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  trynan_'s scores
Posted by: trynan_ - 25-Jul-2021, 10:44 PM - Forum: High Scores - Replies (2)

Here are all of my CC1 (ms) times! Most are from a few months ago when I played a bunch. Also, maybe goes without saying, but I didn't come up with a lot of the routes I used on the levels that I went for good times on. Let me know if I need to add anything!
Green = bold.
Blue = I grinded it, or at least played it more than once, but didn't go for bold.
Plain black = beat it once, never played it again (or otherwise unoptimized).

#1 (LESSON 1): 83
#2 (LESSON 2): 90
#3 (LESSON 3): 89
#4 (LESSON 4): 116
#5 (LESSON 5): 85
#6 (LESSON 6): 94
#7 (LESSON 7): 139
#8 (LESSON 8): 96
#9 (NUTS AND BOLTS): 306
#10 (BRUSHFIRE): 51
#11 (TRINITY): 211
#12 (HUNT): 270
#13 (SOUTHPOLE): [982]
#14 (TELEBLOCK): 204
#15 (ELEMENTARY): 89
#16 (CELLBLOCKED): [971]
#17 (NICE DAY): 83
#18 (CASTLE MOAT): 553
#19 (DIGGER): 171
#20 (TOSSED SALAD): 340
#21 (ICEBERG): 119
#22 (FORCED ENTRY): 291
#23 (BLOBNET): 393
#24 (OORTO GELD): 430
#25 (BLINK): 435
#26 (CHCHCHIPS): 254
#27 (GO WITH THE FLOW): 147
#28 (PING PONG): 239
#29 (ARCTICFLOW): 300
#30 (MISHMESH): 299
#31 (KNOT): 6
#32 (SCAVENGER HUNT): 349
#33 (ON THE ROCKS): [160]
#34 (CYPHER): 297
#35 (LEMMINGS): 577
#36 (LADDER): 232
#37 (SEEING STARS): 513
#38 (SAMPLER): 462
#39 (GLUT): 17
#40 (FLOORGASBORG): 195
#41 (I.C. YOU): 154
#42 (BEWARE OF BUG): 187
#43 (LOCK BLOCK): 126
#44 (REFRACTION): 146
#45 (MONSTER LAB): 292
#46 (THREE DOORS): 222
#47 (PIER SEVEN): 221
#48 (MUGGER SQUARE): 259
#49 (PROBLEMS): 162
#50 (DIGDIRT): 318
#51 (I SLIDE): 655
#52 (THE LAST LAUGH): 382
#53 (TRAFFIC COP): 478
#54 (GRAIL): 289
#55 (POTPOURRI): 70
#56 (DEEPFREEZE): 106
#57 (STRANGE MAZE): 229
#58 (LOOP AROUND): 550
#59 (HIDDEN DANGER): 368
#60 (SCOUNDREL): 288
#61 (RINK): [28]
#62 (SLO MO): 282
#63 (BLOCK FACTORY): 477
#64 (SPOOKS): 548
#65 (AMSTERDAM): 357
#66 (VICTIM): 292
#67 (CHIPMINE): 363
#68 (EENY MINY MOE): 399
#69 (BOUNCE CITY): 229
#70 (NIGHTMARE): 136
#71 (CORRIDOR): 266
#72 (REVERSE ALLEY): [949]
#73 (MORTON): 291
#74 (PLAYTIME): 359
#75 (STEAM): 479
#76 (FOUR PLEX): 416
#77 (INVINCIBLE CHAMPION): 481
#78 (FORCE SQUARE): 474
#79 (DRAWN AND QUARTERED): 220
#80 (VANISHING ACT): 733
#81 (WRITERS BLOCK): [305]
#82 (SOCIALIST ACTION): 969
#83 (UP THE BLOCK): 298
#84 (WARS): 580
#85 (TELENET): 154
#86 (SUICIDE): 381
#87 (CITYBLOCK): [279]
#88 (SPIRALS): 317
#89 (BLOCK BUSTER): 276
#90 (PLAYHOUSE): 318
#91 (JUMPING SWARM): 367
#92 (VORTEX): 444
#93 (ROADSIGN): 429
#94 (NOW YOU SEE IT): [609]
#95 (FOUR SQUARE): 335
#96 (PARANOIA): 320
#97 (METASTABLE TO CHAOS): 290
#98 (SHRINKING): 338
#99 (CATACOMBS): 340
#100 (COLONY): [879]
#101 (APARTMENT): 240
#102 (ICEHOUSE): 177
#103 (MEMORY): 488
#104 (JAILER): 235
#105 (SHORT CIRCUIT): 255
#106 (KABLAM): [548]
#107 (BALLS O FIRE): 260
#108 (BLOCK OUT): 148
#109 (TORTURECHAMBER): 133
#110 (CHILLER): 276
#111 (TIME LAPSE): [931]
#112 (FORTUNE FAVOURS THE): [984]
#113 (OPEN QUESTION): 392
#114 (DECEPTION): 153
#115 (OVERSEA DELIVERY): [805]
#116 (BLOCK BUSTER II): 621
#117 (THE MARSH): [904]
#118 (MISS DIRECTION): 245
#119 (SLIDE STEP): 135
#120 (ALPHABET SOUP): [885]
#121 (PERFECT MATCH): [862]
#122 (TOTALLY FAIR): 272
#123 (THE PRISONER): 222
#124 (FIRETRAP): 604
#125 (MIXED NUTS): [680]
#126 (BLOCK N ROLL): 310
#127 (SKELZIE): 355
#128 (ALL FULL): 281
#129 (LOBSTER TRAP): 286
#130 (ICE CUBE): [718]
#131 (TOTALLY UNFAIR): 26
#132 (MIX UP): 310
#133 (BLOBDANCE): [795]
#134 (PAIN): [-6]
#135 (TRUST ME): 293
#136 (DOUBLEMAZE): [-1540]
#137 (GOLDKEY): 299
#138 (PARTIAL POST): 97
#139 (YORKHOUSE): [893]
#140 (ICEDEATH): 263
#141 (UNDERGROUND): [952]
#142 (PENTAGRAM): [963]
#143 (STRIPES?): [-308]
#144 (FIREFLIES): [790]
#145 (Thanks to...): [981]
#146 (CAKE WALK): 534
#147 (FORCE FIELD): [-204]
#148 (MIND BLOCK): [429]
#149 (SPECIAL): 955


