDifficulty not so much]]). Yet, in an interesting case of TropesAreNotBad, this version is by far the most well-known due to its wide distribution and has still long been adored by thousands of players; in fact, most people introduced to the game on Windows didn't even know about the original game's mechanics until they were resurrected in ''[[GameMod Tile World]]'' and later the [[VideoGameRemake remake]]/sequel. The latter even has an option that [[AscendedGlitch emulates]] the "tile jumping" for those who are more comfortable with it.

to:

* PortingDisaster: The original Windows version lacks the smooth, fluid movement and animation of the original game and its numerous other ports; most noticeably, Chip and monsters "jump" from tile to tile instead of moving between them. In addition, it has several bugs that totally [[GameplayDerailment break the way that some levels were intended to be played]] (in some cases [[GoodBadBug for the better]], in other cases [[FakeDifficulty not so much]]). Yet, in an interesting case of TropesAreNotBad, this version is by far the most well-known due to its wide distribution and has still long been adored by thousands of players; in fact, most people introduced to the game on Windows didn't even know about the original game's mechanics until they were resurrected in ''[[GameMod Tile World]]'' and later the [[VideoGameRemake remake]]/sequel. The latter even has an option that [[AscendedGlitch emulates]] the "tile jumping" for those who are more comfortable with it. It's also the version of choice for speedrunners, since several glitches allow levels to be completed much more quickly than normal.
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