This is a Cheery Chimp original.
How To Play Chimp Works
Fruit arrives by truck, and every dock has an order to fill. Lay belts and boxes across the factory floor so that each dock gets exactly what it asked for. There are no words in the game, so this page explains what the pictures mean.
The floor
- The truck is the green tile. It shows each kind of fruit it carries, with a count beside it. Crossed arrows mean the fruit comes off in a mixed-up order.
- The dock is the brown tile. It shows what it wants and how many. A dock takes fruit from any side a belt can reach, marked by a blue wedge on each of those sides.
- Tap a truck or a dock to see what it holds at a larger size. Touch anywhere to put the card away.
- A number tag on a crate, tray or pallet says how many it holds. The number under the picture is how many of them the dock wants.
- Grey blocks with a cross are pillars. Nothing can be built there.
Building
- Drag to lay belt. You can start on the truck and end on a dock. Dragging back along the belt takes the last step back.
- Tap a belt to turn it.
- Place a box. Tap a box in the bar at the bottom, then tap a cell. It faces the way the fruit is already flowing, and the belt tool comes back afterwards.
- Change a box. Tap a placed box to select it. A bar opens where you can turn it, flip its side port, change its setting or remove it. The tick puts the bar away. Tapping a selected box again also turns it.
- A red bar on the side of a box means a belt points at a side that takes no fruit. Turn the box or bring the belt round to a blue wedge.
- Fix mistakes. The eraser removes whatever you tap or drag across. The curved arrow undoes your last change, and the dashed square with a cross clears the whole floor.
- Watch your coins. Every piece has a price, shown under it in the bar, and a small × number when only so many are allowed. The coin at the top shows what you have spent out of the level's budget. It turns red when you are over, and the floor will not run until you are back under.
The boxes
Every box shows its ports. A blue wedge pointing in is where fruit enters. A yellow arrow pointing out is where it leaves.
- Belt (1 coin): carries fruit one cell at a time.
- Sorter (5 coins): pulls one kind of fruit out through its side port, the violet arrow, and lets the rest go straight on. The picture on the box is what it pulls out. Select the box to choose another fruit, or, on levels that have them, to pick out muddy, rotten or sliced fruit.
- Splitter (4 coins): shares the fruit between its front and its side. Each way out is labelled with its share, so a 2:1 splitter sends two out of the way marked 2 for every one out of the way marked 1. Select it to choose 1:1, 2:1 or 3:1.
- Washer (8 coins): the water drops. It cleans muddy fruit, and takes two steps for each one.
- Slicer (10 coins): the knife. It slices fruit, and takes three steps for each one. Wash first, because sliced fruit cannot be cleaned.
- Packer (6 coins): the crate with a number. It packs that many of the same thing together, from 2 to 6. Fruit becomes a crate, fruit cups become a tray, and crates become a pallet. The number on the packer must match the number tag on the dock's order.
- Cup maker (8 coins): the cup with a plus. It has a way in on each side, and puts one item from each into a fruit cup. It waits until it has both.
- Bin (2 coins): the leaf. Anything sent into it is thrown away. Use it for rotten fruit.
Running the floor
- Play is the yellow button. While the floor runs it becomes a stop button.
- Fast forward is the double arrow. Skip, the double arrow with a bar, appears during a run and jumps straight to how it ends.
- The clock at the top counts the steps the run has taken.
- You win the moment every dock has its whole order.
- A rejection ends the run. The dock is crossed out and a red badge shows what it turned away. A dock rejects anything that is not what it ordered: the wrong fruit, fruit that is still muddy or rotten, a mixed crate, a crate of the wrong size, or one more than it asked for.
- A jam ends the run too. A warning sign appears and a pulsing frame marks where the line stopped. Common causes are a belt that leads nowhere, a packer left short of a full crate, and a cup maker fed from one side only.
- Mixed-up trucks are checked three times. When a truck shows the crossed arrows, the game tries three different orders. The little trucks at the top turn green as each one passes.
- After a failed run, tap the floor to go back to building.
Stars
- The first star is for any floor that works. It also opens the next level.
- The coin star is for spending no more than the level's cost target.
- The clock star is for finishing in no more steps than the level's time target.
- Both targets are shown at the top while you build, each beside a star. On the level list and the result card, stars come in two rows: one for the coin and one for the clock.
- The cheapest floor and the fastest floor are usually different. You can earn the two stars with two separate builds.
- On the result card, your number turns gold when it meets the target. A spark beside it means you beat the target.
- The first few levels and the lessons have a single star, and some levels have a coin star but no clock star.
Lessons
Tiles with a dashed border on the level list are short lessons. On most of them the floor is already built and locked, and only the highlighted cells can be changed. Add the missing piece and set it correctly to earn the lesson's one star. One lesson shows a clock with a number and no star beside it: that is a time limit, and the run must finish within that many steps. A gold ring on the level list marks the level to play next.
Machines
- Your old floors come back as boxes. On later levels, a level you have already solved appears in the bar as a single gold-rimmed box. It does exactly what your floor did, costs what your floor cost, and runs as fast as your floor ran.
- Two builds are kept for each level: your cheapest and your fastest. A machine wears a coin for the cheap build or a clock for the fast one, and a number tag for the level it came from.
- Select a placed machine to switch between the two builds, or tap the eye to look inside it. During a run, tap a machine to watch its floor working.
- Better machines make later levels easier. Going back to improve an old level makes every machine built from it cheaper or faster.
- A locked star means an earlier level has to earn that star first. The lock shows that level's number. Tap the locked target at the top to see which star is missing, then tap the small level tile to go there.
Coming back to a level
When you reopen a level you have solved, the game asks which floor to open. The coin is your cheapest build, the clock is your fastest, and the pencil is the floor as you last left it. A build opened this way only replaces your own floor once you change it.
Tips
- Boxes can sit right against each other and right against a dock. Every belt you leave out is a coin saved.
- Bring a belt into the side of a dock when that is the shorter way.
- Washers and slicers are slow. For the clock star, split the fruit across two of them.
- Go for one star at a time. Build cheap first, then come back and build fast.
- If a tray or pallet is rejected, compare the number tags. The packer's number has to match the order's.
Settings (⚙️)
The settings hold one button, which erases every star and every saved floor. It asks a second time before it does anything: the arrow goes back, and the red bin starts you over.