If we continue the metaphor set forth in the 'Overview' section of Chip's Challenge Help, Melinda gave every level of her perilous clubhouse a special name. Eh, enough metaphor. There's a story behind these names; sometimes, it's a hint. And here they are.
Levels 1-8: LESSON ONE, TWO, ETC- These levels are 'lessons', to teach you the ropes of the game.
Level 13: SOUTHPOLE- What direction is associated with south? Down. And down is the only arrow key you'll ever need to press here.
Level 17: NICE DAY- Look carefully at the chips, and you'll see that they spell out a smiley face! Everybody repeat after me: Awwwww! How cute! Then steal the chips and watch Mr. Smiley lose his face. Poor Mr. Smiley.
Level 23: BLOBNET- The gravel sort of looks like a net...interspersed with floor, and chips, and blobs. Randomly-moving blobs. So you don't know whether they'll kill you or not.
Level 24: OORTO GELD- Oorto Geld?! Well, if you scramble it, you'll get 'Door Togle'. Yes, Togle. Without the extra G. It fits what you do in the level, so I'll assume one of the programmers was snoozing during his spelling lessons!
Level 32: SCAVENGER HUNT- Just pretend you have a list, like in a real scavenger hunt. Find the fire boots, the chips, the flippers. And don't get lost in the process.
Level 34: CYPHER- For the vocabulary-challenged among us, "cypher" means "code". And if you look at a map of these levels, you will see the level codes (aka passwords) for several fantastic new levels! Yippee! Eh, moving on.
Level 40: FLOORGASBORG- Puns, puns, puns. Smorgasborg=a feast of different foods. Floorgasborg=a feast of different floors. Enough said.
Level 50: DIGDIRT- Straightforward. The level is full of dirt. You must dig the dirt. Dig-dirt.
Level 53: TRAFFIC COP- The misleading level has a misleading name, too! It refers to leading the walkers about like a traffic cop. However, you don't have to do this, so this is one of the fabled Red Herrings.
Level 57: STRANGE MAZE- What can I say? It's a maze, and it's strange (well, if you consider walls of trapped creatures and chip sockets and fire 'strange'...).
Level 70: NIGHTMARE- Chip thinks this is a nightmare? Boy, he must be used to pleasant dreams. What's so bad about running from monster after monster? (Unless they mean it's a 'nightmare' to finish...)
Level 71: CORRIDOR- Obvious. The long stretch of water, once filled in, becomes a long, well, corridor.
Level 88: SPIRALS- The walls are laid out in spirals. Chip runs around them, in spirals, being chased by the walkers, following him in said spirals. Get the point yet?
Level 91: JUMPING SWARM- A swarm of walkers. They move randomly, so you could say they're 'jumping'. Myself, I think it refers to the intense urge to jump off a cliff after the endless losses!
Level 103: MEMORY- Well, it takes memory to keep track of where you've been, where you haven't been, and how to get to the places you haven't been. Which involves button-pressing. If this level doesn't have the most buttons of any level, I think it's close.
Level 104: JAILER- More metaphors! The pink balls and walkers are the criminals behind locked doors and walls of chips, and you, the jailer, hold the keys to set them free. Doesn't explain why you leave them all over the floor at first. Bad jailer. Bad jailer.
Level 106: KABLAM- There are bombs in this level. The fireballs in the level explode the bombs. And when bombs explode, they go KABLAM!!!!!
Level 121: PERFECT MATCH- Ooooh, hint time. As the level title says, you want the fireballs on the outer and inner tracks to be perfectly matched. And then you can skip merrily off to safety.
Level 123: THE PRISONER- This should be obvious. You're imprisoned! And you need to get out of the prison to beat the level! Harry Houdini has nothing on good ol' Chip.
Level 133: BLOBDANCE- You're dancing all around the rooms, trying not to let those darn random blobs kill you. Ah, yes, the 'Blob Dance'- the steps are easy, but it's so frustrating!
Level 139: YORKHOUSE- A Yorkhouse is another term for a prison. The walkers are 'imprisoned' in the chips; in order to beat the level, you must free them. Thus, a Yorkhouse.
Level 147: FORCE FIELD- There are an awful lot of force fields in this level- why not name the level after them? Or at least that's what the designers thought.
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