Posts: 1,022
Threads: 84
Joined: Mar 2012
Favorite Pack: CC1
Scorecard:
Zane Kuecks
^ Yes you do. Do. Do. Do. Do. Do.
Posts: 1,022
Threads: 84
Joined: Mar 2012
Favorite Pack: CC1
Scorecard:
Zane Kuecks
Just in:
Level 1's hint is too big in size for anyone playing this set on MSCC.
Posts: 152
Threads: 6
Joined: Jan 2012
Favorite Pack: CCLP4
Scorecard:
Reynaldi Judianto
Nice levels!
Say, are you Indonesian?
Posts: 215
Threads: 35
Joined: Jan 2012
Favorite Pack: CCLP4
Scorecard:
Andrew Menzies
27-May-2012, 3:27 PM
(This post was last modified: 27-May-2012, 3:28 PM by ajmiam.)
I suppose I should have said this before, but...Welcome to the CC community! Have fun!
Anyway, I've played a few more levels, but not in order because that's not how I do things. (Usually I play levels easiest to hardest, not in numerical order.)
#7 Microchip: Very tricky. For some reason these tiny levels (this one and the two in CCLP3) always seem to be among the hardest levels. It took me at least 20 tries to figure out what to press and where to stand so the fireball could release me from prison...and then it took well over 10 more tries to find a path to the exit! I'm not sure if this is a bust or not, but I solved the level by: having the tank down and toggle door closed so the gliders would U-turn instead of going left and ramming into the green lock, then cloning 2 gliders, having them collide, so 1 went left and down to take care of the bomb. Then I took the green key and unlocked the door next to the exit to finish. I couldn't figure out any solutions involving cloning blocks--it seemed that 1 block was just never enough. Although this level had me stumped for quite a while, it was enjoyable to finally figure out a solution. Though it's impossible to tell how the block cloners work without looking at the editor. Fun: *** Difficulty: ****' (the ' is half a star)
#12 Argh!: Another tricky one that took me several tries. Slide delay caused a few squished-by-block deaths. I did figure out pretty quickly that the hint was intentionally misleading, but then I wasn't quite sure what to do. Then I had an idea of what object to avoid, but I wasn't sure if it would work or not. It was pretty satisfying to find out that it did! Fun: ***' Difficulty: ****
#14 Treasure Island: Quite nice and relaxing after the difficulty of 7 and 12. Though it did lull me into a false sense of security, causing me to mess up the ending by getting a block stuck by the chip sockets. (Totally my fault, not the level's.) Fun: **** Difficulty: *'
#18 Cloning Collision: Normally I hate monster collisions as a concept, but here it wasn't too bad. After a few tries, you could figure out the exact time to clone a fireball to cause a collision, and you pretty much had as many tries as you needed. The level also introduced a sadly underused concept that I like much better: multiple solutions! It's caused me to replay the level several times. So far I've found 4 different exits, and I know I haven't explored the whole level yet.
However, I've found a couple of possible busts and one possibly unintentional trap. In the top-right section, you can push a block into the water across from the fireball cloner to direct a fireball up and into the bombs without causing a collision. If you get into the bottom-right section via teleport, you can swim right into the exit unobstructed. And if you take the force floors to the bottom right section, a thief steals your flippers, and as far as I know, there's no way to direct a fireball into any of the bombs. Maybe I'm missing something...? Aside from this, great level. Fun: ****' Difficulty: ***
The other levels all seem pretty difficult. I'm not sure when I'll get around to them.