Total score (according to tileworld2): 5,947,000

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  Did steam fix cc1?
Posted by: geodave - 24-Jun-2021, 10:41 AM - Forum: Blog Station - No Replies

There's been a long debate about whether lynx or ms (and their various platforms) are better.  Now we have a new platform (steam) and a THIRD version of cc1 behavior.  Here's what I think about the differences:

  • Animation.  All ms-versions have step-animation, which I HATE.  This is the main reason I've always been TW-lynx-leaning.  Certainly others like step-animation (mainly because of its optimization possibilities) but seriously, it only exists because Windows 3 was lame.  To help make my point -- steam has real animation.
  • Keys.  Ms-style keys are all the same.  Where's the fun in that?  Also, since the original Epyx version had differing keys, it makes sense.  Just get that blue JAILER key early!
  • Block-slapping and block-flicking.  I am a fan of neither of these.  I know that block-slapping is an original thing (LESSON 4 and SPECIAL) but you don't really need it.  And flicking is just a stupid mistake in the ms code that somehow made a CCLP2 level unwinnable without it.  I'd be happy if steam didn't have either (but it emulates lynx.)
  • Dying in fire.  I've always thought it was stupid that only bugs and walkers don't die in fire.  The lynx way makes much more sense.  (Steam matches lynx.)
  • Player graphics.  This is one where TW got it wrong.  Agreed, they couldn't use existing graphics, but chip is so dark I can barely make out any features.  Also CC is supposed to be a friendly game, not D&D.  Thankfully, steam fixed this nicely.
  • Random Force Floors.  Honestly, I like the way ms did this -- actually random.  The rotating floor idea is more annoying than helpful.
  • Explosion Delay.  Too long in lynx, but steam has shortened it.  I like the steam version.
  • Splash Delay.  I dislike splash delay and would prefer the ms model.  At least it's shorter in steam.
  • Boosting.  Boosting is like JOSHUA in War Games.  It's a back door that shouldn't exist.
  • Glitches.  There are glitches in all the versions, but ms has the most "what the ??" glitches and I don't think they add anything to the game.  And I'm tired of adding a ball on a force floor so my teeth will clone in the correct direction.
  • Game interface.  Tileworld did a really good job with the interface (in all the versions.)  The steam interface doesn't seem to be as flexible and I can't seem to get the size I want.
  • Walkers.  SPIRALS was never meant to be so difficult. Lynx/steam is clearly the winner here.
  • Blobs.  I like the graphics of lynx where it moves between tiles, but frankly I stink at BLOBDANCE in any version.
  • Death collisions.  In ms I can see what I ran into.  In lynx/steam it looks like I (and the creature) never actually made it to each other.  Pretty annoying.
  • Graphics.  I admit to some nostalgia here.  I like the pink rolling lynx ball over the purple bouncing ball (although I get it -- bowling ball was coming.)  I like ms-style gliders.  I like steam-style doors.  So basically I'm all over the place.
  • In general -- I still play in Lynx most of the time.  I see that the CCLPs are being converted to steam, and I will play them.

