The Parralel Port *: A very good adaptation. Moving the various objects doesn't make the level much harder. However, I find the hint somewhat pointless because of the CCX file.
Debug File *: I like this way of pushing blocks off blue walls. It is very similar to flicking, and it is build in such a way that the splash animations can't cause any major delays.
Double Trouble *: The blue wall sections were handled very well, replicating the mechanism very accurately. I especially love the glider part: that is even more creative than just moving Chip or the glider.
Ranger Denmark *: If I understand correctly, the rotation was made because gliders turn left and fireballs turn right? Anyway, it plays pretty much the same way and the random force floors don't pose too much trouble.
How Goes? *: The whole thief mechanism was a good alternative to the double recessed walls. Sure, the fireballs move now, but this only affects the way the level looks, not the way it plays.
Traps I *: Changing just one tile...it's a shame this wasn't already like this in the original, but TW Lynx didn't exist back then, so I forgive the designer.
Work Fast *: I hate invalid tiles that do absolutely nothing like in the original...
Madness I LX: The corners were handled well. The block slapping part at the end felt a little strange, but I understand why it is required. It feels a little hard for the end of the level, but putting it earlier would involve modifying the whole level.
Chase Race *: Once again, it plays exactly the same way. A very good adaptation.
Cypher II LX: I really like the May Apes Eat Radish part. As for the level itself, the adaptation was all right. For a while, I thought blocks could have been used to hide chips, but that would ruin the shapes of the letters. I don't really understand why the block clone machine was changed into a tank clone machine, however.
Fun-House Rink *: I had to go to the wiki to understand the presence of the extra force floor. Such a simple change...
Breaking the Rules *: The original had the most annoying invalid tile of the whole set...
Tele-Rooms *: The only possible problem with this one is the locks next to the suction boots, which are impossible to cook this time. But an attentive player could notice the cook before it happens in MS, so it's all right.
Security Breach *: I noticed the extra pink ball mechanism. It looks very complex and I don't understand it entirely myself, but either way, it is very effective.
Killer Rooms *: Everything plays almost the same way. I never liked that underwater slide anyway.
Dangers of Fire and Beasts *: Replacing gliders that don't burn with fireballs that drown. It works perfectly.
Quad-Boot *: The starting section feels a little different, but I don't mind. The water and ice part was handled well. In fact, I prefer it!
Icy Moat *: It took me a while to figure out what the change was. For a certain amount of time, I thought the original had a random force floor!
Chips on the Blocks *: Nothing to say. Handled very well.
Loop Holes *: I really don't understand the purpose of some invalid tiles. This adaptation was handled well, although I would have preferred it to have only gliders and fireballs, except where they can kill Chip if he picks up the chip at the wrong moment. But that would have been too many changes.
Madness II LX: I really like putting blocks over what was originally under the floor. The corner chip feels a little out of place, but being in the corner, no block could have been used, so it's all right.
Killer Spiral *: Pretty much the only changes that could have been made.
Mads Rush II *: I like the little twist you added to simulate the skates under the floor.
Checkerboard I *: I like those extra blocks. In fact, they are the only blocks in the entire level I like!
Bumble Boy *: The first few tiles are much more creative than just moving the bug up one tile. Changing the blue key into a red one is the only thing that could have been done.
Chip Search *: Everything was handled well, especially the ice ring.
The Search for the Exit *: All the invalid tiles were handled well. I especially like the tanks near one exit. Such a creative way to die!
Frost Swirl *: Moving the gravel...such simple modifications.
Just Enough *: I didn't feel a single difference between this version and the original.
The Block Stops Here LX: The tanks are really awesome. The block slapping is even better. Really a great adaptation!
Follow The Glacier Brick Road *: From one point of view, I am disappointed at the use of dirt because it doesn't feel like the original. However, I can't see any other way of improving this.
Creative One-Ways *: The block is a nice way to hide the recessed wall. Good job!
Checkerboard II LX: I absolutely love this adaptation. It was replicated very well and it is very fun.
Loop *: Not much to say about this. The changes that needed to be made were made.
One-Block Sokoban *: A concept that cannot be replicated exactly, and unfortunately this level feels different. But I don't see any way it could be made closer to the original.
Hard as Rock *: Another simple problem in the original that is very easy to fix.
Island Hopping *: That trap is a very creative way to make the level solvable. Very nice.
Pyramid *: Those traps are pretty much the only thing that could have been done. It is slightly easier to notice which teeth don't move, but that's all right.
Yet Another Puzzle LX: I like the fact that the room where all the blocks are to be placed before the walls are toggled is made smaller, considering that less blocks will be needed. What I prefer even more is the lack of an annoying glider moving around the room and distracting me whie pushing the blocks.
Bounce LX: The first room was handled well. I guess the second room was added to replicate part of the original that was lost in the adaptation, and I like it too.
Tricks *: Simply removing the invalid tiles and replacing them with good alternatives. It plays the same way as the original.
Blocked Trap LX: I really like this way of replicating the hidden buttons. The traps under the locks weren't much of a problem and were rather pointless in the original.
Monster Factory *: I really hate burning gliders. Such a simple difference with the original. Also the block mechanism is really awesome.
Turn Turn Turn LX: I really like the fact that some dirt tiles are better not removed. It contributes to preserving the feel of the original.
Frost Rings LX: I find this version to be better than those from the competition. It replicates the restrictions of the original very well. However, why the block?
Paramecia *: The mechanism to make the level solvable without boosting is very effective. I presume the toggle walls are to prevent paramecia from getting stuck between the two teleports, but why? This can also happen in MS.
Blocks 'n Bombs *: Another blue key problem!
Escape from Chipkatraz *: Originally, I thought a second block and slide should have been added to the bottom room, but then I realized that the slide cannot be seen without entering the room, so this is a really good adaptation.
Captured LX: Those ice tiles are a nice alternative to flicking. I don't mind the fact that the level requires more moving than the original, it is still fun.
Block Maze *: Locks under blocks should be used more often. This is a nice way to prevent the bugs from entering the last room.
Microcosm *: I like the recessed wall room. It is a nice alternative to hidden fire. You could have put recessed walls in the corners of that room, but it wouldn't change much considering Chip can never step on them.
Iron Mysticus *: It seems that some designers used invalid tiles just becuase they could. As this level shows, they are often pointless.
Frostbite LX: This is one of those levels that cannot be replicated well in Lynx. Still, you made a good job and imposed a few restrictions in the way chips can be picked up.
Chomper Romp *: I really wonder why the original designer put teeth under blocks...