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* BlatantLies: Level 146, ''Cake Walk''. The level is everything [[NintendoHard except that]].

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* BlatantLies: Level 146, ''Cake Walk''. The level is everything [[NintendoHard except that]].that.



* 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.



* 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]].

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* UnexplainedRecovery: The only explanation for how Chip comes back after [[NintendoHard all those deaths]] deaths is one sentence to this effect [[AllThereInTheManual in the help file]].
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Trope was cut/disambiguated due to cleanup


* 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 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]].

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* 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 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]].ginger.
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''Chip's Challenge'' is a game originally created by Chuck Sommerville of Creator/{{Epyx}} for the UsefulNotes/AtariLynx but later ported to various platforms, most notably UsefulNotes/MicrosoftWindows via ''Microsoft Entertainment Pack 4'' and ''Best of Microsoft Entertainment Pack'' (there were also plans for a UsefulNotes/NintendoEntertainmentSystem version, but they were dropped). 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, alongside a ([[https://store.steampowered.com/app/346850/Chips_Challenge_1/ free]]) UpdatedRerelease of the original built on the second game's engine.

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''Chip's Challenge'' is a game originally created by Chuck Sommerville of Creator/{{Epyx}} for the UsefulNotes/AtariLynx Platform/AtariLynx but later ported to various platforms, most notably UsefulNotes/MicrosoftWindows Platform/MicrosoftWindows via ''Microsoft Entertainment Pack 4'' and ''Best of Microsoft Entertainment Pack'' (there were also plans for a UsefulNotes/NintendoEntertainmentSystem Platform/NintendoEntertainmentSystem version, but they were dropped). 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}} {{Platform/Steam}} in May 2015, alongside a ([[https://store.steampowered.com/app/346850/Chips_Challenge_1/ free]]) UpdatedRerelease of the original built on the second game's engine.



* 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.[[note]]Level 145's password isn't hinted or shown anywhere in the game, as in the UsefulNotes/AtariLynx version it only shows a Mandelbrot fractal application, while in the PC version it's a playable credits scene.[[/note]] All the {{Fan Sequel}}s (the ''Chip's Challenge Level Packs'') also have each levels 145 to 149 as secret, but the official sequel ''Chip's Challenge 2'' doesn't due to it eschewing the password system (it has 200 levels but none of them are secret).

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* 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.[[note]]Level 145's password isn't hinted or shown anywhere in the game, as in the UsefulNotes/AtariLynx Platform/AtariLynx version it only shows a Mandelbrot fractal application, while in the PC version it's a playable credits scene.[[/note]] All the {{Fan Sequel}}s (the ''Chip's Challenge Level Packs'') also have each levels 145 to 149 as secret, but the official sequel ''Chip's Challenge 2'' doesn't due to it eschewing the password system (it has 200 levels but none of them are secret).

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* PressurePlate: The brown-colored buttons have to be kept pressed, whether by Chip or a block, so the traps connected to them remain disabled.



* SuperDrowningSkills: that is, unless you have flippers.

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* SuperDrowningSkills: that is, unless you have flippers.By default, water is just another obstacle, requiring the right footwear to navigate. You can walk into the water, and die, one square away from land; but with flippers, Chip can swim without any issue. This also applies to all enemies except the gliders (which, true to their name, can hover to pass above water).
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* 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.

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* 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.[[note]]Level 145's password isn't hinted or shown anywhere in the game, as in the UsefulNotes/AtariLynx version it only shows a Mandelbrot fractal application, while in the PC version it's a playable credits scene.[[/note]] All the {{Fan Sequel}}s (the ''Chip's Challenge Level Packs'') also have each levels 145 to 149 as secret, but the official sequel ''Chip's Challenge 2'' doesn't due to it eschewing the password system (it has 200 levels but none of them are secret).
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per TRS


Per TheWikiRule, [[https://bitbusters.club/wiki/Chip%27s_Challenge_Wiki there is a wiki]] dedicated to the two official games as well as the fan-made packs.
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Crosswicking

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* HintSystem: There are levels which include a yellow-colored Hint Tile. If Chip steps onto it, he'll receive a hint or advice related to the level's solution (in the first eight levels, the Tile teaches him the elements that will be present over the course of the game). Not all levels have a Hint Tile, so in many of them the player will have to figure out what to do on their own. In ''Chip's Challenge 2'', there are levels with multiple Hint Tiles that each provide a distinct advice, something that wasn't possible in the first game due to technical reasons.

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Merged duplicate trope entries.


* MookMaker: Clone machines. Whenever a red button connected to a machine is pressed, a specific enemy will pop out of it. Several puzzles revolve around this mechanic, which proves to be versatile.