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  CCLP2 for Steam
Posted by: Aetherstorm Roc - 08-Jun-2021, 8:25 AM - Forum: CCLP Discussions - No Replies

This summer I want to create a port of CCLP2 under the steam ruleset. My intent is to stay as true to the MS version as possible as this is how the levels were designed originally, and if this is not possible follow the best practices laid out in CCLXP2.

I've made a poll to gauge opinion on some of the details of this project and it should take less than a minute to complete.
It can be found here: https://forms.gle/ef7wx3bQBJFHdLvv5

If you have specific questions or would like to help please DM me here or on the Discord server.

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  CGA Tileset
Posted by: MilkyWayWishes - 30-May-2021, 10:31 PM - Forum: Tilesets - No Replies

Have you ever wondered what Chip's Challenge would look like if it was developed during IBM's Color Graphics Adapter era? No? Damn.

Well wondering or not, it is now a reality. I have created a tileset that adheres to the principles of CGA's Medium Resolution (320 × 200 pixels) mode, each tile is 22 × 22 pixels in size so that the 9 × 9 tile grid takes up an area of 198 square pixels. Each tile also uses a maximum of 4 colours of one of the more common palettes so as to be faithful to the medium.

Of course due to TW shenanigans I've had to upscale the tileset provided by 2 (TW requires tile sizes to be divisible by 4 for... some reason), however if you have the need for the original tiles as they would appear you can simply nearest neighbor downscale by a factor of 2.

Preview of LESSON 1:
[Image: attachment.php?aid=1842]

Download Here:
.bmp   CCCGA.bmp (Size: 107.32 KB / Downloads: 22)

Slightly modified version where the RFF tile "spirals" (not my preferred version but some people like it so here it is):
.bmp   CCCGA spiral RFF.bmp (Size: 107.32 KB / Downloads: 14)

Also big big thanks to magical and Bacorn for helping me with the process of designing and adjusting this tileset, it wouldn't exist without them.



Attached Files
.png   cgaPreview DO NOT DOWNLOAD.png (Size: 4.58 KB / Downloads: 137)
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  Chip's Kaizo Challenege
Posted by: g00d3rz - 30-May-2021, 5:13 PM - Forum: CC1 Level Packs - No Replies

I've created my own title screen and used the original SPECIAL stage from CC1 and for the following seven stages made remixes of that one stage and added a credits screen and called it "Chip's Kaizo Challenge".

Below is a screenshot of the title screen as well as a link to download my design. (As well as a text file with a guide on completing this map set).

