Over the past couple of weeks, I’ve had the opportunity to playtest the forthcoming CC2 for bugs and other issues before its May 28 release. As part of that, I recorded a blind Let’s Play of the stock game and its 200 levels, which will go live on YouTube starting on release day. What can you expect to see in the game? Here are a few hints…
WARNING: Minor spoilers!
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[*]There’s quite a decent difficulty curve and plenty of variety to satisfy players of many tastes, with many levels of different sizes and gameplay styles.
[*]If you’ve played Chuck’s Challenge, it’s worth noting that quite a few of its levels were based on CC2 compositions.
[*]There are at least three levels that reference CC1 in some way. There are also plenty of level titles that would later be used again in custom and official CC1 sets.
[*]A few level titles: CHAMBER BOMB, SMUGGLER, PATTERN BUFFERS, IN THE SLIME, SAUCE FOR THE GOOSE, CHAOSLANDS, IDENTITY CRISIS.
[*]No worries - there aren’t any levels that are quite as long as ON THE ROCKS or PAIN here!
[*]One level is an early version of a level that would later appear in CCLP3. Speaking of CCLP3, some of the late game arguably approaches its difficulty, at least in the early triple-digit range.
[*]You can place doppelganger versions of yourself or Melinda on the map to do your bidding (defined by a red, opaque background), but you can also place multiple copies of yourself or Melinda as well. In the latter case, you’ll have to get everyone to the exit, making for some interesting puzzles that involve switching between characters.
[*]Want all the collectible bonus flags in the game? You may have to wait a while.
[*]The levels were designed before the turn of the century, so if you’re familiar with the level design techniques commonly used back then or in CCLP2, you know what to expect here.
[*]Before it was ever used in “Chance Time!” or anywhere else, the “choose your own adventure” level layout was first introduced in CC2, as shown in the level pictured below.
[*]There’s a level with 207 teeth.
[*]Get ready for a lot of strictly timed levels.
[*]Using other items or enemies to pick up and drop items will really mess with your head.
[*]There’s a level with 900 chips, and yes, they’re all required.
[*]The yellow teleports truly are a precursor to Portal. Not only do you have to think about where to place them, but in some cases, you have to place them in such a way that you can later partial post and pick them up for subsequent uses.
This is the second set of forty levels of my third (two-part) levelset, ZK3. In the spring of 2017 this levelset was <span style="font-family:helvetica;"> revamped to improve overall level quality and become much more pleasing to play. This levelset in particular was originally designed to be very difficult and unforgiving, and while that is still a trait of the new version, the remake's difficulty has been adjusted to provide a more enjoyable and fun experience for all.
<span style="font-family:helvetica;">Unlike the older sets, this one in particular has received the lightest change thus far. Many of these levels were not in need of heavy edits.
If you wish to play the original version, it can be found under the oldest version below. It is quite similar to the new version, but may have a few errors.
Confirmed solvable? Yes
What's New in Version 2.0
major changes to levels 21 and 33, other minor edits
I know there is already a Chips Challenge wiki, but I decided to start one for Chips Challenge 2. I am basically moving over all of the info from Richard Fields archived page
You are staring at rockdet's third level set, an unfinished piece of work where I pushed even farther my search for a perfect balance of concepts, made with exploration-based designs and aesthetics.
Designed mostly to play without maps, for they would spoil a lot of the surprises.
40 levels in that release while I wanted 50, maybe I'll finish it eventually. Can't guarantee Lynx compatibility yet, and some levels have yet to be tested too, so some flaws may or may not be included.
Have fun!
rockdet signing out
What's New in Version 1.5
1.4
-Made 15 solvable (flippers, thanks to Jeffrey)
-Made 25 solvable (chip count, thanks to Michael)
1.3
-Changed monster order in 38 which made it solvable in MS (thanks to Michael)
1.2
-Corrected 2 passwords that made the levels impossible to be played (thanks to Jeffrey)
-Corrected some wrong button connections (14-15-35-38, thanks to Tyler)
-Corrected 39's ending to be Lynx-compatible (thanks to Jeffrey)
This set contains 25 (plus one) new levels and a bunch of bonus levels that I've made for CC Zone over the years. I do not recommend this to be played in order and blind, so sneak a preview in the editor to pick which level you might like to try. I'm pretty sure there is something here for everyone, though I think not all the levels are for everyone.
There are many levels with pop-up walls. There are some mazes. There are lots of puzzles. All the main levels work in both MS and Lynx, though sometimes with different solutions. I also enjoy sequels, so there are a couple in here and more in the works.
This set is about half done compared to how I envisioned it originally. I also started a competition that involves solving some of the levels. The first 26 levels may be used for CCLP4, and if someone likes some of the other levels, I will not mind if they are used too, but they should be nominated by someone first (or however that may work). (I actually think some of the later levels are some of my best work, but they have already been featured in the competitions in some way, so I am not sure if they are the right levels to include in a CCLP4, so that's why I'm not making that call myself.)
I love to hear any feedback and reactions to the levels. Thank you in advance!
Enjoy!
-Miika
What's New in Version (0.51)
Moved Appliances from #6 to #26 and changed some stuff. In its place, added older, easier, busted version of Appliances at #6.
Added hint tile to Heads and Tails (#7).
Made Ordinary Measure? (#8) quite a bit easier.
Added teeth for visual effect in Seven Nine Thirteen (#13).
Changed a few things to help the player not make a bad mistake quite so easily in The Hatfield Recalibration (#18).
Did nothing on My Blue Friend (#23) even though it's kind of busted and not really good otherwise either. At least it's solvable.
So, just how long has the release of CC2 been delayed? I had always thought that CC2 was created in the late 90s. Yet some news sources seem to say otherwise. This one claims CC2 was finished in 1991:
This says CC2 was still being developed, and doesn't mention any legal problems or demands for $100K (unless the bit about "show[ing] game companies that there was enough interest to bring out a second version of the game" is an allusion to such things).
Does anyone have any good information on the real timeline of events?