<span style="color:rgb(0,0,0);font-style:normal;font-weight:normal;background-color:transparent;">I’ve been asked what my favorites from this past wave of packs are, so as promised last night, I’ll post a few. All of these levels have gotten 5s from me.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Connect the Chips
<span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;"> (Popcorn #2): Here’s an interesting bit of trivia that some may not be aware of - the original version of this level didn’t use the “Burned Chip” image as the basis for its layout. Instead, it was a level almost entirely covered with pop-up walls with chips scattered around the map. I think this version works much better and is the epitome of what a pop-up wall maze should be: a challenge that provides the player with some degree of freedom in deciding where to go but also forces a certain route at the same time. Thankfully, the decision tree that could be drawn for a level like this is non-complicated, and once the layout is learned, even without knowledge of what it resembles, solving this level isn’t terribly difficult at all.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- The Snipers
<span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;"> (Popcorn #25): This is a really fun potential late-CCLP1 dodging candidate. The gimmick is simple: walk on ice/FFs while a teeth clones fireballs that are shot toward you. The actual solving of the level, however, requires some degree of strategy, as you don’t have the freedom that normally comes with walking in open spaces on ice. Instead, you have to sweep the room from side to side, using the chips as niches in which to hide. It’s a brilliant setup, and the fire in each room is used as an effective obstacle. Another great aspect of this level is its slightly easier (IMHO) second room, which is more of a linear path to walk than a maze. It’s refreshing to see a level that actually gets easier instead of harder toward the end, especially when dodging is involved.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- ToggleTank
<span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;"> (Popcorn #47): Excellent levels that focus on a singular concept tend to apply one of two design principles: either present one application of the concept in moderation, or present multiple applications of it that use the entire map effectively. This level settles for the former with its brilliant use of limited toggle button presses as an obstacle for sokoban puzzles, and it really pays off. The progressive difficulty is also used tastefully, with a final room that could have been ridiculously evil but still retains the level’s simplicity and reasonability. Another plus is that the mechanism for the toggle button presses (tanks being cloned) is actually visible! All in all, a neat puzzle level that would fit well into the 50s or 60s of CCLP1.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- 49 Cell
<span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;"> (Dragon #1): This level is the third in a series of four levels from its original set that uses this matriced design for various squared cell amounts (25, 36, 49, and 64). The first two levels are also great, and the last one is still good but starts to feel a bit too large and complicated. But this one definitely hits the sweet spot with respect to size and the amount of complication. There’s plenty of places to go, but you never feel overwhelmed, and thankfully, there’s no way to get permanently stuck. The design also allows the level to accomplish what a CC1 level like Trinity did without the long, winding paths - and that is a plus as well, especially when the force floors are already defining a maze.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Squared in a Circl
<span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;">e (Dragon #19): As I mentioned in the description of ToggleTank, an excellent level that focuses on a singular concept can do so homogeneously while knowing how much is too much. This level is a terrific, beautiful example. I personally believe that sokoban-esque levels in CCLP1 shouldn’t reach the rigidity of a Warehouse II or Oracle II, and this level shows just how to make the initial phase of the sokoban look challenging while allowing the beginner to unravel the whole level like a sweater once those initial moves are made. The block-pushing doesn’t feel tedious, and the bit of teeth dodging at the end is quite easy - daredevils can try to sideswipe through the teeth, while beginners can lure it out into the empty room that used to be full of blocks and run back to the exit.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;">-
<span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">Leave No Stone Unturned (Dragon #43): This is a great example of a potential “post-lesson” level for CCLP1 in that it teaches the player something without feeling like a "lesson." I think the use of blocks as bridging tools, bomb detonators, and (maybe) trap button holders is quite enough for the lesson levels without having to introduce the possibility that something could also be already hidden under them. This level takes that concept and presents it in such an easy-to-understand, friendly format that it’s just hard not to like it. Especially noteworthy is the hint that tells you right off the bat that you don’t have to worry about being killed by fire under a block in the level - because you get some fire boots! Also neat is that this level could potentially be used as a subtle introduction for bugs’ behavior with fire, which is used to great extent at the end.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Slide Labyrinth
<span style="color:rgb(0,0,0);font-style:normal;font-weight:normal;background-color:transparent;">(Zephyr #3): With a more generous time limit, this is a real ice maze winner. The layout is beautiful and feels like a zoomed-in Amsterdam, which is really cool (no pun intended). The dodging challenges are quick and simple, and there are plenty of loops in the maze to make things not-so-linear and provide plenty of choices for you to choose from when you’re deciding where to go next. The teleports also introduce an element of disorientation that works well.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;">-
