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  1. 6 points
    Hi, chipsters! My name is Patrik Nilsson and I used to play Chip's Challenge as a young kid. I struggled to get past level 61. Now, nearly 25 years later, I decided to return to the game and finally finish all the 149 levels without solutions. Afterward, I began to pursue some of the easier bold times (according to the CC1 MS Easiest Bolds list) and found it rewarding. I have accumulated numerous bold times over the last couple of weeks and I thought I would play the game casually until I had bolded half of the levels. So without further ado, I would like to submit my full set of bold times (75 to be exact): #1 (LESSON 1): 83 #2 (LESSON 2): 90 #3 (LESSON 3): 89 #4 (LESSON 4): 116 #5 (LESSON 5): 85 #6 (LESSON 6): 94 #7 (LESSON 7): 139 #8 (LESSON 8): 96 #9 (NUTS AND BOLTS): 306 #10 (BRUSHFIRE): 51 #12 (HUNT): 270 #13 (SOUTHPOLE): [982] #15 (ELEMENTARY): 89 #16 (CELLBLOCKED): [971] #17 (NICE DAY): 83 #18 (CASTLE MOAT): 553 #19 (DIGGER): 171 #20 (TOSSED SALAD): 340 #21 (ICEBERG): 119 #26 (CHCHCHIPS): 254 #27 (GO WITH THE FLOW): 147 #28 (PING PONG): 239 #30 (MISHMESH): 454 #31 (KNOT): 6 #34 (CYPHER): 297 #36 (LADDER): 232 #38 (SAMPLER): 462 #39 (GLUT): 17 #42 (BEWARE OF BUG): 187 #43 (LOCK BLOCK): 126 #44 (REFRACTION): 146 #46 (THREE DOORS): 222 #49 (PROBLEMS): 162 #50 (DIGDIRT): 318 #51 (I SLIDE): 655 #52 (THE LAST LAUGH): 382 #53 (TRAFFIC COP): 478 #57 (STRANGE MAZE): 229 #58 (LOOP AROUND): 550 #59 (HIDDEN DANGER): 368 #60 (SCOUNDREL): 288 #62 (SLO MO): 282 #66 (VICTIM): 292 #67 (CHIPMINE): 518 #69 (BOUNCE CITY): 229 #70 (NIGHTMARE): 136 #71 (CORRIDOR): 355 #75 (STEAM): 479 #77 (INVINCIBLE CHAMPION): 481 #79 (DRAWN AND QUARTERED): 220 #80 (VANISHING ACT): 733 #82 (SOCIALIST ACTION): 969 #84 (WARS): 580 #86 (SUICIDE): 381 #88 (SPIRALS): 317 #90 (PLAYHOUSE): 318 #92 (VORTEX): 444 #95 (FOUR SQUARE): 335 #96 (PARANOIA): 320 #97 (METASTABLE TO CHAOS): 290 #98 (SHRINKING): 338 #101 (APARTMENT): 240 #102 (ICEHOUSE): 177 #103 (MEMORY): 488 #105 (SHORT CIRCUIT): 255 #107 (BALLS O FIRE): 260 #113 (OPEN QUESTION): 462 #114 (DECEPTION): 172 #118 (MISS DIRECTION): 260 #122 (TOTALLY FAIR): 272 #128 (ALL FULL): 315 #129 (LOBSTER TRAP): 286 #131 (TOTALLY UNFAIR): 26 #135 (TRUST ME): 293 #149 (SPECIAL): 955
  2. 6 points
    CC MS: #146 (CAKE WALK): 724 (+7, b+1) 5977780
  3. 6 points
    Download Hello Chipsters! I am currently working on making a TASing emulator for CC! With this emulator hope to emulate Chips challenge accurately and provide many useful features for routing and even casual playing. Features Rewinding Savestates Frame-by-frame playing TWS Playback Continue recording from playback Easy solution sharing View the monster list, slip list, button connections and chip's move history as you play Record gifs Cheats And much, much more to come! Issues Sliding blocks leaving traps onto sliding tiles cause slide delay when they shouldn't TWS files may end a move early TWS files with clicks may not play back correctly Some unknown issues Currently, 588/596 official levels play correctly. See all known issues. Github repository Feel free to request any features in this thread or by messaging markus#1180 on discord.
