History YMMV / ChipsChallenge

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.
22nd Jun '16 4:31:48 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 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 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.
4th Mar '16 8:44:07 PM MisterVercetti
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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 Steam release, 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 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 88, ''Spirals'', is one of the more notoriously difficult levels. 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 unwinnable.
** Level 89, ''Block Buster''. The blocks that are replicated by the clone buttons are ''very'' difficult to dodge in the Windows version due to a glitch that causes them to move erratically instead of remaining at a constant speed. And since Chip is a OneHitPointWonder, he must ''never'' fail at dodging any of them.

to:

** Level 88, 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.
** And what's your reward for completing that block-pushing nightmare?
''Spirals'', the ''very next level'', is one of the more most notoriously difficult levels.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 unwinnable.
UnwinnableByMistake.
** Level 89, ''Block Buster''. The blocks that are replicated by the clone buttons are ''very'' difficult to dodge in the Windows version due to a glitch [[GameBreakingBug glitch]] that causes them to move erratically instead of remaining at a constant speed. And since Chip is a OneHitPointWonder, he must ''never'' fail at dodging any of them.
4th Mar '16 8:34:49 PM MyFinalEdits
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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 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 ''[[FanGame Tile World]]'', and, more recently, 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 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 ''[[FanGame ''[[GameMod Tile World]]'', and, more recently, 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.



*** [=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, resulting in a CrowningMomentOfAwesome.

to:

*** [=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, resulting in a CrowningMomentOfAwesome.trap.
4th Mar '16 8:28:02 PM MisterVercetti
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* PortingDisaster: The Windows version introduced several glitches, most notably certain buttons not working consistently. Ironically, this version is the most well-known (and was pretty much the ''only'' known version until the fan program ''Tile World'' brought the Lynx version back into the limelight).

to:

* PortingDisaster: The original Windows version introduced 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 glitches, most notably certain buttons bugs that totally break the way that some levels were intended to be played (in some cases [[GoodBadBug for the better]], in other cases [[FakeDifficulty not working consistently. Ironically, so much]]). Yet, in an interesting case of TropesAreNotBad, this version is by far the most well-known (and was pretty much due to its wide distribution and has still long been adored by thousands of players; in fact, most people introduced to the ''only'' known version game on Windows didn't even know about the original game's mechanics until they were resurrected in ''[[FanGame Tile World]]'', and, more recently, the fan program ''Tile World'' brought [[VideoGameRemake remake]]/sequel. The latter even has an option that [[AscendedGlitch emulates]] the Lynx version back into the limelight)."tile jumping" for those who are more comfortable with it.



** Level 131, ''Totally Unfair'', which requires you to memorize the layout of a previous level, titled ''Totally Fair''.

to:

** Level 131, ''Totally Unfair'', which requires you to memorize the layout of a previous level, titled ''Totally Fair''.Fair'', and do the puzzle part of it while effectively blind.
13th Nov '15 11:23:42 PM tropette
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** Level 88, ''Spirals'', is one of the more notoriously difficult levels. In case a maze filled with 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 unwinnable.

to:

** Level 88, ''Spirals'', is one of the more notoriously difficult levels. 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 unwinnable.



** Level 91, ''Jumping Swarm''. Like ''Spirals'', another level notorious for its large numbers of randomly moving walkers.



** Chuck is certainly aware of the infamous nature of some of these levels and provided achievements in the Steam release just for beating them. These include Blobnet, On The Rocks, The Last Laugh, Rink, Cityblock, Jumping Swarm, Totally Unfair, Blobdance, Icedeath and Force Field.

to:

** Chuck is certainly aware of the infamous nature of some of these levels and provided achievements in the Steam release just for beating them. These include the previously mentioned Blobnet, On The Rocks, The Last Laugh, Rink, Cityblock, Jumping Swarm, Totally Unfair, Blobdance, Icedeath and Force Field.
13th Nov '15 11:20:24 PM tropette
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Added DiffLines:

** Level 88, ''Spirals'', is one of the more notoriously difficult levels. In case a maze filled with 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 unwinnable.
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