Posted by: Ida - 27-Sep-2020, 4:07 PM - Forum: CC1 Level Packs
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Here's my newest levelset, Ida5.dat!
Some notes:
Ida5.dat contains 36 levels. Around 2/3 of the levels were made this year, the rest are older ones. Some are from an old backup from 2009 that I found in my e-mail inbox. A couple are old Create Competition submissions.
All levels are solvable in MS. I just now, before uploading the set, played back saved SuCC solutions for every level to verify that nothing had been broken when rearranging the levels and making minor edits. I’ve also solved them all in MSCC, though that may have been prior to minor edits.
Personal favourites: #13, #17, #18, #22
Ida5-lynx.dat is the same set except I’ve removed 4 levels that are unsolvable and/or don’t work as intended in Lynx, and one level was slightly altered to become solvable in Lynx (it has LX added to the title).
You all of course do as you please, but for the full experience I’d recommend that you try solving the levels first without looking at the map.
I welcome feedback to the levels. I don’t think I will make any edits to these particular sets (unless there are major issues), but I am currently compiling a larger set that will contain all (almost) of my levels, and can make edits to the levels before the release of that set.
Please consider these levels along with Ida3 and Ida4 for all future CCLPs, unless I by that time have released IdaR1.dat in which case you can consider that set instead, and unless I compile a special submissions set instead, in which case obviously that would be the set I want considered. :)
Edit: The first eighth posts in this thread were originally posted in the CC Pointless Trivia Thread until moderator Sharpeye468 split them into their own tread. The "also" in the following text refers to this post that talked about the color pattern but aplied to Chip's Challenge 2.
In relation to Chuck's Challenge 3D, the items added to that game that also follows the red, blue, yellow and green scheme are:
- Blocks
- Hold buttons and their respective "posts".
- Toggle buttons and their respective "posts".
- The squishy enemies (the round plant like monsters that expels noxious fumes).
On a side note, the legs enemies (the equivalent of the walker) comes in red, green, and blue, but not yellow.
Inspired by Rommy's on android (and with a bit too much free time during covid), I have built a CC emulator in Unity for android. Nothing too fancy, but a quick and dirty way to get your Chip fix on mobile.
Supports custom skin files and a level pack uploader built into the app (thus the file access permission request, which is not required to play). No ads, all free.
I am always interested in feedback, as long as you don't ask me to overhaul it :P
Hello everyone, i want to talk (well, write) about this neat action puzzle game called Crystal Mines II, created by Ken Beckett. EDIT: There is an in interview with Ken Beckett and C. Scott Davis here. Another one with only Ken here.
The premise is simple, you use a remote controlled robot to explore a mine in another planet and search for crystals while destroying and avoiding monsters. At a first glance the game may look like Boulder Dash, but it is a different experience. First, the movement is smooth and not grid based. Also, the robot can attack enemies by firing energy balls at them. Each level have a crystal quota, completing it makes the exit appear. Most also have a time limit. Points are given for enemies and obstacles cleared, complete and also collect crystals over the quota, items and bonuses (gold, silver and copper).
The first level of the game
The crystals: white (10), red (7), green (5), purple (3), yellow (1).
These 4 liquids are slime (green), mud (brown), tar (black) and lava (red).
Before CC2 had the transmogrifier, this game had yellow transmutation pipes.
Crystals and enemies can go trough pipes, but not the robot.
These enemies can be blown to get crystals.
Bombs are important not only to blow enemies, but also to solve some puzzles.
Treads for liquids, saw for blocks, parasol for boulders, radioactive protection for radioactive things, shield for explosions and fireball for smashing. No hint tiles, though.
OOPS!
The game also takes some ideas from Chip's Challenge (another Lynx game) such as the 4 letters passwords, giving names to the levels (some of them being puns, references or hints) and the ability to skip levels. Not only that, C. Scott Davis created levels for both this game and Chip's Challenge 2. Read some similarities about the 2 games here.
This level style is similar to CC2 Seven Up and Down and Out, no?
Something neat about this game is the presence of bonus levels. While the regular grey exit takes the robot to the next level, the multi colored one is for accessing them.
As if 150 levels, 30 bonus levels and also a secret one were not enough, the game received an expansion pack called Buried Treasure. Other than the fact that it have (in my opinion) too many filler levels that are just variations of another one (sometimes even from the original!), it is worth playing for those that liked the original. That expansion pack have 109 levels, 15 bonus levels and also a secret one that is password exclusive.
Also while it was originally created for the Atari Lynx, the game is available for Nintendo DS and iOS, those versions allows saving scores and have the levels of the expansion pack.
If you have the opportunity to play this games don't miss it!
Related games:
Crystal Mines: An unlicensed NES game made by Ken Beckett and published by Color Dreams. Features 100 levels, the last 50 are reversed variants of the first 50 but with some elements altered and different quotas and time limits. All of the elments of II first appeared here, although with different behaviors. The author released the source code for this game.
Exodus: Ken mentioned in an interview that after Color Dreams turned their attention to Wisdom Tree, Ken allowed them to modify Crystal Mines (I) and make some changes to the code and replace the graphics. This game was the result.
Joshua: A sequel to Exodus made by Wisdom Tree, featuring 100 original levels with the last 50 being reversed variants of first 50. Also, it adds new game elements, some borrowed from CM2 and some original. Notably it have passwords, 20 bonus levels plus a secret one.
Chip's Challenge 2: C. Scott Davis created some levels for this game after working on Cristal Mines I & II. As previously mentioned, some level names and design styles of his levels are shared between CC2 and CM2.
CC2LP1 pack assembly is still underway, the level ordering is being tinkered with and a few more busts need fixing. But in the meantime, here's some info about the levels! The misc facts at the bottom have been being discussed in the CCBBC Discord, so head over there if you're interested.
I have trouble logging into Discord then accessing the CC room. If I log in it takes me to a page with a key on it that says "Welcome back. Beep boop beep boop" but there are no links on that page, and if I manually go to another discord URL it logs me out.
A few months ago, while I was experimenting with new ideas for a levelset after my WoCCLP2 project failed, I thought of making a set of levels with a very interesting gimmick - all levels will be confined in a 9x9 space. I approached Josh with the idea, and asked him to collab with me on this project, which he thankfully agreed to do. While the project had been on hold for quite some time due to various commitments on either end, we recently managed to build a combined 20 levels which are confined within a 9x9 space (or at the very least, has the main solving area within a 9x9 space).
12 levels by me, 8 by Josh, sorted roughly in difficulty order. We aim to reach 149 levels someday. The current version is admittedly quite block heavy, but there's definitely more coming in the near future. Feedback would be much appreciated :)