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chipster1059's scores
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Sharpeye468's Scores
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Giorgio Bianchi scores
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Flareon2
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Rommy's Gauntlet port for...
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December 2024 Create Comp...
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December 2024 Time Trial ...
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Which CC game do you play...
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CCLP 1-4 In Steam |
Posted by: Vikus24 - 14-Apr-2018, 5:22 AM - Forum: General Discussion
- Replies (2)
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Been an avid CC1 fan for a long time but haven't gotten to play the level packs in any major capacity. I have all the .dat files and .dac's but I have been struggling for several hours to get these suckers to run in steam. Im using CC2 obviously and the datc2g converter to convert the dat files into CC2 Files. Unfortunately this renders warnings/errors on about 40% of the levels (Level 2 in CCLP4 is unplayable immediately) The warning files indicate it is almost all button breaks.
Does anyone know of any way to play the official level packs in CC2? I feel i have all the components and just can't make them work together. Any help would be appreciated!
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Sharpeye468's Scores |
Posted by: Sharpeye - 12-Apr-2018, 12:14 PM - Forum: High Scores
- Replies (120)
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CC2:
#1 (LESSON 1): 0 (b) | 1404 (b)
#2 (ALL ICE): 0 (b) | 1000 (b)
#3 (KEY MANIA): 0 (b) | 1500 (b)
#4 (ALL SHOOK UP): 15 (b) | 2150 (b)
#5 (DOWN AND OUT): 198 (b) | 4560 (b)
#6 (DOOR WAYS): 196 (b) | 4996 (b-460)
#7 (TURTLE BLOCKS): 191 (b) | 9340 (b-20)
#8 (SWIVELS): 168 (b-2) | 5680 (b-20)
#9 (LESSON 2): 0 (b) | 4500 (b)
Level 10 116 6160
Level 11 19 6780
Level 12 148 7480
Level 13 93 7520
Level 14 3 7030
Level 15 89 8390
Level 16 228 10280
Level 17 230 10800
Level 18 91 9910
Level 19 0 9500
Level 20 98 10980
Level 21 229 12790
Level 22 242 14170
Level 23 294 15440
Level 24 79 13740
Level 25 263 17330
Level 26 210 15120
Level 27 97 14470
Level 28 176 16840
Level 29 0 14500
Level 30 87 15870
Level 31 92 22930
Level 32 186 17860
Level 33 181 18310
Level 34 127 18270
Level 35 37 17870
Level 36 91 18910
Level 37 154 20040
Level 38 88 19880
Level 39 7 19570
Level 40 14 20140
Level 41 268 23180
Level 42 12 21200
Level 43 117 22670
Level 44 293 24930
Level 45 115 23650
Level 46 396 26960
Level 47 180 25300
Level 48 282 26820
Level 49 162 26120
Level 50 0 25000
Level 51 201 27510
Level 52 181 32010
Level 53 15 26650
Level 54 93 28870
Level 55 83 28330
Level 56 182 30820
Level 57 429 32790
Level 58 73 37570
Level 59 377 33270
Level 60 0 30050
Level 61 95 32440
Level 62 30 31300
Level 63 176 33260
Level 64 128 33460
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April 2018 Create Competition - Pushing New Ideas |
Posted by: Ihavenoname248 - 02-Apr-2018, 2:20 PM - Forum: Competitions
- Replies (5)
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Hellllllo everyone, it's time for another Create Competition! Like the last one I ran where I wanted a maze, this time your prompt is also just a type of level. I want a block themed level! There are a lot of interesting things you can do with blocks and many tiles also complement blocks well, so hopefully we get some interesting puzzles out of this.
Guidelines:
1. The level should be new, at the very least I shouldn't have seen it before.
2. Other sections are okay, but the focus should be on blocks.
3. The level can be large, or long, but I value compact clever puzzles highly over an overly drawn out level. If it has a reason to fill the whole map or take up many minutes, that's fine, but don't feel compelled to fill up the entire map.