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* MookMaker: Clone machines. Whenever Machines. Stepping on a red button connected to a causes the machine is pressed, a specific enemy will pop it controls to spit out a clone of it.the mook (or [[BlockPuzzle block]]) pictured on it, if the tile in front of it is unoccupied. Several puzzles revolve around this mechanic, which proves to be versatile.



* MookMaker: Clone Machines. Stepping on a red button spawns whatever mook (or [[BlockPuzzle block]]) is pictured on the machine it controls.
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Crosswicking

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* LockAndKeyPuzzle: The game makes use of color-coded keys and doors in many ways for this purpose, with the player being required to collect a certain number of chips each level to get through the gate to the exit. Two examples in particular stand out:
** Level 135 (''Trust Me'') requires Chip to find one yellow key to open the yellow door blocking the exit. The problem is that, while there are multiple keys, many of them are either tied to deadly traps or simply inaccessible; as a result, he has to navigate through the whole level to figure out which is the right key to collect. There's a glitch in the Microsoft version that allows an earlier key to be grabbed without consequence to finish the level more quickly, though.
** Level 137 (''Goldkey'') features many yellow keys as well as many yellow doors. The catch here is that certain doors have to be opened in a particular order, as going through either a wrong path or a certain area too ahead of time will render the level UnwinnableByDesign, forcing the player to restart it.
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This is Trivia


* RereleasedForFree: The first game's Steam release is completely free.
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* RereleasedForFree: The first game's Steam release is completely free.
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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.

to:

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.
2015, alongside a ([[https://store.steampowered.com/app/346850/Chips_Challenge_1/ free]]) UpdatedRerelease of the original built on the second game's engine.


* 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=]".
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Crosswicking

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* TogglingSetpiecePuzzle:
** The Toggle Wall is a tile surrounded by green-colored outlines. Some of these walls are inactive and can be traversed as regular ground, while others are active and will act as walls. When a green button is pressed, all Toggle Walls will alternate their states, making it so the ones previously acting as impassable walls are toggled into passable ground, and vice versa. Also, the connection is global, so pressing any of the green buttons present in the level will yield the same effect. The game requires you to use them in all sorts of ways, and sometimes it's a mook that is pressing the button(s) (in one case, you even have to ''lure'' a mook into doing this).
** The blue-colored tanks, which are usually MechaMooks are sometimes used this way due to their connection to blue buttons. By default, a tank will face forward onto a specific side and stick there, but pressing a blue button will make them turn around to move at the opposite direction until they hit a wall. Some levels, like ''Lesson 4'' (level 4) and ''Firetrap'' (level 124) take advantage of this, as the local passageways are obstructed by tanks and you have to make them move by pressing the blue buttons so you can proceed. The level ''Memory'' (103) combines tanks ''and'' toggle walls, making up for [[https://wiki.bitbusters.club/images/6/61/Cc1_full_map_level_103.png an intricate (but pretty-looking) maze]].
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Crosswicking

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* TwoKeyedLock: A unique version appears in the 121st level, ''Perfect Match''. There's a meandering corridor from whence cloned fireballs are moving to die in a moat of water. Right in front of the clone machine is a toggle door that opens and closes when the level's green buttons are being pressed. Ideally, the door should be closed so the corridor clears up and Chip can reach the exit, but in the central area of the level there are two paths where fireballs move, and each path happens to have a green button as well (and they're pressed whenever Chip or a mook steps onto them). The trope comes into play when Chip makes it so those two buttons are pressed at the same time, canceling out the toggle command and leaving the clone machine's door in its current state (open or closed); this is easier said than done, because it requires pushing a block to kill any surplus fireballs in one of the routes (the other cannot be manipulated), and any mistake will require him to clone new fireballs in that route to recalibrate. Chip can then press a green button in his area in case the toggle door remains open (after the fireballs' pressing match is done) in order to close it, allowing him to finally reach the exit.
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tropes been disambig'd


* HollywoodNerd: Chip. In case the glasses and spiky hair didn't clue anyone off, Level 30's decade message in the first game hints that he had a pocket calculator on his person for the entirety of the challenge.
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Crosswicking

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* TheMaze: Being a puzzle game that evokes several classic tropes common in its genre, it features levels with uniquely-designed mazes. For example, level 13 (''Southpole'') is a maze made of FrictionlessIce where Chip can only take turns when he reaches a warm tile, level 16 (''Cellblocked'') features recessed walls that prevent backtrack and thus will force Chip to restart should he meet a dead-end, level 57 (''Strange Maze'') is a multicolored maze whose walls are made up of other setpieces (including trapped enemies), level 67 (''Chipmine'') is entirely covered of walls that can be either real or fake (though unveiling the fake ones leaves their paths permanently visible, so it's not as bad as it sounds), level 88 (''Spirals'') revolves around navigating through a maze of thin walls while escaping an incoming swarm of random-moving enemies, and so on. There's even one level near the end with a maze where the majority of walls are ''permanently invisible'', but there's a way to figure out its layout by paying attention to the paths' shapes.
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cut trope


* 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]].

