[[caption-width-right:320:The things a nerd will do for love...]]

->''"Their eyes met across the laboratory... the chemistry was instantaneous! But is Chip man enough to get into Melinda's club?"''
-->-- Magazine ad

''Chip's Challenge'' is a game originally created by Chuck Sommerville of Creator/{{Epyx}} for the UsefulNotes/AtariLynx but was later ported to various computers bundled with the Best of Windows Entertainment Package. It involves the eponymous hero, Chip [=McCallahan=], who has met Melinda The Mental Marvel in the school science laboratory and must navigate through Melinda's "Clubhouse" (a series of 149 increasingly difficult puzzles) in order to prove himself and gain membership to the very exclusive Bit Buster Club.

The gameplay involves Chip moving about a number of tile-based 2D levels involving things like cloning machines, ice and force floor puzzles, and various monsters, attempting to finish a level before the time limit runs out. A sequel was produced, [[SequelEscalation adding numerous gameplay elements]], but [[ScrewedByTheNetwork due to legal issues]] remained unreleased for over 15 years. It was [[http://store.steampowered.com/app/348300/ finally released]] on {{UsefulNotes/Steam}} in May 2015.

Fans have created several {{Level Editor}}s for the game, with which thousands of additional levels have been created. Some of the most well received of these were assembled into the {{Fan Sequel}}s [=CCLP1=], [=CCLP2=] and [=CCLP3=] (CCLP short for "Chip's Challenge Level Pack").

While the true sequel to the game languished in copyright limbo (until it ''finally'' it made it onto Steam alongside the original game in 2015,) a SpiritualSuccessor supervised by the creator of the original ''Chip's Challenge'' was released called ''Chuck's Challenge'' for iOS, which eventually received a 3D [[VideoGameRemake remake]] called ''Chuck's Challenge 3D'' also released for iOS in addition to PC, Mac and Android. The game is basically the same as ''Chip's Challenge'' with the addition of some new game elements and a new ExcusePlot. (Another attempt at a sequel is called [[http://puzzlestudio.org/ Puzzle Studio]].)

Per TheWikiRule, [[http://chipschallenge.wikia.com/wiki/Chip%27s_Challenge_Wiki there is a wiki]] dedicated to the game as well as the fan-made packs.

!!Tropes used:

* AntiFrustrationFeatures: If you fail a level enough times, Melinda offers to let you just skip to the next one.
* ArtShift:
** At the end of the game, post [[HappyDance victory dance]], [[spoiler:a red-haired, glasses-wearing Chip appears on the shoulders of a crowd. He's no longer the simplified sprite he was throughout the game]].
** The Chip in the game's icon is the same as the one in the game, except with different coloring. This applies to the Windows version.
* AsHimself: The eponymous Chuck from ''Chuck's Challenge'', referring to Chuck Sommerville, the original designer for ''Chip's Challenge''.
* BlatantLies: Level 146, ''Cake Walk''. The level is everything [[NintendoHard except that]].
* BlockPuzzle: You will never want to see another block for the rest of your life.
* BookEnds: In the first level, you learn to use keys of different colors to open doors. In the second, you learn to use blocks to remove water. These are the only two things you do in the final level.
* CartoonBomb: Red ones rather than the usual black.
* CollisionDamage: Applies both to monsters and to sliding blocks.
* CuttingTheKnot:
** Level 18, ''Castle Moat''. The apparent solution is to push blocks into the moat to make a bridge across. [[spoiler:Under one of the blocks is a powerup that lets you simply swim across.]]
** Most levels have a Chip Socket blocking off the exit, which can only be cleared by collecting the required number of chips first. In [[spoiler:Level 20]], the designers forgot to put this in, so collecting chips is unnecessary, making the level much easier.
** In level 53, "Traffic Cop", you're supposed to guide a series of Walkers to a door button that would leave Chip stranded if he were to trigger it himself. However, thanks to the way the area around said button is designed, you can just use two blocks to fill in the nearby water and hit the switch yourself, making an otherwise frustrating LuckBasedMission laughably easy.
** The Microsoft version has a few bugs making many levels significantly easier. One of them makes it possible to pass through Force (one-way) Floors in the wrong direction if you are sliding on ice. This makes several puzzles trivial.
** Thanks to another bug in the Microsoft version, some [[MookMaker Clone Machines]] will fail to clone a monster in certain situations, and some monsters stuck in traps will stay in them even if the trap is released. This also makes several puzzles trivial.
* DevelopersRoom: level 145, ''Thanks To''.
* DoggedNiceGuy: Chip's portrayal in the ExcusePlot, of the "spectacular displays" variety.
* EverythingTryingToKillYou: Although only one monster (the teeth) actively chases Chip, all of them are extremely lethal, as are multiple types of floor.
* ExactlyWhatItSaysOnTheTin: The level ''Totally Unfair''.
* ExcusePlot: As is evident from the first paragraph of this page. ''Chuck's Challenge'' follows suit: Original ''Chip's Challenge'' creator [[AsHimself Chuck Sommerville]] gets abducted by puzzle-loving alien Woop, who makes him create puzzles for Woop to solve. Chuck, [[RealitySubtext being a puzzle enthusiast himself]], happily obliges.
* FakeLongevity: Some of the hardest levels are also the longest, due to the extremely long periods of block pushing. Examples include level 33 (''On the Rocks''), 134 (''Pain'') and 146 (''Cake Walk'').
* FanSequel: [=CCLP1=], [=CCLP2=] and [=CCLP3=].
* FrictionlessIce: Even more than the Block Puzzles; level 136, ''Doublemaze'', uses this to create two overlapping mazes...
* HailfirePeaks: Every level where the four major elements (water, fire, ice and magnetism/suction) are equitably present. These levels include level 3 (''Lesson 3''), level 15 (''Elementary''), level 40 (''Floorgasborg''), and level 48 (''Mugger Square''). A closer relative to the [[VideoGame/BanjoKazooie actual]] Hailfire Peaks is level 124, ''Fire Trap'', whose puzzles and obstacles are entirely based on fire and ice. Level 75, ''Steam'', is a maze made of fire and water.
* InterchangeableAntimatterKeys: Locks vanish when opened, and so does the key, with the exception of the green keys (yellow if you're playing as Melinda in the sequel.)
* TheMaze: If it's not a BlockPuzzle, it's probably this.
* KaizoTrap: In levels 46 and 66, the chip socket (which only open when all chips are collected), forks its route into three, only in one of which the exit is; in the other two, you'll fall into a trap [[FakeLongevity that forces you to repeat the current level]].
* KaleidoscopeHair: The various ports each chose their own colour for Melinda's hair in the victory screen. She's blonde in most versions, brunette in the DOS port (if you have an EGA or VGA), and [[YouGottaHaveBlueHair magenta-haired]] if you have a CGA. In the sequel, where Melinda is a playable character, she's none of the above -- her hair is [[HeroesWantRedheads ginger]].
* MarathonLevel: On The Rocks, Cityblock, Pain, Writer's Block, Chipmine...and they're all nightmarish to play.
* MeaningfulName:
** Level 34 is called ''Cypher'', and in it you can decipher passwords that take you to later levels.
** The ''Southpole'' level [[LampshadeHanging lampshades]] this in its hint.
* MercyMode: Blow a level enough times and Melinda will reward your perseverance and let you skip it. You have to actually waste enough time on the level first, however.
* MindScrew: Level 111, ''[[BlatantLies Time Lapse]]''. For one, the level has unlimited time; secondly, the level's mechanics don't seem to work coherently in the PC version. Are the bugs in the northwestern portion supposed to press a green switch that locks the entire inner area of the level (because they don't)? The reason for these weirdnesses is due to the gameplay differences from the Lynx version. In it, the green doors leading to the exit are toggled permanently after a while because the bugs do manage to reach the button that activates the switcheroo. One of the many porting errors gives you much more leeway.
* MooksAteMyEquipment:
** The Thief/Spy panel steals all your footwear and equipment when you walk over it. The sequel introduces a second variant steals your keys instead, as well as a special pickup you can "bribe" both panels with so they don't take all your other stuff when you walk over them.
** In a somewhat more literal example, monsters can erase blue keys if they move on top of them (with the exception of the original PC version).
* MooksButNoBosses: A large portion of the game is spent dodging, killing or even ''creating'' mooks (through [[MookMaker Clone Machines]]), but there's no boss in any of the 149 levels of the game.