4. I'd like to see a sokoban (push blocks to destination tiles) in each entry that uses a mechanic that makes the puzzle only* work in CC. As a guideline, if you could make the puzzle in YASC, it probably won't do well here. This isn't a requirement, but it'd have to be a very good level to win without one of these.
5. The level can be made in CC1 or CC2, and if CC1, it must be solvable in MS and/or Lynx. I'm aware that CC2 has multiple different kinds of blocks and many other interacting tiles that allows for a lot more potential here, but levels in both games will have a good chance. Recall that the winning maze level was CC2 but almost 100% transferable to Lynx, and second place was MS+Lynx.
6. The deadline is May 3rd, 11:59 PM or whenever I post the submitted levels, whichever is later. I'll give feedback on any obvious busts or flaws I see when submitted, but otherwise won't be giving thoughts until judging.
7. Submit your levels (limit 3) to either my Discord (IHNN#3459) or email ( jbardonjr [at] charter [dot] net
).
For an example of the sort of level that would do well here, Construct-a-Sokoban uses chips and sockets to make a novel sardine can, while Same Game uses CC elements sparingly to craft a masterful puzzle. Josh's Trick or Trap uses recessed walls to up the difficulty of an otherwise simple puzzle, and his Prison Hall uses force floors to create an elegant puzzle. Block Plaza (in WoCCLP4) uses blue walls to make a guiding puzzle, to use one of my own levels. For a level that wouldn't do so well, pick anything in SokobanCCLP for not using CC mechanics, or Traps II from CCLP2, or pretty much any of Tyler's adapted sokobans (MSI excepted for using toggle walls), and so on.
And most importantly, have fun with it!
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RyanJ1.dat Discussion |
Posted by: random 8 - 01-Apr-2018, 7:19 AM - Forum: Under Construction
- Replies (3)
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As i run out of CC1 ideas and CC2 draws more attention from this community, i've figured i'd go ahead and release what i have up to this point. I'm abandoning the "Consistent Inconsistency" name for this set; i thought i was being creative and cool with that name but now it just sounds dumb. So, here's a normal, self-titled set.
I get that a lot of my levels are trash, so i'm not including them here. This brings the total down to 11 levels.
And if you think this is an April Fools joke, you can download the set for yourself and verify that the zip, in fact, contains a level set with 11 levels total, all made by me (adaptations notwithstanding).
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The Other 100 Tiles Developer's Commentary, Part 4 (Levels 31-40) |
Posted by: ajmiam - 31-Mar-2018, 12:07 PM - Forum: Blog Station
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Level 31
"Creepy Crawly"
A level I made primarily for the "whaaaaaaaaat?" factor. It looks ridiculous at first glance, and then you realize the monsters are circling invisible walls and it's just a small maze. Even if I'd wanted to make it much bigger, I couldn't have, since you can only have 127 moving monsters in a level in MS mode, and the level currently contains 112.
Level 32
"Goin' For a Walk"
This is basically the obligatory walker level of the set, made at JB's request late in the set's production because I didn't have (m)any walkers levels yet. (I can't recall if I made this before or after Level 73.) That's about all there is to it. I definitely like the other walker level in the set more.
Level 33
"Corresponding"
A puzzle where, as the hint says, you have to figure out which block corresponds with each water space, and there's only one correct set of pairings. I think it turned out decently but wish it were a little harder. (For a few of the blocks, it's very obvious that they can only go in a particular place, which significantly narrows down the rest.)
Level 34
"Pursued By Shadows"
There are plenty of monster-dodging levels where you can lure the monsters to their deaths, but not so many where you can send them away only temporarily...hence, this level! All the teleports in the play area are only enterable from the left or top to ensure that no Teeth will unexpectedly pop out of them at you, and the two Teeth trapped in the top-left corner of the level ensure that you can't use the teleports yourself to escape. This is one of my favorite levels from this decade.