Enjoy :-)

g00d3rz



Attached Files
.dat   Kaizo.dat (Size: 8.38 KB / Downloads: 25)
.png   Title.png (Size: 16.09 KB / Downloads: 31)
.txt   cheat.txt (Size: 2.61 KB / Downloads: 22)
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  G lander's scores
Posted by: G lander - 16-May-2021, 11:05 AM - Forum: High Scores - Replies (3)

I am not good at CC2, but here you go

Chip's Challenge 2
1: 1102 | 0 (LESSON 1)
2: 1000 | 0 (ALL ICE)
3: 1500 | 0 (KEY MANIA)
4: 2070 | 7 (ALL SHOOK UP)
5: 4430 | 193 (DOWN AND OUT)
6: 4359 | 132 (DOOR WAYS)
7: 7020 | 149 (TURTLE BLOCKS)
8: 5120 | 112 (SWIVELS)
9: 4500 | 0 (LESSON 2)
10: 5910 | 91 (ALONE)
11: 5740 | 7 (TUMBLERS)
12: 7200 | 120 (FORCE PERIMETER)
13: 7330 | 83 (SEVEN UP)
14: 7030 | 3 (RUN-AROUND)
15: 7980 | 48 (WATCH YOUR STEP)
17: 9680 | 118 (FROZEN)
19: 9500 | 0 (LESSON 3)
20: 10530 | 53 (COBBLER)
21: 11500 | 100 (EIGHT WAYS)
22: 12350 | 135 (MIND GAME)
23: 15130 | 263 (TRICKED YA!)
24: 13640 | 72 (JAY WALKER)
25: 16570 | 177 (TRIATHLON)
26: 14470 | 135 (CHAMBER BOMB)
27: 14180 | 68 (CLIMBING)
28: 14990 | 99 (SAPPER DO)
29: 14500 | 0 (LESSON 4)
30: 15780 | 78 (INLAY)
31: 16280 | 78 (ICE DANCING)
32: 16790 | 79 (REVELATIONS)
33: 18130 | 163 (IDENTITY CRISIS)
34: 17940 | 94 (GLOBS)
35: 17790 | 29 (CHIPS?)
36: 18570 | 57 (SPRING MINES)
37: 19330 | 83 (HOTKEYS)
38: 19860 | 86 (QUICK TIME)
39: 19550 | 5 (QUICK TIME II)
40: 20140 | 14 (QUICK TIME III)
41: 21260 | 76 (FREEZE FRAME)
42: 21040 | 4 (YOU MUST BE JOKING)
43: 21900 | 40 (RETICULATING SPLINES)
44: 23900 | 80 (SILO BOMBER)
45: 22820 | 32 (MIDDLE SCHOOL)
47: 24230 | 73 (DESERT OASIS)
48: 24390 | 39 (TRIAL OF ELEMENTS)
50: 25000 | 0 (LESSON 5)
52: 31630 | 141 (CONFUSION)
53: 26590 | 9 (QUICKCHIP)
54: 28360 | 36 (SAUCE FOR THE GOOSE)
56: 29090 | 109 (QUICK THINKING)
57: 32340 | 384 (MONTY HAUL)
58: 37400 | 40 (GOLD RUSH)
59: 32660 | 316 (TRIAL AND ERROR?)
60: 30050 | 0 (LESSON 6)
61: 31390 | 89 (FEEDING TIME)
62: 31090 | 9 (GRAB BAG)
63: 32640 | 114 (DISCIPLE)
64: 32770 | 37 (PRACTICE)
65: 33980 | 148 (CHIP HIMSELF)
66: 33080 | 8 (ELECTRIC TRAP)
67: 35500 | 200 (GHOST TRAP)
68: 36120 | 212 (LIGHTS OUT)
69: 36770 | 227 (LOOKALIKE)
70: 35420 | 42 (RAIL BOWLING)
71: 35500 | 0 (LESSON 7)
72: 37720 | 152 (ON AND OFF)
73: 36860 | 36 (GHOST BRIDGE)
74: 37620 | 62 (MUSH)
75: 38710 | 30 (DRESS CODE)
76: 38300 | 30 (THAW)
77: 40260 | 176 (THE ROVER ROOM)
78: 39020 | 2 (STRICT PROCESS)
79: 42050 | 155 (ONION)
80: 42050 | 105 (CHIP PALACE)
81: 42600 | 210 (CAMPFIRES)
82: 41290 | 29 (AVALANCHE)
83: 43250 | 175 (DOUBLE DARE)
84: 45780 | 168 (OFF KEY)
85: 42510 | 1 (SCRAMBLED EGGS)
86: 43500 | 50 (TANK HELP)
88: 46370 | 187 (ESCAPE)
89: 44600 | 10 (CLOSET)
91: 45810 | 31 (MONSTER RACE)
93: 46520 | 2 (APARTMENTS)
95: 48050 | 45 (OUROBOROS)
96: 48110 | 1 (EASY?)
98: 50520 | 152 (SIBLING RIVALRY)
101: 51240 | 74 (TANK BLOCKER)
103: 52040 | 54 (RUNWAY)
107: 53850 | 35 (WING AND A PRAYER)
109: 63710 | 108 (SAY "CHEESE")
112: 56010 | 1 (BOWL TO FREEDOM)
113: 56680 | 18 (TEETH ATTACK)