  4. 6 points
    Well, I never would have thought I'd ever be making this post, but here it is...I have made the difficult decision to begin the process of shutting down my website. Over the last few years I had already begun to explain my diminished presence in the CC world as due to real life, and there were moments here and there where I did manage to carve out time for certain projects (level set page changes, playing through CC2/CCLP1, designing a few new levels). But they were few and far between, and I was always just assuming that "down the road" things would slow down and I would get into a routine where I could make "real life" and "CC life" coexist. But here we are, a few years later, and I find myself with a full-time job, a wife, a house to take care of, changing interests and priorities, and it is just seeming less and less likely that I can make that happen. Even when I do find myself with some CC time, I feel oddly divided. On the one hand, I feel like it is never enough - I get a chunk of time to solve two CCLP4 levels and wish I had more time to better optimize my scores or to continue playing. On the other hand, after playing I see household chores piling up that I should have been taking care of, and feel guilty that I even took the time that I did to play CC. Either way I look at it results in an unsatisfying feeling. I'm not at all saying it's not fun anymore - it is - and this is not a goodbye post. However, I might be less active than before and will not be able to keep on maintaining my site any longer. I am open to a bankruptcy buyout if anyone would like to keep certain aspects of my site going, especially: - the Tile World 2 homepage - the Chip's Challenge Creator homepage - the level set pages and if someone really desires: - the AVI archives - MikeL2/3/4 scoreboards - the page with the latest 64-bit CC options - my listings of links Whoever would like to take over hosting any of these pages, I will send them (and the database) to you to officially become "yours". (For Chip's Controls I plan on re-uploading the latest version here with all the HTML pages included.) Hope everyone is doing well - thanks for reading, and now back to your regularly scheduled Chipping. Mike Lask
  5. 6 points
    CCLP4 MS: #83 (Frozen Over): 465 (b+2)
  6. 6 points
    cclp2: #149 (Key Color 2.0): 424 (+16) 6051140
  7. 6 points
    It's been a long time since I had news, so here's an informational update! I've added a control+click feature to insert a terrain without erasing the rest of the cell contents. Also, I'm working on dialogs to edit the properties of individual tiles. Here's a preview: I hope to be able to release a program update with these features in the next couple weeks, so stay tuned.
  8. 5 points
    CC1: (MS) 146: 721 (+9, b+4) [Cake Walk] (joint bold with James Anderson) 5,977,680 (143 bolds) We now live in a world where J.B. is 4th. What a world.
  9. 5 points
    Speaking of raising the bar, that was quite a find you made recently! I do have hopes to give CCLP1+4 a go some day, but I have a couple of other projects I want to be finished (or at least reasonably finished) first. You're the second person to ask me about SuperCC. I haven't checked it out, but based on the description it seems similar to the tool I use. Went ahead and joined Discord. And, um... cclp3 #71 (How to Get Around in Venice): 431 (+25, b+1) 6093980
  10. 5 points
    sorry everyone but i accidentally deleted tile world
  11. 5 points
    CCLP1 (MS) #79 (ELEVATORS): [958] (b+1) CCLP1 (Lynx) #79 (ELEVATORS): [958] (b+1) I can't believe that just happened. Thanks to cowman for playing through CCLP1, and thanks Markus for making SuCC. My first ever b+1 in CC1, and my second b+1 ever. Absolutely insane.