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* 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]] 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]].
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Oops. I didn't know this was Trivia


* RunningTheAsylum: The official level-set that ''Chip's Challenge 2'' comes with features many levels by fans of the first game.

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Not-so-massive example crosswicking. I had actually crosswicked many other examples from here to trope pages, and viceversa. The workload was smaller as a result. =)


* BigCreepyCrawlies: The first game has yellow-colored bugs (the exact species isn't confirmed, but their sprites are based on bumblebees so they're likely that) which walk around walled areas in a counterclockwise pattern. Like all mooks present in the game, they're as large as Chip and move as fast as he does, so dealing with them isn't always an easy task. These bugs also appear frequently in all fan sequels, but the official sequel ''Chip's Challenge 2'' replaces them with orange-colored ants, which retain the same behavior.



* BlockPuzzle: You will never want to see another block for the rest of your life.

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* BlockPuzzle: You will never want to see another block for These make up about a third of the rest first game, the other two-thirds being [[TheMaze mazes]] and avoid-the-monster levels, or combinations of your life.all three. The {{Fan Sequel}}s and custom levelsets have even more (including adaptations of famous ''Sokoban'' levels) and they're formidable.



* CannotCrossRunningWater: Ghosts can phase through most solid tiles, but cannot move into water unless they have flippers. This is different from just not surviving in water - they actually turn away from it in contact as though it were solid, and they don't do this with any other lethal obstacles.
* CartoonBomb: Red ones rather than the usual black.

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* CannotCrossRunningWater: Ghosts in the second game can phase through most solid tiles, but cannot move into water unless they have flippers. This is different from just not surviving in water - they actually turn away from it in contact as though it were solid, and they don't do this with any other lethal obstacles.
* CartoonBomb: Red ones rather than There are red-colored round bombs that are instantly lethal to any living being, or object, upon contact. Chip can blow them up safely by either pushing a block onto them, or luring a mook. In the usual black.second game (official, not FanSequel), there are TNT packs that can be used by Chip and Melinda to blow up several objects.



* FanSequel: [=CCLP1=], [=CCLP2=], [=CCLP3=] and [=CCLP4=].

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* FanSequel: [=CCLP1=], [=CCLP2=], [=CCLP3=] and [=CCLP4=].[=CCLP4=] for the first game; [=CC2LP1=] for the second.



* GuideDangIt: The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then, of course, there are the convoluted and mind-screwing mazes that will inevitably call for a step guide.



* HaveANiceDeath: "Bummer!"

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* %%* HaveANiceDeath: "Bummer!"



* InconvenientlyPlacedConveyorBelt: Among the hazards is conveyer belts (known in-game as ''force floors''), frequently leading either backwards in the level, or into another, more fatal hazard. But there's a powerup (suction cup shoes) that lets you negate their effects.



* LevelGoal: The first game and all of its {{Fan Sequel}}s, as well as the official sequel, have a blue-colored portal that is usually blocked by a socket that will only open when the required amount of (computer) chips is collected.



* MookMaker: Clone machines. Whenever a red button connected to a machine is pressed, a specific enemy will pop out of it. Several puzzles revolve around this mechanic, which proves to be versatile.



* ProlongedVideoGameSequel: The original game is already very long, with 149 levels. Then came ''Chip's Challenge 2'' with a whopping ''200'' levels, and many of them have a more complex design due to the larger number of setpieces to deal with. This is also reflected in their respective fan sequels: The four Level Packs built upon the engine of the first game have each 149 levels, while the fan sequel to the second game bumps the total to 200.



* RunningTheAsylum: The official level-set that ''Chip's Challenge 2'' comes with features many levels by fans of the first game.



* 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.