* MookMaker: Clone Machines. Stepping on a red button spawns whatever mook (or [[BlockPuzzle block]]) is pictured on the machine it controls.
* MoreTeethThanTheOsmondFamily: The aptly-named teeth monster, which happens to be the only one that actively chases Chip to eat him.
* NeedleInAStackOfNeedles: In level 135, ''Trust Me'', you need a yellow key to exit. There are plenty of them scattered throughout the level, but most are impossible to collect (or you can't escape if you do), at least in the original version. A glitch in the Windows version allows you to a grab a key very near your starting location and beat the level in less than ten seconds.
* NintendoHard: The game is not easy in any way, first due to the many enemies that can easily kill Chip, and second because there are several puzzles that take a long time to solve. And the game is still easier than the {{Fan Sequel}}s.
* OneHitPointWonder: Both for Chip when hitting a hazard or creature, and for the creatures themselves who are vulnerable to water and/or fire.
* OnlyTheKnowledgableMayPass: "Trail and Error?" in ''Chip's Challenge 2'' requires the player to figure out three missing numbers among the first 11 numbers in the [[https://en.wikipedia.org/wiki/Fibonacci_number Fibonnachi sequence]] in order to beat the level. However, the level also subverts the trope because, as the title suggests, it's also possible to just brute force your way through the puzzle through trial-and-error.
* PixelHunt: Any puzzle involving finding a path through fake/invisible walls and/or finding items under blocks. There are many levels based on this sort of puzzle, such as ''Mishmesh'', ''Scoundrel'', ''Rink'' (which combines it with FrictionlessIce), ''Chipmine'', etc. ''Vanishing Act'' starts out as a normal maze, but becomes this as you clear out the dirt making the invisible walls indistinguishable. The worst offender, though, is the [[VeryDefinitelyFinalDungeon very definitely final level]] ''Special''. It consists of blocks scattered around everywhere, with one of them hiding the exit. You also have to plop blocks into water to get around. The problem is that the majority of the blocks have ''[[TrialAndErrorGameplay fire underneath them]]''.
* PublicDomainSoundtrack: The soundtrack to ''Chip's Challenge 2'' (and the Steam version of the original game) consists of Scott Joplin tunes.
* RaceLift: In the DOS port (if EGA or VGA graphics are selected) the Chip sprite in the game has brown skin. He's still drawn as white in the opening and victory screens, though.
* {{Retraux}}: ''Chip's Challenge 2'' was released in almost the exact same state than it would've been released in if it was released within the intended timeframe of the early 1990's, thus resulting in this trope as the game heavily shows its age.
* SchizophrenicDifficulty: After the first 20-30 levels or so, the game starts venturing into this.
* SecretLevel: Levels 146 through 149, accessible only when you crack a code in level 34. [[AvertedTrope Averted]] in the remake, where these levels can be accessed normally.
* SequelDifficultySpike: ''And how!'' Whereas the first game was nice enough to start you off with some simple levels in order to ease you into the [[NintendoHard intense difficulty]] that later levels would offer, ''Chip's Challenge 2'' starts throwing nasty tricks at you before the level count even reaches double digits, and it's only uphill from there thanks to all the new puzzle elements to contend with.
* ShoutOut:
** Level 73, ''Morton''. It is named after singer and talk show host Morton Downey Jr., and your primary enemy is the teeth (an allusion to the talk show's logo).
** Part of the narrative of [=CCLP1=] involves Chip riding an elevator out of an underground facility controlled by a [[AIIsACrapshoot power-mad AI]] to find that the other side of the elevator is disguised as a simple metal shed in the middle of a huge wheat field. This is a reference to ''VideoGame/{{Portal 2}}''. The game even lampshades it by mentioning that the scene rings a bell in Chip's mind.
* SlippySlideyIceWorld: This game has quite a few ice levels, but the most infamous is ''Doublemaze''.
* SpiritualSuccessor: Chuck's Challenge, in which an alien named Woop recruits original game designer Chuck Somerville to build Chip's Challenge-style puzzles aboard his spaceship.
* SturgeonsLaw: In full effect with the user-generated levels in ''Chuck's Challenge'', which tend to range from "OK" at best to "''Who the hell thought this was a good idea?''" at worst. [[AvertedTrope In contrast]], fanmade levels for ''Chip's Challenge'' tend to be very well done, with the very best being compiled regularly into "[=CCLPs=]".
* SuperDrowningSkills: that is, unless you have [[FridgeLogic flippers.]]
* TankGoodness: The blue tanks, which can be operated through blue buttons. Their most prominent levels are level 72 (''Reverse Alley'') and level 103 (''Memory''). The sequel introduces yellow tanks, as well.
%%* TheEponymousShow
* TimedMission: Only 29 levels aren't timed in the entire game.
* TimeKeepsOnTicking: when reading the hints located on the question mark circle tiles. Although it doesn't really matter, since you can pause the game while you're reading them. (When the game is paused, the action window is covered, but the info window, where the hints show up, is not).
* TrainingFromHell: Some of the block pushing levels. If you can beat then, all but the worst block puzzles will ''never'' slow you down again.
* TrialAndErrorGameplay: Multiple levels, including ''Cellblocked'' and ''Icedeath''. Take the wrong path and either you're stuck or dead. ''Cellblocked'' even tells you at the beginning how to restart the level. ''Special'', the true final level, dumps the player into a huge room full of blocks. Many of the blocks have fire underneath then, but one of them is covering the exit.
* UnexplainedRecovery: The only explanation for how Chip comes back after [[NintendoHard all those deaths]] is one sentence to this effect [[AllThereInTheManual in the help file]].
* {{Unwinnable}}: Many levels become unwinnable if you make even the slightest misstep.
* VictoryPose: At the end of the game [[spoiler: Chip becomes [[AttackOfThe50FootWhatever gigantic]] and waves his arms up and down in a kind of victory dance.]]
* WordSaladTitle: A few levels.
** ''Oorto Geld''. It's an anagram of "Tog(g)le Door". The level is about toggling doors.
** ''Floorgasborg'', a smorgasbord of floor types.
** ''Teleblock'', because it's about teleporting blocks.
** ''Telenet''. It's a net with teleports in it.