  12. 4 points
    I don't really optimize that much, but I still try to get a reasonable score for the official levels. CC1 MS levels 1-30
  13. 4 points
    CCLP3 MS: #71 (How to Get Around in Venice): 432 (+1, jb w/ James+Jeffrey) Already on the scoreboard, but adding here for posterity. #134 (I guess I came right back): 220 (+24, b+11) 6094490
  14. 4 points
    CC1 MS #146 (Cake Walk): 721 (+9, b+4) joint bold with IHNN 5,977,680 - 142 b (Melinda >= 726)
  15. 4 points
    CCLP3 MS: #146 (Suspended Animation): [809] (b+64)
  16. 4 points
    Chip's Challenge 3 is apparently happening eventually. Here are some improvements from CC2 that I would like to see. Need-to-haves: A sand tile. This would block monsters and blocks but allow Chip and Melinda (with hiking boots?) to cross. There is no tile with these properties in CC2 while even Chuck's Challenge has one. Using fake green walls as a block blocker is awkward. A no-drop tile. An overlay tile that prevents boots from being dropped on it. Blank no signs and no signs with irrelevant tools technically do the job but they are unsightly and don't convey their intent as well as a dedicated tile would. Native support for zero-directional blocks. This is the most commonly used "hacked" tile and is a logical extension of the other directional blocks. Wiring on a separate layer. Wiring in CC2 is powerful, but still held back by their restriction to being placed on just floor and steel walls. The ideal solution is to combine the best of CC1's connection system and CC2's wiring system and allow wires to exist on a dedicated layer. Visibility while playing a level could be toggled by a key and they could appear as a transparent overlay. This would also fix the oddity of pink and black buttons not appearing when hide logic is on. More consistent monster behavior. Bugs and rovers should not avoid canopies. Fireballs and ghosts with flippers should not avoid turtles. Rovers with fire boots should not avoid fire. Support for bowling balls starting on clone machines. The ghost setup takes up an absurd amount of space for such a simple result. Allow blocked green teleports to be skipped over. Support for lowercase letters. Give teeth monsters north-facing tile, and give blue teeth the same number of animation frames as red teeth. Automatic recording while playing a level, like Tile World's. This should be easy to apply to normal play since it already exists in the editor. Higher res graphics, 64x64? No 3D graphics like Puzzle Studio or Chuck's Challenge please Extra green chip/bomb tiles. More diverse sound effects. CC2 has fewer sound effects than the original Lynx game despite the wealth of new elements. Important bug fixes: Disallow hooks from attempting to pull monsters. Disallow the player from being able to slap monsters. If blocks can be pushed consecutively on floor, allow them to be pushed consecutively on force floors. Trap logic fix, including multiple trap button problems and the issues with wired traps Consistent snatching and hook block slapping behavior (i.e. not monster order related) Flame jet max distance fix The two disappearing Chip glitches and the Waterbirth glitch Thin wall on closed side of railroad should not have any effect except when the RR sign is equipped Allow player to step off force floor if they start the level on them Allow key inventory to exceed 255. Want-to-have fun stuff: Allow blocks to be pushed at 2x speed when Chip has speed boots. Make blocks have no effect on recessed walls. This would revert their behavior back to CC1. Ice blocks and directional blocks would still be able to be pushed on them, and turtles could still retain the CC2 "flicking" behavior. More thin tiles: walls are the only tiles to have thin versions of them even though other tiles could be adapted to this concept. Puzzle Studio has thin toggle walls. Thin gravel, thin force floors, thin recessed walls, etc. have potential. Lasers: Puzzle Studio and Escape have these. A beam it shot in one (or more) directions until stopped by a wall and other elements like blocks and perhaps monsters. Chip dies when hit by the beam. Maybe a beam receiver that converts the beam to an electrical current. Reflectors: Chuck's Challenge has these, though they apply to the spitter enemy. Pushable block that reflects bowling balls and lasers 90 degrees. Could be rotated with train tracks. Logic gate enhancements: Add NOR and XNOR gate for completeness. Add diodes which allow current in only one direction, the ability to specify a delay in frames from 1-10, which will make synchronizing circuits easier and remove the need for chained OR gates (Circuit City contains an example of long OR gate chains) "Frictionless" blocks (don't have a better name): Copy of the yellow blocks from Escape. These are blocks, once pushed in some direction, that continue on a straight path until they hit an obstacle. Think of tanks but pushable in any direction by Chip. Score gate: Exists in Challengo, essentially a socket that the player can open if they have enough points but will deduct from their score.
  17. 4 points
    Announcing CC Creator Public Beta! The editor is finally sufficiently done for a public beta release! Get it here: http://www.pillowpc2001.net/CCCreator. (Thanks to Mike for hosting it!)
  18. 3 points
    You can get an "infinite" score in MSCC by opening two game windows, completing a level in one window, then switching to the other and pressing F2 for a new game, and then switching back to the first window. This will reset your best scores by level but not your overall score, meaning you can beat the same level more than once and receive score for it every time. In theory, this means the highest possible score is 2,147,483,647 assuming the total score is stored as a signed int, or 4,294,967,295 assuming an unsigned int.
  19. 3 points
    CCLP3: #102: 386 (+16, b+6, joint w/ JA, Triple Alarm) #147: 513 (+1, b+1, Avalanche) Happy birthday to myself.
