BASE MAPS. As far as possible, the base maps are shown as they appear at the beginning of a level, but there are some exceptions.

blue wall symbols

Blue walls have the characteristic of either becoming solid or of disappearing when Chip pushes on them. They first appear on the game board with dark shading on the lower and right sides (#1 above). If the blue walls disappear when pushed, the maps show them as flat blue squares, without depth shading (#2 above). If they become solid, the maps show them with a gray highlight on the left and upper sides (#3 above).

invisible wall symbols

Invisible walls either stay invisable, or appear when Chip pushes them. They look just like regular tiles on the game board (#1 above). Walls which stubbornly stay invisible are indicated by a black X in the square (#2 above). Appearing walls are shown in the solid wall format but with light gray centers, ghostly things that they are. (#3 above).

brown block symbols

Moveable blocks occasionally hide secrets. They look harmless on the game board (#1 above) but they may cover something like fire or a chip. The maps will show the hidden object on top (#2 above). If the moveable block is sitting on a clone machine, the base maps currently available on this site will show a "C" in the lower left corner (#3 above). The maps generated by MapMaker 2.1 will show a brown block with its tiny clone on top. The small clone is positioned toward the side where the cloned block will be generated (#4 above).

toggle wall symbols

Toggle walls are operated by green buttons (#1 above). The maps will shown the walls either closed (#2 above) or open (#3 above) to match whatever condition they are in at the beginning of the game.

enemy path symbols

Pink balls have their paths shown as thin pink lines, since it's often important for Chip to know where the safe and dangerous areas are. Sometimes, the paths of fireballs are also shown (as thin red lines) for the same reason.

creature symbols

Creatures may surprise you by their orderly arrangement and position on the base maps. Even random things like green blobs and blue walkers often start off lined up in neat rows and columns. The base map gives you a snap shot of the scene before everything starts moving.

SOLUTION MAPS. Solution maps show Chip's route to a winning score plotted over the base map. Don't be surprised if Chip appears to run right through fireballs or gliders on his way to the goal. When you actually play the game, those nasties will be elsewhere on the grid.

Many people have worked to produce the solution maps, and the Chipster's have tried different methods of showing how Chip conquers each level. There will generally be a route marked out, although it can be difficult to plot a solution for some levels, especially those with teleports or many block movements. Plan on seeing some creative methods of displaying Chip's movements on the solution levels.