<span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">The Maze That Turned On and Off (Zephyr #17): I’ll just be straight here - I absolutely love this level. The concept is brilliantly handled, and although it’s hard, it’s not long, and it’s easy to grasp. Part of me initially wished the maze was bigger so you could have more room in which to run around, but as I played it more, I began to realize that the smaller size allowed for easier familiarity with the layout. Much like The Snipers, there’s a strategic element at play here: a successful casual run of a level like this involves resisting the primal urge to get all the chips at first and instead focus on gathering all the teeth into a single cluster that’s easier to evade. It may take a few tries, but all in all, it’s another wonderfully conceived and designed dodging challenge.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Enough Lessons
<span style="color:rgb(0,0,0);font-style:normal;font-weight:normal;background-color:transparent;">(Zephyr #21): Post-lesson “review” levels can often fall into one of two traps: copying the exact same set of challenges that were featured in Nuts and Bolts or stringing together CC1’s lesson level challenges in one map. This level does neither, and it feels like a proper “review” level featuring multiple lesson concepts that would be appropriate before a Nuts and Bolts-esque challenge. It strings together lesson-like tasks, but the presentation of these tasks is just top-notch. It’s the little things that do it here: the opening up of the narrow hallway to the large, open space in the “elemental” area, the “Spooks” section at the end being narrowed down to teeth in single-square spaces instead of long paths that newcomers may more easily open up by accident. All in all, this is incredible stuff.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Keyrithmetic
<span style="color:rgb(0,0,0);font-style:normal;font-weight:normal;background-color:transparent;">(Helmet #1): Normally, rigid puzzle levels would score lower from me for CCLP1, but this "which doors to open?" level did a few things that upped the rating quite significantly. First, the layout presented the challenge in its entirety without hiding anything. All of the keys could be seen. All of the chips could be seen. The layout itself is also very elegant, with beautiful symmetry, plenty of space in which to walk around, and all four door colors represented at the exits. The level thankfully doesn't use the whole map! Second, you’re given an opportunity to apply one of the key strategies for success in this level right at the start (which is a great way to open the puzzle): you need to collect as many keys as possible. The other strategy is pretty self-explanatory once you realize that you can’t get all the chips: you need to open the doors that give you access to plenty of them! Even if you fail on this level once, the challenge feels interesting enough that trying again doesn’t seem like a chore. An excellent puzzle in so many respects.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Basketball
<span style="color:rgb(0,0,0);font-style:normal;font-weight:normal;background-color:transparent;">(Helmet #9): CCLP1 will probably have its fair share of itemswappers, and what better first itemswapper is there than this? It’s simple, elegant, and fits perfectly into the teens of the set.
- The Ancient Temple
<span style="color:rgb(0,0,0);font-style:normal;font-weight:normal;background-color:transparent;">(Helmet #48): So far, I’ve been writing a few points on each level about why I enjoyed it, but you know what...I’m not going to do that here! You will just have to play this one to see how awesome it is.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Connect the Chips
<span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;"> (Popcorn #2): Here’s an interesting bit of trivia that some may not be aware of - the original version of this level didn’t use the “Burned Chip” image as the basis for its layout. Instead, it was a level almost entirely covered with pop-up walls with chips scattered around the map. I think this version works much better and is the epitome of what a pop-up wall maze should be: a challenge that provides the player with some degree of freedom in deciding where to go but also forces a certain route at the same time. Thankfully, the decision tree that could be drawn for a level like this is non-complicated, and once the layout is learned, even without knowledge of what it resembles, solving this level isn’t terribly difficult at all.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- The Snipers
<span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;"> (Popcorn #25): This is a really fun potential late-CCLP1 dodging candidate. The gimmick is simple: walk on ice/FFs while a teeth clones fireballs that are shot toward you. The actual solving of the level, however, requires some degree of strategy, as you don’t have the freedom that normally comes with walking in open spaces on ice. Instead, you have to sweep the room from side to side, using the chips as niches in which to hide. It’s a brilliant setup, and the fire in each room is used as an effective obstacle. Another great aspect of this level is its slightly easier (IMHO) second room, which is more of a linear path to walk than a maze. It’s refreshing to see a level that actually gets easier instead of harder toward the end, especially when dodging is involved.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- ToggleTank
<span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;"> (Popcorn #47): Excellent levels that focus on a singular concept tend to apply one of two design principles: either present one application of the concept in moderation, or present multiple applications of it that use the entire map effectively. This level settles for the former with its brilliant use of limited toggle button presses as an obstacle for sokoban puzzles, and it really pays off. The progressive difficulty is also used tastefully, with a final room that could have been ridiculously evil but still retains the level’s simplicity and reasonability. Another plus is that the mechanism for the toggle button presses (tanks being cloned) is actually visible! All in all, a neat puzzle level that would fit well into the 50s or 60s of CCLP1.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- 49 Cell
<span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;"> (Dragon #1): This level is the third in a series of four levels from its original set that uses this matriced design for various squared cell amounts (25, 36, 49, and 64). The first two levels are also great, and the last one is still good but starts to feel a bit too large and complicated. But this one definitely hits the sweet spot with respect to size and the amount of complication. There’s plenty of places to go, but you never feel overwhelmed, and thankfully, there’s no way to get permanently stuck. The design also allows the level to accomplish what a CC1 level like Trinity did without the long, winding paths - and that is a plus as well, especially when the force floors are already defining a maze.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Squared in a Circl