  20. 3 points
    CCLP3 MS: #72 (Fireball Tourism): 132 (+5, nr) #107 (Lazy Hourglass): 553 (+1, b) 6094160
  21. 3 points
    CC1 Lynx: #24 (OORTO GELD): 431 (+4, b) #63 (BLOCK FACTORY): 473 (+2, b) Total Score: 5,897,930
  22. 3 points
    CCLP3 (MS) 082: 506 (+2, b+2) [Mediterranean] 6,052,880 (112 bolds)
  23. 3 points
    CCLP1 MS #61 (Highways): 425 (+1, b+1) 6,006,010 - 144 b CCLP1 Lynx #61 (Highways): 413 (b+1)
  24. 3 points
    CCLP1 MS #68 (Flames and Ashes): [949] (b+2)
  25. 3 points
    CC MS #116 (BLOCK BUSTER II): 716 (+2, nr) 5977700
  26. 3 points
    CCLP3 MS #71 (How to Get Around in Venice): 429 (+23, b+23) 6,070,020 - 113 b
  27. 3 points

    Version 1.1.1

    163 downloads

    One strange thing about being away from participating in the CC level design scene consistently for several years is that returning to the editor doesn't quite feel as natural as riding a bike for the first time in several years. Design trends shift; even the way people play the game somewhat shifts as well. The last time I made a 149-level set, it was around the time CCLP1 was being produced. I created JBLP1 as something of a reactionary response to my previous level design efforts that made the cut for CCLP3. With that set's high difficulty, perhaps something easier was in order, and it certainly helped that the community was producing a level pack that seemed to be assembled with many similar sentiments at the forefront. Between then and now, we've seen three official set releases, one for an entirely new-to-us CC game, one a Lynx-compatible version of CCLP2, and the fairly diverse CCLP4, which saw many of the design trends seen in CCLP1 evolved a bit further. So with all of that as part of the community's history, and with many designers trying to find their voice in the world of CC2 design, it seemed like as good a time as any for CC1 design to experience a bit of experimental renaissance as well. Perhaps not everything had to be a crowd-pleasing medium-weight level, or a neatly symmetrical design, though those certainly have their place. But there was still that element of where to even start with respect to design. That's when the latest level design trend offered a solution: the Walls Of level. Although Joshua Bone's Walls of CC1 (built for CC2) was the first to begin construction as a full reimplementation of an official level pack, Jeffrey Bardon's Walls of CCLP4 was the first such reimplementation to be fully completed. As a collective whole, CCLP4's walls offered some of the most open-ended redesign opportunities of any official set, and Jeffrey exercised a lot of care in ensuring that he built in concepts that complemented the layouts with which he worked while also giving them a distinct personality of their own. After recording a full Let's Play of Walls of CCLP4, I was energized to begin construction on my own full Walls Of set. CCLP1 felt like the next best thing, and arguably more than CCLP4, it provided a decently wide range of level sizes in addition to wall patterns. If anything, I knew building an entire set out of an official set's walls would stretch me as a designer in ways I wasn't used to, and force me to embrace unconventionality that I wasn't normally so quick to embrace. The first level, Miniature Overture, was built on April 18, 2018, somewhat as a shoutout to Jeffrey's set opening with a layout from an Archie Pusaka level. From there, The Manhattan Project, Open Circuit, and Crown Jewels were built within that one night, and the rest of the set took off from there. Many of the most difficult levels were made within the first third of the set being built, which helped define some degree of expectation of what the difficulty curve could look like (certainly steeper than CCLP4). I took a break after building the 60th level, Just Passing Through, but would return to the editor in September while on a business trip to construct the next stretch of 20 levels, starting with Every Bomb Has a Silver Lining after I thought about building a spiritual successor to Color Coordination. After building level 80, Chip! In! Spaaaace!, I took another hiatus to focus on optimizing, but later came back in the new year to build the remaining 69 levels within an eight-week sprint, starting with A Mine Is a Terrible Thing to Waste and ending with Manaan on February 28, 2019. Looking back, I'm thankful for the various opportunities to get out of my design comfort zone. I probably wouldn't have had the idea for, say, You Break It, You Buy It if I didn't have Present Company to work with. Half the challenges in When One Door Closes probably wouldn't exist if Utter Clutter wasn't such a tightly constructed set of walls that inspired outside-the-box thinking. And the unusual layout of Booster Shots pushed me to use a palette of tiles in some fun ways to create Slick Slimy Slurpee. Every challenging layout crossed off the list felt like a personal triumph and urged me to keep pressing on and continue designing, and I'm so grateful for that. Overall, I'm fairly happy with how the set turned out! A few notes on the distribution: this download contains a .zip file with three versions of the set, much like Josh Lee's Walls of CCLP3 (which was also inspired by Jeffrey's set as well!). The "unlabeled," vanilla version, Walls_of_CCLP1.dat, is the intended way to play through the levels and is ordered mostly by difficulty. Walls_of_CCLP1_A.dat is the "wall order," in which all the levels are ordered by where their originating counterparts appeared in CCLP1. Finally, Walls_of_CCLP1_B.dat is the "design order," in which all the levels are ordered by when their first version was completed. Most updates from this point forward will more than likely be minor. Enjoy playing, and be sure to leave a comment! I'd love to hear your thoughts.