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  May 2021 Create Competition- Ahead of Time
Posted by: Ihavenoname248 - 07-May-2021, 12:15 PM - Forum: Competitions - No Replies

It's been a bit since the last create, let's fix that.

It was suggested on the Discord that a CC2 competition be run for levels with a 5 second time limit, that required using the stopwatches in order to complete. I thought this idea sounded too restricted to be interesting, but the core idea was broad enough that with the right changes, there was some real potential. And so, here are the requirements for a submitted level:

  • The level must take more time to complete than the starting timer.
  • Completing the level should require the player to be aware of the timer: this is somewhat vague and can be interpreted in multiple different ways, so be creative.
That's it, the starting timer can be anything (even untimed if that's best for your idea!), and the time limit should be a factor.
A bad example of this theme would be Phantoms or Touka from CC2LP1: the timer is irrelevant as it remains stopped the entire time. Another less than ideal example is Freeze Frame from CC2: the timer is something to note, but trivially dealt with by keeping it stopped most of the time.
A good example of this theme is Red Key Dungeon by Zane (can be found in Silver, or CC2LP1 voting), or Ten Second Ninja by me (can be found in IHNN1, or again CC2LP1 voting). These are not the only possible interpretations of the theme, and freezing the timer is not a required part of the level.


Submit your levels (max 2- if you submit more, tell me which ones you want rated) by sending them to me (IHNN#3459) on Discord, or by private message on the forums. The deadline is June 7th, at midnight Eastern time- in practice it will likely be when I wake up the following day. Your levels should be new- at the very least I shouldn't have seen them before. Please do not share your levels before the competition ends- it's more fun to see what everyone made all at once!

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  geodave cclp5 submissions Part 1
Posted by: geodave - 29-Apr-2021, 11:23 AM - Forum: CC1 Level Packs - Replies (1)

Here are the first 9 levels to pass testing, along with the TWS files (tried to attach the dac files as well but was DENIED.)

I expect to submit many more levels, but these are ready.



Attached Files
.tws   geo5-1-lynx.dac.tws (Size: 3.96 KB / Downloads: 15)
.tws   geo5-1-ms.dac.tws (Size: 4.38 KB / Downloads: 17)
.dat   geo5-1.dat (Size: 6.13 KB / Downloads: 23)
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  CCLP5 Submissions Have Opened!
Posted by: Flareon350 - 10-Apr-2021, 2:43 PM - Forum: Announcements - Replies (12)

Hello chipsters! Some time has passed since the last CC1 level pack and after some time compiling a dedicated staff team together, we bring you the exciting news that the call for CCLP5 submissions has now officially opened! We are excited to get this process going into assembling another amazing pack of 149 levels that the community has crafted over the years.

Some things to take note of: In comparison to prior CC1 level packs and as per inspiration from CC2LP1, level submissions do require a valid tws in both the MS and Lynx rulesets to be eligible for voting later down the road. You are welcome to submit levels without these solution files and we as the staff can take care of that process should you or any designer not be around to do so, much like CC2LP1's staff did with its submission pool. But do take caution that without them, they will be culled from voting when it happens.

In addition, any levels without one or the other ruleset's tws (i.e. levels only solvable in one ruleset) will automatically be disqualified from submissions.

Submissions will close on October 10th, 2021. This is purely for level submissions alone - TWS files will have a separate close off deadline, which has not been determined yet.

