AXIS - Centennium 2 - J. B. Lewis
(SPOILERS as always)
Concept: (5/5) AXIS is a medium-sized itemswapper based on a simple concept: Chip can only move horizontally, and Melinda can only move vertically. Break either rule, and the tank button is pressed, causing tanks to nail themselves against the four chip sockets and making the level unsolvable.
Design: (5/5) The level is arranged in a very pleasing symmetrical layout, as is common in J. B.'s
CCLXP2. I recently finished playing through this set and to say the least, it was a different experience than back when I let's played the MS version. Not by much, but different enough to call it out.
The CCLXP2 project dates back to as early as late 2011. As we all know, CCLP2 was not crafted with the lynx ruleset in mind, due to the fact people were far more aware of the MS port instead of the original version. Over the years and especially after CCLP3's release, Lynx compatibly became mor
With the upcoming CCLP1, I thought it suitable to reminisce over my first experiences of the levels of CC1. Well, this blog post will be too detailed and perhaps boring, but I'm not writing only for you but also for me. And, it will give me material for maaany blog posts...
I've already told you about my first impressions of Lesson 1: sort of dull. But obviously I was intrigued enough to continue.
Lesson 2 meant the first contact with monsters which was a bit scary (remember, my career o
Almost half a year ago I promised an update on what has been done so far in this project. I've started writing this update perhaps a dozen times and every time have instead been inspired to advance the project in some other small way. Like instead of saying "oh we still need to check level #14 for other options" I would actually try to do that. Gradually we have been doing more stuff, and now I'm finally shedding some light on all of it.
Who has been working on this?
In the beginning a f
Where was I? My friend came over to install Jezzball for me, and while he was at it, he also installed Chip's challenge. Then he opened it to teach us how to play, which probably was a good idea because I doubt I would have bothered to try it if I had never seen it played. (Oh, all the great computer games I might have missed because they look boring at first sight and I haven't bothered to try them! Just as well perhaps.)
I'm sure all of my siblings where there to watch this new game. You'r
I haven't spent so much time on CC stuff during the past year. This is mainly due to a little girl, my daughter Siv, being born on Valentine's Day last year. Suddenly, there wasn't much time to just sit down by the computer. Now, I'm thinking that perhaps blogging on CCZone is something I can do. This can be done from my phone, which is good. And I can write a little now and then in Notes and post once I have enough for a blog post. I have hesitated to start a CCZone blog before because I'm thin
I'm probably going to be blogging a lot, since I have a lot to say that I don't think is worth making a new thread. Anyway, today I started going for bold times seriously, for the first time...ever. Even as a kid though I did some optimizations, I found the faster path to Southpole, got a 50 on Brushfire and a couple other things. Well, today I started in on CC1 proper, trying to go in order and get as many bolds as I could. I didn't get as far as I would have liked, mostly because boosting well
This is going to be a looooong blog post.
I first played Chip's Challenge way back in 1998, when I was 3 or 4 years old. My mom and I were able to beat most of the levels, and managed to get all the way to and through Special, albeit by skipping a few levels. I remember we never beat Cake Walk, Mind Block, Mix Up, Mixed Nuts, Totally Unfair, Stripes?, The Last Laugh, Eeny Meeny Miney Moe and Icedeath. There were probably other levels we had to skip that I can't remember, but we had fun playi
Alright, so, I know it's been nearly eleven months since I posted the first and *only* entry in my blog. That was probably for the blog award, right? Yeah, sort of. I never really had anything to write about other than CC1 experiences when I was younger, and that's the first thing that came to my mind when I wrote that first entry last March. So, I said I would continue this blog, so... I'm gonna continue it all these months later!
So, what's there to write about? One of my favorite things t
decided to write a blog because I have nothing better to do.
When I was a kid (~10 years old) I had a gameboy color and my favorite console game was Mario. I played a few other games like Zelda but Mario was the only game I finished then. I often sat for hours at a time playing the same levels over and over; because the game is difficult. Later when I got very good at the game and played with friends or watched the game on youtube, I took for granted how difficult the game really is. If you
Welcome to a very different blog post - at least for this blog. I'm going to take a break from soapboxing about level design, CCLP1 voting, and the like to take a trip back in time to when I first designed levels so you could get a glimpse into my terrible level design sensibilities when I was a kid. Unfortunately, these levels are pretty much entirely gone, unless I one day stumble upon some sort of backup floppy disk that had some of them on it - or something like that. If that ever happens, r
So last time we discussed some principles we want to follow in creating an edition of CCLP2 for Lynx. Now I'll fill you all in on some basic issues that need to be considered before the bulk of the practical work can be done.
Our primary goal is to make the set accessible and fun for players who want to play the set in Lynx. This main goal needs to be approached through the principles outlined last time, bringing forth issues that open up into several directions that we could take and the ph
Towards the end of 2011, a team of Chipsters formed to assess the need and plausibility of creating a new edition of CCLP2 for Lynx mode. We want to now issue an update on what has been slowly going on and some of the motivation for this project.