  28. 3 points
    CCLP1 MS #47 (Bombs Away): [956] (+1, bc)
  29. 3 points
    It makes me happy to see you're still here from time to time, raising the bar for the rest of us to aspire to reach. Do you have any plans to look at CCLP1 or CCLP4 ever? (CCLP1 in particular would probably take you no time at all to blaze through.) Have you checked out Markus' SuperCC optimization tool; if so how does it compare to your own programs that you no doubt have made? Is there any chance of you ever gracing us with your presence in the Discord server? Hopefully your life is going well; when you achieve world domination please treat us kindly
  30. 3 points
    CCLP3 #149: 810 (+13, bc, Mr. McCallahan Presents) CCLP3 #117: 642 (+22, bc, Mice Are Good for Something) CCLP3 L #117: 628 L (+12, b+10, Mice Are Good for Something)
  31. 3 points
    CC1 (MS) #136 (HUNT BOLD): [926] (b, p+0.6) https://www.youtube.com/watch?v=PBHntAKQ_go Reveal video of the incredible hunt bold
  32. 3 points
    CC1 (MS) #41 (I.C. YOU): 172 (b) #56 (DEEPFREEZE): 162 (b) #69 (BOUNCE CITY): 229 (b) #70 (NIGHTMARE): 136 (b) #79 (DRAW AND QUARTERED): 220 (b) #88 (SPIRALS): 317 (b) #90 (PLAYHOUSE): 318 (b) #92 (VORTEX): 444 (b) #96 (PARANOIA): 320 (b) #100 (COLONY): [911] (b) #104 (JAILER): 235 (b) #105 (SHORT CIRCUIT): 255 (b) #106 (KABLAM): [907] (b) #108 (BLOCK OUT): 278 (b) #130 (ICE CUBE): [933] (b) #137 (GOLDKEY): 392 (b) #139 (YORKHOUSE): [920] (b) CC1 (Lynx) #39 (GLUT): 17 (b) CC1 (Steam) #72 (REVERSE ALLEY): [0] (b) CCLP1 (MS) #25 (MIND LOCK): 139 (b) CCLP1 (Lynx) #25 (MIND LOCK): 138 (b) CCLP2 (MS) #98 (LOOP): 38 (bc) CCLP2 (Lynx) #5 (SUCTION RIDE): 371 (b) CCLP3 (MS) #37 (BLUE MOON): 135 (b) CCLP3 (Lynx) #37 (BLUE MOON): 129 (b) CCLP4 (MS) #91 (HOW TO RETUNE YOUR HARP): 472 (b) CCLP4 (Lynx) #19 (CONSERVATION OF KEYS): 186 (b) CC2 #146 (BARRICADE BRIGADE): 34 (+2,b) 73340 (+20,b) 16 CC1 bolds (Completing "The James List"), 1 CC1 lynx bolds, 1 CC1 steam bold, 1 CCLP1 ms bold, 1 CCLP1 lynx bold, 1 CCLP2 bold confirm, 1 CCLXP2 bold, 1 CCLP3 MS bold, 1 CCLP3 Lynx bold, 1 CCLP4 MS bold, 1 CCLP4 Lynx bold, 1 CC2 bold. 27 bolds on report Reason for reporting: Sick loop confirm.