Lastly, say hello to the other CCLP5 staff members!

VT (vortex178) - Project Manager
J.B. Lewis - Staff Speaker & Tester
A Sickly Silver Moon - Technical Assistant
mmoraleta - Tester
chipster1059 - Tester

We look forward to your contribution and support to making CCLP5 truly the best of the best CC1 level packs!

- Josh Lee [Flareon350]
CCLP5 Staff Coordinator

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  Piccoflute's Scores
Posted by: Piccoflute - 24-Mar-2021, 4:23 PM - Forum: High Scores - Replies (15)

These are my Chip's Challenge 1 (Steam) Scores. This is my first time posting. I hope I am doing this correctly. I have not yet completed levels 89, 99, 109, 116, and 132, ergo the scores are missing below. Other packs to follow.

Level: Score | Time Left (Level Name)
1: 1220 | 72 (LESSON 1)
2: 1860 | 86 (LESSON 2)
3: 2350 | 85 (LESSON 3)
4: 3040 | 104 (LESSON 4)
5: 3210 | 71 (LESSON 5)
6: 3500 | 50 (LESSON 6)
7: 4640 | 114 (LESSON 7)
8: 4660 | 66 (LESSON 8)
9: 6580 | 208 (NUTS AND BOLTS)
10: 5400 | 40 (BRUSHFIRE)
11: 5990 | 49 (TRINITY)
12: 8020 | 202 (HUNT)
13: 6500 | 0 (SOUTHPOLE)
14: 8200 | 120 (TELEBLOCK)
15: 8000 | 50 (ELEMENTARY)
16: 8000 | 0 (CELLBLOCKED)
17: 9230 | 73 (NICE DAY)
18: 9200 | 20 (CASTLE MOAT)
19: 10260 | 76 (DIGGER)
20: 12700 | 270 (TOSSED SALAD)
21: 10690 | 19 (ICEBERG)
22: 12680 | 168 (FORCED ENTRY)
23: 12690 | 119 (BLOBNET)
24: 14140 | 214 (OORTO GELD)
25: 14310 | 181 (BLINK)
26: 14990 | 199 (CHCHCHIPS)
27: 14380 | 88 (GO WITH THE FLOW)
28: 15460 | 146 (PING PONG)
29: 16350 | 185 (ARCTICFLOW)
30: 16190 | 119 (MISHMESH)
31: 15520 | 2 (KNOT)
32: 17810 | 181 (SCAVENGER HUNT)
33: 16500 | 0 (ON THE ROCKS)
34: 19610 | 261 (CYPHER)
35: 20710 | 321 (LEMMINGS)
36: 18430 | 43 (LADDER)
37: 21310 | 281 (SEEING STARS)
38: 20950 | 195 (SAMPLER)
39: 19640 | 14 (GLUT)
40: 21520 | 152 (FLOORGASBORG)
41: 21530 | 103 (I.C. YOU)
42: 22730 | 173 (BEWARE OF BUG)
43: 22340 | 84 (LOCK BLOCK)
44: 22320 | 32 (REFRACTION)
45: 22870 | 37 (MONSTER LAB)
46: 24840 | 184 (THREE DOORS)
47: 24780 | 128 (PIER SEVEN)
48: 26200 | 220 (MUGGER SQUARE)
49: 25660 | 116 (PROBLEMS)
50: 26620 | 162 (DIGDIRT)
51: 29820 | 432 (I SLIDE)
52: 29070 | 307 (THE LAST LAUGH)
53: 30430 | 393 (TRAFFIC COP)
54: 27670 | 67 (GRAIL)
55: 27650 | 15 (POTPOURRI)
56: 29300 | 130 (DEEPFREEZE)
57: 30270 | 177 (STRANGE MAZE)
58: 32100 | 310 (LOOP AROUND)
59: 33040 | 354 (HIDDEN DANGER)
60: 31410 | 141 (SCOUNDREL)
61: 30500 | 0 (RINK)
