04-Jul-2013, 6:33 PM
#3 (Chip Battles the Blue Robots) - It'd be nice to know which directions the walkers came out of the clone machines, since you have to pass right next to them on multiple occasions and have (for the most part) no idea when they're going to clone. Saying that, the sense of fear and paranoia this level instilled in me was incredible, so I guess this is kind of the point. Expecting ridicules of madness and insanity from the community at large, I'm going to put my hand up and say that for all its randomness and the frustration and anxiety it caused me, I loved this level.
--- Out of curiosity, is the title supposed to be a play on the song/album "Yoshimi Battles the Pink Robots" by The Flaming Lips? ---
#4 (Learn Your Lessons) - Bombs under blocks AND pushing already sliding blocks? I know we need to have some challenging levels in the set but it'd be nice if they were actually fun to play and didn't feel like difficulty was just arbitrarily dumped in for the sake of it.
#6 (Flareon) - Beautiful design and wonderful to explore outside of completing the relatively simple main objective, so would serve well as a early level a la SOUTHPOLE from CC1, or alternatively as a breather level (if CCLP1 will have such things).
#8 (Wild Mouse) - I was really enjoying this level until I read the hint about five minutes in. "Quick! Build a bridge!" they said, so I did. I was then confronted with a trap button and a trap. I spent thirty seconds wondering how I was going to get a block onto said trap button. In doing this, I missed the one turn where, all the way on the other side of the level, completely out of view the whole time, a different trap button was pressed, allowing me to pass. Was I supposed to guess this blindly given no knowledge of this mechanism, or was making me look in the editor after half an hour's stumping the intention? I'd say the hint could be made longer, but then reading it all would also cook the level! Without such shenanigans, an uncontested 5/5 from me. [/Rant]
#10 (Temple of the Jaguar) - Only one key is required (red), as all but one chip on the south side of the outer ring can be obtained without the blue or yellow keys.
#11 (Blobsicle) - I imagine this level would be a bit easier in TW with the continuous motion animations, but in MSCC, the almost instantaneous motion of sliding blobs make this level just a major headache. It was definitely more fun to play that say, BLOBNET, but after dying four consecutive times with zero chips remaining, I had to call it a night. It wasn't all the level's fault though, so I'll still vote it favourably.
#14 (Key Hunt) - Kinda reminded me of Creative One-Ways; lots of fun, but also quite unintuitive. I was never quite sure what I was doing or why I was supposed to be doing it, and all-in-all it just seemed a bit incoherent.
#15 (Courtyards) - As #14. The block pushing section is rather tedious, but going by the rest of the level there's probably a flipper under a block somewhere... Also, hint is too long to fit in the MSCC window.
#17 (Japanese Game Show) - Didn't struggle with this one as much as I was expecting (given its apparent precedent of infamy), but I'm not sure what the correct strategy is (if any) for getting through the NW ball room. I somehow managed to sneak through on the fourth or fifth attempt and I have no idea how (miracles can happen!). Probably too much for CCLP1, but a great level nonetheless.
#21 (Disappearing Mazes) - Drowning the tanks in the NW room is cool in a sadistic kind of way. Other than that, this level has very little going for it.
#30 (It's Magic) - Confusing and very easy to cook, as timing the step off the FFs onto the correct recessed wall is almost impossible.
#34 (Wormhole) - Great fun, but very confusing. I spent a lot of time shooting around aimlessly trying to work out what order things had to be done in before making some educated guesses and reaching a solution.
#36 (Chip of the Dead) - Fwahahahaha! I could do this all day!
#38 (Chip Off the Old Block) - Well whoever said global warming was just some made up honky, look at what happened to AMSTERDAM!? A neat take on an old favourite, and you can swim around and admire your handiwork when you're done too. Great fun.
#42 (Green Buttons, etc. etc.) - Great lesson level that makes use of some simple but fun maze elements so it doesn't just feel like an exercise in triviality. Could do with a shorter name though
#45 (Miscellaneous) - One of the easiest levels to cook I've ever played, a real exercise in trial and error. On the positive side, the level's not too long, there are a lot of strange and interesting mechanics on show, and playing it is plenty of fun, so I guess beggars can't be choosers.
#48 (Fisher's Lagoon II) - Not quite as mind-numbing as Groenland Rain (Giraffe #12), but still somewhat tedious.