In an old version (released in the 33-level preview) I had an opening at (11, 13) instead of (10, 14), which caused Teeth to repeatedly move left along row 12 and drop into the spiral, meaning you'd have to lure them alllllll the way around again and again until the coast was clear. Ugh. I'm so glad I changed that for the 63-level preview and the final version.
As far as the title goes, JB insisted that I use proper titling conventions and make the "By" lowercase, but I thought the title would stand out more if the "By" was capital, so I overruled him. I'm not sure where I originally heard the phrase, or if I just made it up. It is a book title and a card in a collectible card game, but I hadn't heard of either of them until I did a Google search just a few minutes ago.
Level 35
"The Incredibly Safe Maze"
Another really silly "whaaaaaaaat?" level, and another way to use invisible walls without a ton of guesswork. There are monsters, but the maze is safe, so they must be held back by invisible walls...hence you can watch them to find your way through the maze! The name might have been inspired by the (very friendly and safe) "Incredibly Deadly Viper" from Book 2 of A Series of Unfortunate Events. Hmm, maybe I should have called this "The Incredibly Deadly Maze".
Level 36
"Infernal Cell"
A throwback to the four "Cell" levels from Po100T, but instead of force floors between each cell, the monster flows act as 1-way passages within some of the cells. The gliders and water in the top-right are just there to give the level a bit of visual variety. The center of the level could be though of as one big cell, but if you treat the socket and exit as walls, it's 4 cells arranged in a 2x2 pattern, which gives the level 36 cells as its level number would suggest.
Level 37
"Tanks, Toggles, Traps"
This was one of the very last levels I designed for this set, kind of as a hole-filler. The puzzles were designed mostly by playing with different configurations of tanks and toggle walls and seeing how they could be manipulated, and I'm pretty pleased with how the first couple turned out. However, I couldn't think of too many ways to make them more complicated, so I called it quits after a very easy 3rd puzzle and a 4th puzzle that's very similar to the first 2. The wall pattern has an interesting aesthetic, where I intentionally made the outer walls a mostly continuous path with no squares, crosses, or diagonal-only connections, and only a single "T"-shape. Also, unlike most levels, the title took me a little while to decide after I'd finished building it; in the end I went with simple alliteration.
Level 38
"Patterns"
"Frogger 2: Swampy's Revenge" inspired me to make this dodging-themed level, as that game had plenty of neat-looking patterns of enemies to dodge--stuff a bit more intricate than "back and forth in a straight line" or "around and around in a rectangle". For instance, in the video below, look at the section with the oncoming enemies after the slide down the curvy vine, and compare that to the fireball-cloning section in the top-left of Patterns. It's a little different (3 paths vs 2) but both sections have zigzagging oncoming monsters to dodge. Anyway, that was one of the concepts I started with...the other was the idea for the bug-and-paramecia section in the bottom-center which I didn't actually know was solvable until I built and tried it. ("Wretched Hive of Scum and Villainy" from CCLP4 has a similar looking section, which may be coincidence, since I didn't play it before designing this level.)
I knew some rooms would be harder than others, with the bottom-left and bottom-center probably being the hardest, which is why I let you visit the rooms in any order and skip up to 12 chips (just enough to skip those two rooms, or certain other combinations of rooms). It's possible the level is harder than I intended, even with the ability to skip chips.
"Patterns" may not be all that popular, but it's one of my personal favorite levels from the set. I ended up liking the northeast enough to build Level 44, which is fully dedicated to the concept of avoiding monster "snakes" in mazes.
Level 39
"Block Unpuzzle"
(CCLP4 Level 62)
First of all, let me say that I'm super happily surprised by how popular this level is! It was my highest-voted level in CCLP4. Anyway, my first idea was a reverse sokoban where all the trap buttons are initially held down and you need to UNcover all of them. But then I thought it would be more interesting if you had to do both parts--the covering and then the uncovering. The placement of the blocks and buttons was pretty much arbitrary. All I did was make sure there were no 2x2 squares of blocks (for obvious reasons) and no 2x2 squares of buttons (since then you'd be unable to move those blocks for Phase 2) and that I didn't surround all 8 squares next to the center thieves with the same type of tile (block or button). I ended up with this setup, tested it, and found it to be possible and moderately challenging, so I kept it. It was a little bit trickier to design the mechanism that would enforce the two phases of the puzzles. I was working on something involving a column of traps, a column of bombs, and spamming cloned fireballs horizontally after the first phase, but then realized that constantly-flipping-tanks and traps would be a simpler, more elegant solution.