62: 33790 | 279 (SLO MO)
63: 34400 | 290 (BLOCK FACTORY)
64: 35600 | 360 (SPOOKS)
65: 32570 | 7 (AMSTERDAM)
66: 35800 | 280 (VICTIM)
67: 36820 | 332 (CHIPMINE)
68: 37160 | 316 (EENY MINY MOE)
69: 35820 | 132 (BOUNCE CITY)
70: 35690 | 69 (NIGHTMARE)
71: 38000 | 250 (CORRIDOR)
72: 36000 | 0 (REVERSE ALLEY)
73: 39790 | 329 (MORTON)
74: 39580 | 258 (PLAYTIME)
75: 41270 | 377 (STEAM)
76: 40800 | 280 (FOUR PLEX)
77: 41980 | 348 (INVINCIBLE CHAMPION)
78: 42820 | 382 (FORCE SQUARE)
79: 40980 | 148 (DRAWN AND QUARTERED)
80: 46080 | 608 (VANISHING ACT)
81: 40500 | 0 (WRITERS BLOCK)
82: 50420 | 942 (SOCIALIST ACTION)
83: 42530 | 103 (UP THE BLOCK)
84: 47720 | 572 (WARS)
85: 43840 | 134 (TELENET)
86: 46420 | 342 (SUICIDE)
87: 43500 | 0 (CITYBLOCK)
88: 46740 | 274 (SPIRALS)
90: 47260 | 226 (PLAYHOUSE)
91: 48880 | 338 (JUMPING SWARM)
92: 48930 | 293 (VORTEX)
93: 47870 | 137 (ROADSIGN)
94: 47000 | 0 (NOW YOU SEE IT)
95: 49780 | 228 (FOUR SQUARE)
96: 50400 | 240 (PARANOIA)
97: 48710 | 21 (METASTABLE TO CHAOS)
98: 50510 | 151 (SHRINKING)
100: 50000 | 0 (COLONY)
101: 51970 | 147 (APARTMENT)
102: 52620 | 162 (ICEHOUSE)
103: 52930 | 143 (MEMORY)
104: 53030 | 103 (JAILER)
105: 54220 | 172 (SHORT CIRCUIT)
106: 53000 | 0 (KABLAM)
107: 54680 | 118 (BALLS O FIRE)
108: 55920 | 192 (BLOCK OUT)
110: 56110 | 111 (CHILLER)
111: 55500 | 0 (TIME LAPSE)
112: 56000 | 0 (FORTUNE FAVOURS THE)
113: 59870 | 337 (OPEN QUESTION)
114: 58170 | 117 (DECEPTION)
115: 57500 | 0 (OVERSEA DELIVERY)
117: 58500 | 0 (THE MARSH)
118: 60140 | 114 (MISS DIRECTION)
119: 60500 | 100 (SLIDE STEP)
120: 60000 | 0 (ALPHABET SOUP)
121: 60500 | 0 (PERFECT MATCH)
122: 62620 | 162 (TOTALLY FAIR)
123: 64000 | 250 (THE PRISONER)
124: 68000 | 600 (FIRETRAP)
125: 62500 | 0 (MIXED NUTS)
126: 65130 | 213 (BLOCK N ROLL)
127: 65950 | 245 (SKELZIE)
128: 65710 | 171 (ALL FULL)
129: 66000 | 150 (LOBSTER TRAP)
130: 65000 | 0 (ICE CUBE)
131: 65510 | 1 (TOTALLY UNFAIR)
133: 66500 | 0 (BLOBDANCE)
134: 67000 | 0 (PAIN)
135: 69710 | 221 (TRUST ME)
136: 68000 | 0 (DOUBLEMAZE)
137: 71690 | 319 (GOLDKEY)
138: 70600 | 160 (PARTIAL POST)
139: 69500 | 0 (YORKHOUSE)
140: 71800 | 180 (ICEDEATH)
141: 70500 | 0 (UNDERGROUND)
142: 71000 | 0 (PENTAGRAM)
143: 71500 | 0 (STRIPES?)
144: 72000 | 0 (FIREFLIES)
145: 72500 | 0 (THANKS TO...)
146: 76830 | 383 (CAKE WALK)
147: 73500 | 0 (FORCE FIELD)
148: 74000 | 0 (MIND BLOCK)
149: 83680 | 918 (SPECIAL)



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