#50 (Player's Choice) - Great level with plenty of variety and and a number of decent challenges. Teleport room is especially fun for messing around (:
--- Out of curiosity, is the title supposed to be a play on the song/album "Yoshimi Battles the Pink Robots" by The Flaming Lips? ---
#4 (Learn Your Lessons) - Bombs under blocks AND pushing already sliding blocks? I know we need to have some challenging levels in the set but it'd be nice if they were actually fun to play and didn't feel like difficulty was just arbitrarily dumped in for the sake of it.
#6 (Flareon) - Beautiful design and wonderful to explore outside of completing the relatively simple main objective, so would serve well as a early level a la SOUTHPOLE from CC1, or alternatively as a breather level (if CCLP1 will have such things).
#8 (Wild Mouse) - I was really enjoying this level until I read the hint about five minutes in. "Quick! Build a bridge!" they said, so I did. I was then confronted with a trap button and a trap. I spent thirty seconds wondering how I was going to get a block onto said trap button. In doing this, I missed the one turn where, all the way on the other side of the level, completely out of view the whole time, a different trap button was pressed, allowing me to pass. Was I supposed to guess this blindly given no knowledge of this mechanism, or was making me look in the editor after half an hour's stumping the intention? I'd say the hint could be made longer, but then reading it all would also cook the level! Without such shenanigans, an uncontested 5/5 from me. [/Rant]
#10 (Temple of the Jaguar) - Only one key is required (red), as all but one chip on the south side of the outer ring can be obtained without the blue or yellow keys.
#11 (Blobsicle) - I imagine this level would be a bit easier in TW with the continuous motion animations, but in MSCC, the almost instantaneous motion of sliding blobs make this level just a major headache. It was definitely more fun to play that say, BLOBNET, but after dying four consecutive times with zero chips remaining, I had to call it a night. It wasn't all the level's fault though, so I'll still vote it favourably.
#14 (Key Hunt) - Kinda reminded me of Creative One-Ways; lots of fun, but also quite unintuitive. I was never quite sure what I was doing or why I was supposed to be doing it, and all-in-all it just seemed a bit incoherent.
#15 (Courtyards) - As #14. The block pushing section is rather tedious, but going by the rest of the level there's probably a flipper under a block somewhere... Also, hint is too long to fit in the MSCC window.
#17 (Japanese Game Show) - Didn't struggle with this one as much as I was expecting (given its apparent precedent of infamy), but I'm not sure what the correct strategy is (if any) for getting through the NW ball room. I somehow managed to sneak through on the fourth or fifth attempt and I have no idea how (miracles can happen!). Probably too much for CCLP1, but a great level nonetheless.
#21 (Disappearing Mazes) - Drowning the tanks in the NW room is cool in a sadistic kind of way. Other than that, this level has very little going for it.
#30 (It's Magic) - Confusing and very easy to cook, as timing the step off the FFs onto the correct recessed wall is almost impossible.
#34 (Wormhole) - Great fun, but very confusing. I spent a lot of time shooting around aimlessly trying to work out what order things had to be done in before making some educated guesses and reaching a solution.
#36 (Chip of the Dead) - Fwahahahaha! I could do this all day!
#38 (Chip Off the Old Block) - Well whoever said global warming was just some made up honky, look at what happened to AMSTERDAM!? A neat take on an old favourite, and you can swim around and admire your handiwork when you're done too. Great fun.
#42 (Green Buttons, etc. etc.) - Great lesson level that makes use of some simple but fun maze elements so it doesn't just feel like an exercise in triviality. Could do with a shorter name though
#45 (Miscellaneous) - One of the easiest levels to cook I've ever played, a real exercise in trial and error. On the positive side, the level's not too long, there are a lot of strange and interesting mechanics on show, and playing it is plenty of fun, so I guess beggars can't be choosers.
#48 (Fisher's Lagoon II) - Not quite as mind-numbing as Groenland Rain (Giraffe #12), but still somewhat tedious.
#50 (Player's Choice) - Great level with plenty of variety and and a number of decent challenges. Teleport room is especially fun for messing around (:
CC1: 5,954,550 (completed)
--- CCLP1: 5,989,110 (completed)
--- CCLP2: 5,936,410 (148 levels completed)
--- CCLP3: 1,223,887 (a few levels completed)
My levelset JRB_CCLP1.ccl
--- CCLP1: 5,989,110 (completed)
--- CCLP2: 5,936,410 (148 levels completed)
--- CCLP3: 1,223,887 (a few levels completed)
My levelset JRB_CCLP1.ccl