Level 40
"Pneumatic Diversity Vents"
(CCLP4 Level 63)
This level is based on the concept of force-floor-and-ice slides that take you from one section to another. It's named and inspired by a feature in Portal 2 shown in the video below. (It was originally intended to show up in test chambers, but in the final game only appears once, as a means of travel about midway through the game.) I like the block puzzle at the beginning, because it's the first instance I can think of where you have to get 2 blocks out of your way by "storing" them in a single space (fill in water, then pack down the dirt and put another block on that space).
I think this is the best-placed of the secret hints. It plays off the CCLP3 trope of "don't pick up any items right away because you might need them to deflect monsters". I definitely didn't want to have this level be cooked if you picked up those chips because that would be pretty mean when the previous levels in this set don't require you to be so paranoid about taking items. However, the fact that you don't have to be paranoid to solve the level, but do in order to get the secret hint, makes the secret hint a lot less obvious than if you had to be paranoid to do both! Plus, once you do figure out the secret hint, it's nice that you don't have to redo the whole level...just enough to reach it.
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Naemuti's scores |
Posted by: Naemuti - 30-Mar-2018, 12:02 AM - Forum: High Scores
- Replies (1)
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Just finished every level in CC2 for the first time after skipping a bunch on my first playthrough.
CC2:
Code: # Name Score Time
. .... ..... ....
1 LESSON 1 1404 0
2 ALL ICE 1000 0
3 KEY MANIA 1500 0
4 ALL SHOOK UP 2150 15
5 DOWN AND OUT 4460 196
6 DOOR WAYS 5265 195
7 TURTLE BLOCKS 9270 169
8 SWIVELS 5560 156
9 LESSON 2 4500 0
10 ALONE 6100 110
11 TUMBLERS 6750 4
12 FORCE PERIMETER 7440 144
13 SEVEN UP 7400 90
14 RUN-AROUND 7030 3
15 WATCH YOUR STEP 8390 89
16 SEA TURTLES 10110 211
17 FROZEN 10620 212
18 NO TURNING BACK 9910 91
19 LESSON 3 9500 0
20 COBBLER 10910 91
21 EIGHT WAYS 12320 182
22 MIND GAME 13380 238
23 TRICKED YA! 15420 292
24 JAY WALKER 12790 79
25 TRIATHLON 17270 247
26 CHAMBER BOMB 14900 178
27 CLIMBING 14460 96
28 SAPPER DO 16210 111
29 LESSON 4 14500 0
30 INLAY 15800 80
31 ICE DANCING 28950 88
32 REVELATIONS 17660 166
33 IDENTITY CRISIS 18200 170
34 GLOBS 18220 122
35 CHIPS? 17850 35
36 SPRING MINES 18790 79
37 HOTKEYS 19390 89
38 QUICK TIME 19880 88
39 QUICK TIME II 19570 7
40 QUICK TIME III 20140 14
41 FREEZE FRAME 23070 257
42 YOU MUST BE JOKING 21190 9
43 RETICULATING SPLINES 22650 115
44 SILO BOMBER 25070 207
45 MIDDLE SCHOOL 23610 111
46 LONG LOST FRIEND 26640 364
47 DESERT OASIS 25060 156
48 TRIAL OF ELEMENTS 26400 240
49 CAITLYN'S MAZE 24970 47
50 LESSON 5 25000 0
51 MAZES 26970 147
52 CONFUSION 32000 178