<span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;">e (Dragon #19): As I mentioned in the description of ToggleTank, an excellent level that focuses on a singular concept can do so homogeneously while knowing how much is too much. This level is a terrific, beautiful example. I personally believe that sokoban-esque levels in CCLP1 shouldn’t reach the rigidity of a Warehouse II or Oracle II, and this level shows just how to make the initial phase of the sokoban look challenging while allowing the beginner to unravel the whole level like a sweater once those initial moves are made. The block-pushing doesn’t feel tedious, and the bit of teeth dodging at the end is quite easy - daredevils can try to sideswipe through the teeth, while beginners can lure it out into the empty room that used to be full of blocks and run back to the exit.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;">-
<span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">Leave No Stone Unturned (Dragon #43): This is a great example of a potential “post-lesson” level for CCLP1 in that it teaches the player something without feeling like a "lesson." I think the use of blocks as bridging tools, bomb detonators, and (maybe) trap button holders is quite enough for the lesson levels without having to introduce the possibility that something could also be already hidden under them. This level takes that concept and presents it in such an easy-to-understand, friendly format that it’s just hard not to like it. Especially noteworthy is the hint that tells you right off the bat that you don’t have to worry about being killed by fire under a block in the level - because you get some fire boots! Also neat is that this level could potentially be used as a subtle introduction for bugs’ behavior with fire, which is used to great extent at the end.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Slide Labyrinth
<span style="color:rgb(0,0,0);font-style:normal;font-weight:normal;background-color:transparent;">(Zephyr #3): With a more generous time limit, this is a real ice maze winner. The layout is beautiful and feels like a zoomed-in Amsterdam, which is really cool (no pun intended). The dodging challenges are quick and simple, and there are plenty of loops in the maze to make things not-so-linear and provide plenty of choices for you to choose from when you’re deciding where to go next. The teleports also introduce an element of disorientation that works well.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:normal;font-weight:bold;background-color:transparent;">-
<span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">The Maze That Turned On and Off (Zephyr #17): I’ll just be straight here - I absolutely love this level. The concept is brilliantly handled, and although it’s hard, it’s not long, and it’s easy to grasp. Part of me initially wished the maze was bigger so you could have more room in which to run around, but as I played it more, I began to realize that the smaller size allowed for easier familiarity with the layout. Much like The Snipers, there’s a strategic element at play here: a successful casual run of a level like this involves resisting the primal urge to get all the chips at first and instead focus on gathering all the teeth into a single cluster that’s easier to evade. It may take a few tries, but all in all, it’s another wonderfully conceived and designed dodging challenge.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Enough Lessons
<span style="color:rgb(0,0,0);font-style:normal;font-weight:normal;background-color:transparent;">(Zephyr #21): Post-lesson “review” levels can often fall into one of two traps: copying the exact same set of challenges that were featured in Nuts and Bolts or stringing together CC1’s lesson level challenges in one map. This level does neither, and it feels like a proper “review” level featuring multiple lesson concepts that would be appropriate before a Nuts and Bolts-esque challenge. It strings together lesson-like tasks, but the presentation of these tasks is just top-notch. It’s the little things that do it here: the opening up of the narrow hallway to the large, open space in the “elemental” area, the “Spooks” section at the end being narrowed down to teeth in single-square spaces instead of long paths that newcomers may more easily open up by accident. All in all, this is incredible stuff.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Keyrithmetic
<span style="color:rgb(0,0,0);font-style:normal;font-weight:normal;background-color:transparent;">(Helmet #1): Normally, rigid puzzle levels would score lower from me for CCLP1, but this "which doors to open?" level did a few things that upped the rating quite significantly. First, the layout presented the challenge in its entirety without hiding anything. All of the keys could be seen. All of the chips could be seen. The layout itself is also very elegant, with beautiful symmetry, plenty of space in which to walk around, and all four door colors represented at the exits. The level thankfully doesn't use the whole map! Second, you’re given an opportunity to apply one of the key strategies for success in this level right at the start (which is a great way to open the puzzle): you need to collect as many keys as possible. The other strategy is pretty self-explanatory once you realize that you can’t get all the chips: you need to open the doors that give you access to plenty of them! Even if you fail on this level once, the challenge feels interesting enough that trying again doesn’t seem like a chore. An excellent puzzle in so many respects.
<span style="font-family:arial, helvetica, sans-serif;"><span style="color:rgb(0,0,0);font-style:italic;font-weight:bold;background-color:transparent;">- Basketball
<span style="color:rgb(0,0,0);font-style:normal;font-weight:normal;background-color:transparent;">(Helmet #9): CCLP1 will probably have its fair share of itemswappers, and what better first itemswapper is there than this? It’s simple, elegant, and fits perfectly into the teens of the set.
- The Ancient Temple
<span style="color:rgb(0,0,0);font-style:normal;font-weight:normal;background-color:transparent;">(Helmet #48): So far, I’ve been writing a few points on each level about why I enjoyed it, but you know what...I’m not going to do that here! You will just have to play this one to see how awesome it is.