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  CCLP 1-4 In Steam
Posted by: Vikus24 - 14-Apr-2018, 5:22 AM - Forum: General Discussion - Replies (2)

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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  Eddy's Scores
Posted by: lookatthis - 12-Apr-2018, 2:49 PM - Forum: High Scores - Replies (34)

CC1 Lynx:

#24 (OORTO GELD): 431 (+4, b)

#63 (BLOCK FACTORY): 473 (+2, b)

Total Score: 5,897,930

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  MIDIs not working since the update
Posted by: Gavin - 12-Apr-2018, 2:32 PM - Forum: Chip's Challenge 2 - Replies (6)

Anyone else experienced this?

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  Sharpeye468's Scores
Posted by: Sharpeye - 12-Apr-2018, 12:14 PM - Forum: High Scores - Replies (120)

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)

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)

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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  RyanJ1.dat
Posted by: random 8 - 01-Apr-2018, 7:09 AM - Forum: CC2 Level Packs - Replies (1)

File category: CC2 Levelsets


See discussion thread for details.


Confirmed solvable? Yes, except the last level


What's New in Version 1.3.0
  • 1 new level

  • small, maybe future-proofing edit to Dungeon Crawler - shouldn't affect existing solutions.



Attached Files Thumbnail(s)
   

.zip   RyanJ1.zip (Size: 21.49 KB / Downloads: 322)
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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 - No Replies

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. Tongue 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". Tongue

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)

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

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:

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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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