53 QUICKCHIP 26610 11
54 SAUCE FOR THE GOOSE 28810 81
55 T-N-T TIME 28260 76
56 QUICK THINKING 30680 168
57 MONTY HAUL 45470 386
58 GOLD RUSH 37490 49
59 TRIAL AND ERROR? 32820 332
60 LESSON 6 30050 0
61 FEEDING TIME 32420 92
62 GRAB BAG 31220 22
63 DISCIPLE 32710 121
64 PRACTICE 33160 76
65 CHIP HIMSELF 33980 148
66 ELECTRIC TRAP 33160 16
67 GHOST TRAP 35310 181
68 LIGHTS OUT 36390 239
69 LOOKALIKE 36350 185
70 RAIL BOWLING 35560 56
71 LESSON 7 35500 0
72 ON AND OFF 38840 234
73 GHOST BRIDGE 37040 54
74 MUSH 37590 59
75 DRESS CODE 39000 56
76 THAW 38400 40
77 THE ROVER ROOM 40110 161
78 STRICT PROCESS 39250 25
79 ONION 42130 163
80 CHIP PALACE 42230 123
81 CAMPFIRES 42440 194
82 AVALANCHE 41270 27
83 DOUBLE DARE 43550 205
84 OFF KEY 46230 213
85 SCRAMBLED EGGS 42530 3
86 TANK HELP 43260 26
87 X MARKS THE SPOT 45548 170
88 ESCAPE 47370 237
89 CLOSET 44600 10
90 EVIL TWIN 45530 53
91 MONSTER RACE 45810 31
92 TRIPWIRES 49760 251
93 APARTMENTS 46690 19
94 DECISIONS 50500 236
95 OUROBOROS 50150 43
96 EASY? 48110 1
97 THINK FAST 49620 112
98 SIBLING RIVALRY 51150 215
99 BINARY 49500 0
100 CRAZY 54000 0
101 TANK BLOCKER 51660 116
102 OBSTACLES 55130 402
103 RUNWAY 52150 65
104 PIECES OF EIGHT 54120 212
105 ALL-IN-ONE 53650 115
106 MAZE OF THE OBEYOR 54700 170
107 WING AND A PRAYER 53850 35
108 REPAER MIRG 58600 327
109 SAY "CHEESE" 63830 93
110 FLEA MARKET 56820 182
111 SDRAWKCAB 55950 45
112 BOWL TO FREEDOM 56050 5
113 TEETH ATTACK 57120 62
114 IN THE LONG RUN 58620 62
115 DOUBLE TROUBLE 62200 110
116 GHOSTBOMBS 58790 79
117 ROOM #9 60090 159
118 SHIP AHOY 60900 190
119 GHOST 61050 55
120 FOURSOME 62190 219
121 FLIP-FLOP 60850 35
122 FIRE AND ICE 66950 595
123 CHAOSLANDS 61740 24
124 YELLOW BRICK ROAD 62040 4
125 WOLFPACK 62780 28
126 ICE THREAT 63190 19
127 BOMBER MAZE 64570 107
128 WINTER IN THE MARSH 65870 187
129 FIRING RANGE 65360 86
130 NONSENSE 66860 86
131 JETLINE 69310 181
132 BREAKING IN 67990 199
133 PANIC CHIP 68250 175
134 RE:THINK 67710 71
135 CLUELESS 71050 253
136 BIG HOUSE 70880 288
137 ON THE RUN 68770 27
138 CONSTRUCTION ZONE 70820 182
139 RE:THINK II 70350 85
140 REBEL 71480 148
141 LOGIC PRISON 72800 230
142 FISH AND CHIPS 71170 17
143 CAVERNS 73960 246
144 THE VILLAGE 74750 53
145 TURNING POINT 74970 247
146 BARRICADE BRIGADE 73220 22
147 FACTORY 73750 25
148 TANK RUSH 74250 25
149 BANQUET HALL 77340 284
150 RUSH 75180 18
151 MINEFIELD 77220 72
152 PATTERN BUFFERS 77330 33
153 DEATHTRAP 76980 48
154 PIGEON HOLES 80520 352
155 VENICE 84150 665
156 IN THE SLIME 80000 200
157 SWIVEL MOTEL 80620 212
158 NO EASY TASK 80840 184
159 IN & OUT 82210 271
160 ANTARCTICA 83590 299
161 DODGEBALL 80540 4
162 ICE CASTLE 81960 96
163 BLOX 83130 163
164 CROSS-CIRCUIT 82080 8
165 MELINDA 911 94030 313
166 QUADRO 83800 80
167 PREY 86890 339
168 PHASE FOUR 90930 323
169 BOMBS QUAD 92110 761
170 PRACTICE TO PERFECT 88780 258
171 HAUNTED CASTLE 94580 683
