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chip's challenge mscc (first) vs nes (second)
LESSON 1
Hints differ in case and/or spacing only
LESSON 2
Hints differ in case and/or spacing only
LESSON 3
Hints differ:
- Suction-boots for force floors. Fire boots for fire. Flippers for water. Skates for ice.
- MAGNET FOR␤FORCE FLOORS.␤HEAT SHIELD␤FOR FIRE.␤WATER SHIELD␤FOR WATER.␤CLEATS FOR ICE.
LESSON 4
Hints differ:
- The blue button controls the tanks. The green button toggles walls. Sometimes things are hidden under blocks.
- THE BLUE BUTTON␤CONTROLS THE TANKS.␤THE GREEN BUTTON␤TOGGLES WALLS.␤SOMETIMES THINGS␤ARE HIDDEN UNDER␤BLOCKS
at 11, 15:
- [<Tile(fire)>, <Tile(ms_block_static)>]
- [<Tile(wall)>, <Tile(block_dirt/north)>]
LESSON 5
Hints differ in case and/or spacing only
LESSON 6
Hints differ in case and/or spacing only
LESSON 7
Hints differ in case and/or spacing only
LESSON 8
Hints differ in case and/or spacing only
at 1, 14:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
STRANGE MAZE
NUTS AND BOLTS
at 1, 24:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
at 15, 25:
- [<Tile(floor)>, <Tile(ms_block_static)>]
- [<Tile(floor)>]
at 15, 26:
- [<Tile(floor)>]
- [<Tile(floor)>, <Tile(block_dirt/north)>]
BRUSHFIRE
HUNT
SOUTHPOLE
Hints differ in case and/or spacing only
at 19, 25:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
TELEBLOCK
ELEMENTARY
NICE DAY
at 15, 14:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
DIGGER
LADDER
at 29, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
BEWARE OF BUG
at 30, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
CYPHER
INVINCIBLE CHAMPION
at 22, 20:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
DRAWN AND QUARTERED
at 15, 17:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
WARS
at 24, 22:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
TRINITY
at 15, 17:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
TOSSED SALAD
at 11, 28:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
ICEBERG
at 10, 25:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
TELENET
at 30, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
OORTO GELD
CHCHCHIPS
SEEING STARS
at 5, 14:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
GLUT
at 1, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
I.C. YOU
Hints differ:
- Teleport direction sequence 1st rdul 2nd lulu.
- TELEPORT␤DIRECTION␤SEQUENCE␤1ST RDUL␤2ND LULU
PIER SEVEN
I SLIDE
at 16, 16:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
CHIPMINE
at 15, 13:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
FORCE SQUARE
at 15, 16:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
SHRINKING
at 14, 15:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
CELLBLOCKED
Hints differ:
- Press Ctrl+R (or choose Restart from the Level menu) to restart any level.
- PRESS OPTION 1␤TO RESTART␤ANY LEVEL
CASTLE MOAT
at 5, 30:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
GO WITH THE FLOW
at 21, 9:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
PING PONG
at 1, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
ARCTICFLOW
at 1, 6:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
KNOT
LEMMINGS
at 14, 24:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
SAMPLER
at 13, 14:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
FLOORGASBORG
at 15, 13:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
THREE DOORS
GRAIL
at 17, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
SPOOKS
at 17, 17:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
AMSTERDAM
at 14, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
VICTIM
at 15, 15:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
STEAM
at 30, 19:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
UP THE BLOCK
SUICIDE
at 26, 11:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
NOW YOU SEE IT
BLOCK BUSTER
LOCK BLOCK
REFRACTION
at 15, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
MUGGER SQUARE
TRAFFIC COP
Hints differ:
- Make those pesky monsters follow a path to the door trigger.
- MAKE THOSE PESKY␤MONSTERS FOLLOW␤A PATH TO THE␤DOOR TRIGGER
at 9, 5:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
DEEPFREEZE
at 15, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
LOOP AROUND
at 14, 16:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
HIDDEN DANGER
SCOUNDREL
at 16, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
BOUNCE CITY
at 1, 28:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
PLAYTIME
VANISHING ACT
FOUR SQUARE
METASTABLE TO CHAOS
at 19, 5:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
APARTMENT
JAILER
at 16, 16:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
TIME LAPSE
THE MARSH
BLINK
at 29, 21:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
MONSTER LAB
at 3, 19:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
PROBLEMS
DIGDIRT
at 16, 16:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
THE LAST LAUGH
REVERSE ALLEY
MORTON
at 14, 30:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
SPIRALS
at 29, 13:
- [<Tile(floor)>]
- [<Tile(thin_wall_e)>]
at 8, 30:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
JUMPING SWARM
at 30, 11:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
VORTEX
ROADSIGN
at 14, 18:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
PARANOIA
Hints differ:
- You don't need the fire boots, but they could help later on.
- YOU DON'T NEED THE␤HEAT SHIELD, BUT␤IT COULD HELP␤LATER ON.