  33. 3 points

    Version 1.0.3

    37 downloads

    Sometime in 2016, I attempted at a project that would have been my ultimate CC1 set - Walls of CCLP1. I was inspired enough by Joshua Bone's Walls of CC1 to attempt it but as an actual CC1 set. It looked promising, I had built about 20 levels for it, but due to lack of ideas and just the overall thought I was probably trying too hard, I lost sight of the project and aborted it completely. What was made for it was savaged and placed into what some call "JoshL6-extended", but the thought of fully doing a walls of set remained in the back of my mind since then, just at that point in time, I wasn't ready. Maybe it was best to save it for another day. Then out comes Walls of CCLP4, which brought back an amazing amount of inspiration to try a walls of set again. But there was a problem now. I already tried with CCLP1 and didn't want to go at it again so I passed that up (Both J.B. and Isaac started up their own Walls of CCLP1 sets anyway!) As mentioned, CC1's were being done by Joshua Bone and likewise CCLP2's walls by mobius respectively as CC2 sets, though neither of them as CC1 walls of sets honestly didn't sound fun so I passed them up as well. CCLP4... I did consider and it was very tempting since Jeffrey and I are vastly different designers so there probably wouldn't have been overlap? But at the end of the day I didn't want to take from Jeffrey's set so that was passed up too. With that out of the way, what other official set was left? CCLP3. Boy was this an interesting set to use for a walls of set but a really fun and challenging one nonetheless. Not only that, but CCLP3 is what brought me into this community, so this set despite my feelings towards it, has some kind of meaning to me. This project started on March 27th, 2018, exactly 8 months ago, with Socket Shrine using Toggle Bust as the first designed level while Take a Bite of My Heart using Item Unlocker being the last designed on November 15th. Working on this set reminded me not to be afraid to design certain things and don't let others dislikes affect what you want to build. Compared to all my other sets, this set I've easily put the most amount of effort into. There's no questioning that. I explored and toyed with so many concepts and ideas for this set like you wouldn't believe. I went with ideas I thought I'd never use. I worked with walls configurations I thought I'd never hit an idea on and almost certainly would have never built outside of this project. Every level I've made here... I had so much fun making each and every one of them, even the ones that took forever to get an idea for. But that's the joy of building new levels out of predetermined wall patterns. There's always something new or different to build with them. Just look at Semi-Perfect Stronghold, Condemned Faculty, and Tank Game Reborn which all used wall patterns that have been used at least 3 times prior. Now about the files - there are three of them: Walls_of_CCLP3 is the difficulty ordered version and is the recommended/preferred one to play through. Walls of CCLP3-A is the CCLP3 ordered version. Walls of CCLP3-B is the order by how the levels were designed. The latter two versions are included mostly for fun and whether you play through them instead is up to you. But be warned - those don't include a difficulty curve or any kind of content balancing whatsoever. In case I missed something that needs fixing, which is sadly always a possibility, all versions will be updated as so none get left out. Every level has been tested and solved in both rulesets. Many thanks to the various people who have played through the iterative releases throughout the year and/or provided feedback! It was extremely appreciated and helpful in making this set as good as it can be. Will this be my last CC1 set? Honestly with how many times I've said that, I doubt it at this point. CC2 designing has been on the mind lately but I won't ever ditch CC1 designing for it. Call it a comfort thing, but I have more fun with it than probably ever will for CC2. However, with CC2LP1 happening soon, who knows? I'll design whatever I want at this point. I have a few CC1 projects in mind at this very moment... but that's for another time. And with that, I sincerely hope you enjoy my take on the Walls of CCLP3. -Josh Lee [Flareon350]
  34. 3 points
    CCLP4 (MS) 065: 624 (+4, b+2) [Duplex] 114: 524 (+64, b+2) ([December 19th, 5:16 PM] Jay Bee: I'm 99% sure Repugnant Nonsense will stand) 117: 269 (+1, bc) [Jessi Is the Blob Whisperer] 6,111,060 (145 bolds) (b)
  35. 3 points