172 CAMPGROUNDS 87460 146
173 CLEAR OUT 89100 260
174 BLOCKY TROUBLE 89520 251
175 THINKTANK 88930 143
176 LINE AND SINKER 95980 293
177 MINE CHALLENGE 88880 37
178 BREAKING THE ICE 95270 387
179 IN & OUT II 97810 710
180 SMUGGLER 92030 203
181 DEADMEAT 91550 105
182 SEA QUEUE 94920 388
183 HIRED HAND 92270 77
184 GEARS 92560 56
185 SLAMBAM 94570 207
186 DA BOMB 95510 151
187 ENDANGERED SPECIES 97870 437
188 CLONE 95900 190
189 ISLAND 94520 2
190 DYSPHORIA 95340 34
191 PUSH UP MAZE 97420 192
192 BOILER ROOM 96760 76
193 TANK WAR 102100 160
194 MEMORIES 102880 188
195 SPARE ME 100070 35
196 SWAMP 100750 252
197 BLOCKCOMBO 4 100530 203
198 CHIP OFF THE BLOCK 99470 47
199 ROOM TO BREATHE 104410 391
200 CRAZY II 108000 0
----------------------------------------
TOTAL SCORE 10476107
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The Other 100 Tiles Developer's Commentary, Part 3 (Levels 21-30) |
Posted by: ajmiam - 29-Mar-2018, 12:04 AM - Forum: Blog Station
- No Replies
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Level 21
"TNT"
Just an idea I had for a block-extracting level themed around using explosives (and drills...or something...whatever the keys represent...) to break apart a giant boulder. I meant for there to be just enough blocks, but it turned out that you could save an extra one if you were really careful near the start, which is fine by me since it doesn't change too much. Also, I just couldn't resist hiding the exit under a block with the theme of the level being what it was.
The level was originally named "Dynamite" (after both the concept and the Taio Cruz song) in the 33-level preview I released, but then another level by that name got into CCLP1 so at JB's suggestion, I renamed this before the final release to avoid confusion.
Level 22
"Stress Reliever"
This is a really silly level...just an excuse to murder a bunch of walkers and blobs. The title can be thought of as a double meaning, in that you're relieving stress on your part by getting rid of those troublesome monsters, and relieving the stress on the walls of the packed-to-the-brim rooms containing those monsters. The chaotic ending is there to at least add some challenge...you might want to use the blocks to prepare an exit path for the monsters before you start freeing them.
Level 23
"Invisible Plumbing"
This is, in my opinion, a pretty neat idea for a blue wall maze--you have environmental clues that tell you where you can walk, rather than having to oof on every wall. In this case, you can see where each path turns and ends, as though you could see the joints and caps on a twisted nest of pipes but not the pipes themselves. (I may have been thinking about the game "Pipe Dream" from the Windows Entertainment Pack as I built this.) I kept the time limit low so that you would most likely have to use the visual clues to finish the level, rather than just pushing blindly on everything.