Chip's Challenge Level Pack 2 was the first collaborative production of the Chip's Challenge community, collecting the favorite custom levels made by players for all to enjoy all in one package. Many of the levels utilized behavior of the game that
Once upon a time, there was a period in which Chip’s Challenge levels were fairly manageable. As I mentioned in my very first blog post on here, one of the first CC level sets I ever downloaded was just called “LEVELS01.dat” and contained the levels that would eventually grow to become CatatonicP1. There was also a set called “New Levels.dat” that had an unsolvable first level and an open melee level called “Guard Dogs” that involved teeth, which later inspired me to create my own version of the
I hated brinjal.
The first time I ever played CC was when I was six years old (back in 2003, I think). Well, my dad played most of it, I only pretended to play . Back then we had an old Pentium IV PC on Windows 98 - and my dad got a copy of BOWEP, which had Chip's Challenge with it - the start of my Chipping days.
My dad used to play CC continuously back then - well, we were both addicted to it. To the point where we were issued warnings (by mom, of course) in case we were on the game
(This blog post is the second in a three-part series. For the first part, click here.)
Several years ago, I came across another tile-based puzzle game online that was similar in appearance to Chip’s Challenge. It was called Escape. The objective, quite simply, was to escape out the exit door while navigating any obstacles in one’s way. Sound simple? The game was devilishly difficult. Thousands of levels created by scores of designers have been uploaded online from within the game. What ultim
So we are just about to the end of releasing the voting packs. Voting will remain open for a while, but seriously, will anyone vote after Halloween?
So, the next piece of this puzzle is to narrow down the levels to a couple hundred. Then the staff will duel with swords to determine what makes it in and what doesn't. Okay, pistols at 50 paces.
Honestly, we have a big task in front of us. We want something with decent lesson levels, a nice, reasonable difficulty curve (with occasional
Okay, so I've played through about half the packs, and generally I start at 4 and go up and down from there. An atrocious level may still get a 2 from me, because I'm nice like that. However, a few levels left such a bad taste in my mouth that they got the "kiss of death". As follows:
Yoshi Coal Mine -- Flouncy Level 8
I found this level exceedingly dull and tedious. It's not complicated, but it has really no redeeming value. I've made plenty of levels like this and I'm not proud.
After yesterday's stream of Giraffe set, discussing with other players and reading your thoughts on what I've already played, I feel that I have to write this. I've pointed out issues in the stream itself, but with 3 watchers, I was not expecting a miracle, also given the fact that they're in the CCLP1 staff so they probably already have some form of consciousness about the whole thing as well.
First point and most important point to make, if you had to read and remember only one thing about
Mazes are level genres that truly have been overlooked during CCLP2 and CCLP3 voting. There are about nine in CCLP2, and CCLP3 only has four (though, depending on your interpretation of what a maze is, these numbers could be slightly greater or fewer). How many did CC1 have? Around 23. The distaste in mazes can be attributed to the fact that they don’t offer much optimization potential, and many of them are just plain monotonous. Look at CC1 and some of its most despised levels. Rink, Doublemaze
There's a thread on this forum dedicated to what we as Chip's Challenge players called certain game elements when we were younger that really intrigued me upon first glance. Some of the names given to the various monsters have been quite funny. (For instance, I didn't know that thieves have been called both "firemen" and "policemen"!) But I feel like another one should be made about the misconceptions we had concerning certain game behaviors when we first started playing. Wouldn't that be intere
If you saw my post a few months ago in the "Ten Levels You'd Love to See in CCLP1" thread, then you'll recognize some of these levels. But then I had a thought: why not add ten more and post a blog entry about it before voting started? It never hurts to take a break from talking only about level designing! It's not my "top 20" in any way, but these are all levels I'd absolutely love to see in CCLP1 that haven't been in the spotlight or mentioned much - made by 20 different designers - along wit
It all started on a lonely day at work. I was finishing up one of my internships during college and was taking a break, planning out a list of levels I had intended to include in my set. The CCLP3 submission deadline was approaching. I figured submitting a set with a nice, round number of 100 levels seemed like the proper thing to do - after all, one of my favorite sets, DanielB1, had that amount! And as I was nearing 100, I began thinking of a level I was hoping to place as #39 or so in my futu
This is my first ever blog and to be honest I have no idea how the thing works but let's start talking.
I've been known as the "level making factory" of the community, at least by some of you. I have made over 500 levels, in which I am a proud of majority of them. You all might think I have really good levels that have a lot of potential, but would you believe me if I told you I was a terrible level designer at first? Well I think everyone can admit to that about themselves...
Hello fellow Jellos! No, wait I meant fellow Chipsters!
It's been quite busy here lately, hasn't it? There's news on the CCLP1 front. The competitions have kept the staff busy. The arcade has come and won the hearts of many. Tom has kept improving the awards system. The only thing missing seems to be a large volume of talking on the forums, but maybe that has moved to the chat and other such live places? At least we have some cool new blogs started!
Life is good for a modern chipster. At