KABLAM
CHILLER
DECEPTION
BLOCK BUSTER II
MISS DIRECTION
SLIDE STEP
ALPHABET SOUP
at 23, 23:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
PERFECT MATCH
Hints differ in case and/or spacing only
at 16, 19:
- [<Tile(ice)>]
- [<Tile(floor)>]
TOTALLY FAIR
THE PRISONER
FIRETRAP
at 29, 6:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
MIXED NUTS
at 6, 7:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
SKELZIE
at 10, 9:
- [<Tile(wall)>]
- [<Tile(floor)>]
at 11, 9:
- [<Tile(wall)>]
- [<Tile(floor)>]
at 12, 9:
- [<Tile(wall)>]
- [<Tile(floor)>]
at 13, 9:
- [<Tile(wall)>]
- [<Tile(floor)>]
at 14, 9:
- [<Tile(wall)>]
- [<Tile(floor)>]
at 15, 9:
- [<Tile(wall)>]
- [<Tile(floor)>]
at 16, 9:
- [<Tile(wall)>]
- [<Tile(floor)>]
at 17, 9:
- [<Tile(wall)>]
- [<Tile(floor)>]
at 18, 9:
- [<Tile(wall)>]
- [<Tile(floor)>]
at 19, 9:
- [<Tile(wall)>]
- [<Tile(floor)>]
at 20, 9:
- [<Tile(wall)>]
- [<Tile(floor)>]
at 11, 10:
- [<Tile(floor)>]
- [<Tile(wall)>]
at 12, 10:
- [<Tile(floor)>]
- [<Tile(wall)>]
at 13, 10:
- [<Tile(floor)>]
- [<Tile(wall)>]
at 14, 10:
- [<Tile(floor)>]
- [<Tile(wall)>]
at 15, 10:
- [<Tile(floor)>]
- [<Tile(wall)>]
at 16, 10:
- [<Tile(floor)>]
- [<Tile(wall)>]
at 17, 10:
- [<Tile(floor)>]
- [<Tile(wall)>]
at 18, 10:
- [<Tile(floor)>]
- [<Tile(wall)>]
at 19, 10:
- [<Tile(floor)>]
- [<Tile(wall)>]
at 11, 20:
- [<Tile(floor)>]
- [<Tile(wall)>]
...too many differences found, stopping here
ALL FULL
LOBSTER TRAP
TRUST ME
at 1, 2:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
PARTIAL POST
Hints differ:
- Block teleporters to re-route them.
- BLOCK TELEPORTERS␤TO RE-ROUTE THEM
at 3, 2:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
UNDERGROUND
PENTAGRAM
Hints differ:
- Walk the lines of this inscribed pentagram to avoid its curse.
- WALK THE LINES OF␤THIS INSCRIBED␤PENTAGRAM␤TO AVOID ITS CURSE
at 16, 15:
- [<Tile(thin_wall_s)>, <Tile(player1/south)>]
- [<Tile(thin_wall_s)>, <Tile(player1/north)>]
RINK
at 1, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
BLOCK FACTORY
NIGHTMARE
at 4, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
WRITERS BLOCK
CATACOMBS
MEMORY
at 30, 29:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
BALLS O FIRE
at 16, 13:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
BLOCK OUT
OPEN QUESTION
Hints differ in case and/or spacing only
ICE CUBE
at 3, 30:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
STRIPES?
FIREFLIES
POTPOURRI
at 17, 9:
- [<Tile(fire)>, <Tile(ms_block_static)>]
- [<Tile(wall)>]
FOUR PLEX
at 5, 25:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
SOCIALIST ACTION
at 24, 26:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
FORTUNE FAVOURS THE
TOTALLY UNFAIR
Hints differ:
- Remember sjum.
- REMEMBER␤SJUM
MIX UP
DOUBLEMAZE
at 1, 30:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
GOLDKEY
ICEDEATH
SHORT CIRCUIT
at 1, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
OVERSEA DELIVERY
Hints differ in case and/or spacing only
at 11, 8:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
EENY MINY MOE
CORRIDOR
PLAYHOUSE
at 3, 27:
- [<Tile(fire)>, <Tile(ms_block_static)>]
- [<Tile(wall)>]
at 2, 28:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
TORTURECHAMBER
Couldn't find level EXCLUSIVE
CAKE WALK
at 16, 12:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
FORCE FIELD
MIND BLOCK
at 14, 16:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
SPECIAL
Hints differ in case and/or spacing only
FORCED ENTRY
BLOBNET
MISHMESH
SCAVENGER HUNT
at 15, 16:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
ON THE ROCKS
at 4, 8:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
SLO MO
CITYBLOCK
COLONY
at 29, 2:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
ICEHOUSE
BLOCK N ROLL
at 6, 25:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
at 21, 25:
- [<Tile(fire)>, <Tile(ms_block_static)>]
- [<Tile(wall)>]
at 25, 25:
- [<Tile(fire)>, <Tile(ms_block_static)>]
- [<Tile(wall)>]
at 29, 25:
- [<Tile(fire)>, <Tile(ms_block_static)>]
- [<Tile(wall)>]
at 23, 27:
- [<Tile(fire)>, <Tile(ms_block_static)>]
- [<Tile(wall)>]
at 27, 27:
- [<Tile(fire)>, <Tile(ms_block_static)>]
- [<Tile(wall)>]
at 21, 29:
- [<Tile(fire)>, <Tile(ms_block_static)>]
- [<Tile(wall)>]
at 25, 29:
- [<Tile(fire)>, <Tile(ms_block_static)>]
- [<Tile(wall)>]
at 29, 29:
- [<Tile(fire)>, <Tile(ms_block_static)>]
- [<Tile(wall)>]
BLOBDANCE
PAIN
at 1, 2:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
YORKHOUSE
at 29, 1:
- [<Tile(floor)>, <Tile(player1/south)>]
- [<Tile(floor)>, <Tile(player1/north)>]
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