Level 24
"Cross-Hatching"
The idea was to use crossing monster paths to create a sort of maze, including paths that you can only travel through in one direction and some squares that you cannot travel through at all (as they are occupied every 2 moves). The name comes from the back of a box of colored pencils, where it was shown as the name of a coloring technique:
[img]<fileStore.core_Attachment>/monthly_2018_03/image.png.414fa46e0ad94e2ab02f549032cd0741.png[/img]
Level 25
"Freeway"
A very short dodging level inspired and named by a game called "Freeway" for the Atari 2600, which I have on a 30-game compilation disc for the PlayStation 1. In that game, you have a limited amount of time to guide a chicken across a 10-lane freeway as many times as possible to score points. So basically it's Frogger except that the river is replaced with more road. I deliberately kept it simple and only focused on dodging, unlike my Frogger-inspired "Froggy!" from Pit of 100 Tiles. I made this before the level named "Frogger" by Wes Powers got into CCLP1, so the similarity with that level is entirely coincidental!
Level 26
"Plinko"
This is named after the Price is Right game where contestants drop disks into a board with several layers of dividers on the way down, each of which deflects the disk left or right, until it lands in the bottom and they win a prize depending on where. So for this level, you need to guide some Teeth down a series of passages, making them turn left or right to fall onto trap buttons. It's not all that difficult, and the only mildly clever bit is getting the far-left or far-right traps open, where you need to either put yourself in harm's way on the trap button OR stand in the trap while luring the Teeth to release that trap. Originally this was going to be later in the set, and the time limit was low to make it a mild time-crunch level, but I moved it earlier in the released version (and bumped up the time limit in a later update).
I realized after making this level that, unlike the game of Plinko, this level isn't very random, so I decided to make another Plinko-themed level, which became Level 73.
Level 27
"Serpentslayer"
This was probably inspired by the ending of "Mud and Water" from CCLP3, where you have to use a Teeth to disrupt circling bugs and reach the exit. Here I just put that aspect of the level a little more into focus; you have to collect all the chips in order to recruit the "serpentslayer" (a Teeth) to disrupt the "snake" of paramecia guarding the green keys and the exit. The random force floors and ice corners inside the exit square were just supposed to look pretty, like a treasure horde of emeralds and a big diamond or something...not sure if that really came across. Oh, and the blue wall maze in the bottom is a mirror image of the passages to the right of it...wonder how many people caught that!
Level 28
"Build-a-Bridge Workshop 2.0"
One of my goals while making this set was to revisit older concepts in a more advanced way...and one way to do that was to tighten up forgiving causal levels into actual puzzles with much less room for error. Even though the original "Build-a-Bridge Workshop" had a lot of blocks and was very open-ended, the concept lent itself well to making a strict puzzle with just enough blocks to complete. Admittedly, this is a strange sequel because the aesthetics are so different (grid vs mess), but the core concept of using blocks and flippers to build bridges, so that you can pick up all the chips after losing the flippers, is still there.
Level 29
"Hit the Brakes!!"
It's extremely rare to have to slow down on force floors, so I made a level about it. Of course, you can't stay in place while holding backwards on a force floor in Lynx on a straightaway, so I put a bend at the end of every path. Unfortunately that may have made the timing trickier to visually gauge. This level is short both because it's a pseudo "action level" and there were only so many ways I could think of at the time to use the concept.
The title comes from a scene in Star Fox 64 where you switch a train onto the wrong track, careening into a factory and causing a glorious explosion:
Level 30
"One-Push Sokobans"
This is a concept I decided to try to build on a whim as a nod to "One Block Sokoban" from CCLP2. The concept is just as it sounds--each puzzle is solved by pushing a single block a single time. It's definitely not a difficult level (with a concept like this, it hardly could be), but I tried to make the rooms distinct and unusual enough to make for an interesting experience, and I think it turned out pretty well!
I deliberately set up the northwest ice checkerboard so that you can look around and see which way to push the block before making a decision. The concept in the southeast room might remind you of "Excuse Me", but I actually made this level before "Excuse Me"! (This was one of my first 33, while Excuse Me was created somewhere in the 34th-63rd range.)
So that's it for the 20s! In my opinion this decade has a couple nice concepts but is a bit of a lull in the set, with the decades before and after being more interesting.
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