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* TrialAndErrorGameplay: Multiple levels, including ''Cellblocked'' and ''Icedeath''. Take TrialAndErrorGameplay:
** In ''Cellblocked'', take
the wrong path and either you're stuck or dead. ''Cellblocked'' stuck. The level's hint even tells you at the beginning how to restart the level. ''Special'', level.
** Level 140, ''[[MeaningfulName Icedeath]]'', relies on guessing which direction to take at every point on
the true ice of which typically only one of the three new directions leads to safe ground, while the other two lead to a [[SuperDrowningSkills watery grave]]. Usually. Sometimes there are even false paths that all lead to death. Of course, you can always map the stage out manually, which is recommended since the solution consists of 60-some odd moves.
** The
final level, dumps secret level (''Special'') hides the player into a huge room full of exit square underneath blocks. Many You need to push them out of the way to find it. However, most of the blocks on the level have fire underneath then, but one of them is covering underneath, and will kill you instantly if you push them. You can move blocks from your sides in the exit.game's Atari Lynx version (a technique known as "block slapping"), which eliminates the risk of burning; however, you cannot do this in the Windows version, forcing you to rely on luck to push straight the blocks without fire.
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* PublicDomainSoundtrack: The soundtrack to ''Chip's Challenge 2'' (and the Steam version of the original game) consists of Scott Joplin tunes.

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* PublicDomainSoundtrack: The soundtrack to ''Chip's Challenge 2'' (and the Steam version of the original game) consists of Scott Joplin Creator/ScottJoplin tunes.
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* ControlRoomPuzzle: Level 45, ''Monster Lab''. In the exit's room, there are multiple buttons pressed by the walkers which clone monsters across the whole level; in turn, the cloned monsters press buttons which clone new walkers, making this a perpetual cycle. Chip has to jam the cloning of the monsters across the level so no more walkers are produced, allowing him to reach the exit safely.
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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=], [=CCLP3=] and [=CCLP4=] (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]].)

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Fans have created several {{Level Editor}}s for the first game, with which thousands of additional levels have been created. Some of the most well received well-received of these were assembled into the {{Fan Sequel}}s [=CCLP1=], [=CCLP2=], [=CCLP3=] and [=CCLP4=] (CCLP short for "Chip's Challenge Level Pack").

While
Pack"). The official sequel also saw its own fanmade followup in October 2020.

During
the true time when the official sequel to the game languished in copyright limbo (until it ''finally'' it made it onto Steam alongside the original game in 2015), limbo, 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]].)
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* CannotCrossRunningWater: Ghosts treat water as a solid tile.

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* CannotCrossRunningWater: Ghosts treat can phase through most solid tiles, but cannot move into water unless they have flippers. This is different from just not surviving in water - they actually turn away from it in contact as a solid tile.though it were solid, and they don't do this with any other lethal obstacles.


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* ColdIron: Ghosts can't phase through steel walls.
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* CannotCrosssRunningWater: Ghosts treat water as a solid tile.

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* CannotCrosssRunningWater: CannotCrossRunningWater: Ghosts treat water as a solid tile.
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* CannotCrosssRunningWater: Ghosts treat water as a solid tile.
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''Chip's Challenge'' is a game originally created by Chuck Sommerville of Creator/{{Epyx}} for the UsefulNotes/AtariLynx but later ported to various platforms, most notably UsefulNotes/MicrosoftWindows via ''Microsoft Entertainment Pack 4'' and ''Best of Microsoft Entertainment Pack''. 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.

to:

''Chip's Challenge'' is a game originally created by Chuck Sommerville of Creator/{{Epyx}} for the UsefulNotes/AtariLynx but later ported to various platforms, most notably UsefulNotes/MicrosoftWindows via ''Microsoft Entertainment Pack 4'' and ''Best of Microsoft Entertainment Pack''.Pack'' (there were also plans for a UsefulNotes/NintendoEntertainmentSystem version, but they were dropped). 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.



* 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. [[note]]When the game is paused, the action window is covered, but the info window, where the hints show up, is not.[[/note]]

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* TimeKeepsOnTicking: The time limit will continue passing 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. [[note]]When the game is paused, the action window is covered, but the info window, where the hints show up, is not.[[/note]]
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* SignatureSoundEffect: [[https://www.youtube.com/watch?v=N32ZTPtD9AM "Bummer!"]]
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* FrictionlessIce: Even more than the Block Puzzles; level 136, ''Doublemaze'', uses this to create two overlapping mazes...

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* FrictionlessIce: Even more than the Block Puzzles; level 136, ''Doublemaze'', uses The ice in this game is so frictionless that Chip, monsters and blocks will slide at ''double'' their normal speed, straight ahead without being able to create two overlapping mazes...change direction, and not stop until they slide onto a floor-acting tile. Not even walls will stop them - they will ''bounce off'' any wall in their path and slide back in the opposite direction with no change in speed.
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** ''Chchchips''. This level consists of long trails of chips, which makes the title an [[WrittenSoundEffect onomatopoeia]] of sorts, especially in the Microsoft version where the sound effect for picking up a chip sounds a lot like "chp", or "chp-chp-chp-chp" when collecting a string of chips.

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