    CCLP1 (MS) 093: 327 (+3, b+1) [Flame War] (joint bold with Kacper, set November 5th) So, this happened. I did say I was going to go for the rest of these if this happened... 028: 276 (+1, b) [The Last Starfighter] (1 hour of attempts, set November 6th) I went for BoaP first, immediately after. After a few hours I went to sleep for the night. When I got back from work (early, due to being sick) on the 6th I didn't want to continue that grind. So, I went for this one and miraculously got it. Probably around 7-8 hours total, +/- 2 hours counting my past attempts. I'm super glad I didn't choke the execution here. Then back on the BoaP grind. I ended up unable to go to work on the 7th due to this stupid cold. That just meant more blob time. 117: 255 (+2, b) [Blobs on a Plane] (8 hours of attempts, set November 7th) It's better to be lucky than good. I made a tactical mistake on the way back from the suction boots after a good thirty second think, with a blob 2 tiles up and another 2U2R. I had misjudged the second blob and thought it could interfere, and so elected to step LU instead of U, deliberately spending my 2 moves of buffer. In hindsight, this was a mistake given the probabilities of success for what I knew. U was more likely to work as LU given an L blob move would spell disaster. Except, I had misjudged the step AND U would have been immediate death, as the blob moved D, and so LU was actually the correct decision in a vacuum for survival! Though even given hindsight, a very difficult move to have to make. And so, the last of the random levels fell. (further analysis shows that some of that analysis could be wrong. Regardless, my mental picture and the actual level didn't mesh and I made a questionable decision that happened to be the absolute correct one) 051: 274 (+1, b) [H2O Below 273 K] (slightly earlier today) This one was inevitable. Still took 5 or 6 hours of attempts, but some heavy duty practice on the left half paid off. Dropped [1/2] in rooms 6 and 7 but hung on in the end. 6,006,000 (147 bolds) (b)
  36. 3 points
    CCLP1 MS #127 (In the Pink): 421 (+159, b+1)
  37. 3 points
    Another bump to this topic... I have now added the CC2 level set section to my site. It is horribly out of date, so I would appreciate any and all help in getting it up to date. http://pillowpc2001.net/levels/index.php?set=2 I eventually plan on correcting the solvability tables...right now they still look like the CC1 table and show/save a column for MS and Lynx. I have a note to ignore this for now and just use the MS column for submitting solvability, but hopefully this will be fixed soon.
  38. 3 points
    CC1 (MS) 089: 402 (+2, b) [Block Buster] 5,977,370 (137 bolds) Some stats... I attempted this a lot a couple years ago, during my initial CC1 push. I had 0 successful green keys (on pace) but managed to get it once after a couple hours and played out the level for a 387. My score stayed there until yesterday. I grinded for about 2 hours and didn't get the green key at all, but through careful analysis of the 402 video, I was able to slowly but surely figure out common mistakes and avoid them. Then I got the green key and immediately messed up the second room. A while later, I'd gotten more green keys, bu no second room successes. Then I got one that was a move behind- died at third room. Then I got one on pace that ran into a wall immediately after the 4D. That was discouraging. What wasn't discouraging was the fact that I was starting to get the green key much more often, so losing attempts past it didn't hurt as much. Then I finally reached the last room on 402 pace... and immediately missed the first block intercept. I played it out and ended up with a 385, which didn't even improve. A few green keys later, I got back... and missed the final half wait. Day 1: Green Keys: 35 Second Rooms: 12 (6, 12, 16, 19, 21, 24, 27, 28, 30, 31, 33, 35) (bolded numbers oofed after 4D) (italics is technically a fail) Third Rooms: 7 (16, 21, 24, 27, 30, 31, 35) Fourth Rooms: 0 After that set of attempts, I wanted to keep going, but my hand was too fatigued to get the DDDUULUR chain at the end at this point, so I stopped for the night. The next morning I tried for another hour, and after 2 consecutive failures to the DULUR to get the second block at the end, I took a pause. I'd been inputting at full speed and thinking I was going too slow. But a quick analysis showed that it was actually DUL (small pause) UR! With that gotcha realized, I had a few other boosting mistakes on the last 2 blocks, but I was consistent enough at getting to the end that it hardly mattered. I even got to the last 2 blocks on two consecutive attempts! Day 2: Green Keys: 17 Second Rooms: 10 (1, 2, 7, 9, 11, 12, 14, 15, 16, 17) Third Rooms: 10 (1, 2, 7, 9, 11, 12, 14, 15, 16, 17) (bolded numbers are 401s that mis-executed the final boosting chain, but were perfect until after the last blockslide) Fourth Rooms: 1 (17) Total green keys to success: 52. Total successful second rooms: 22 (yeah, 30 failures on the half waits and UU[1/2]UU stuff, + 4 5D instead of 4D) Total attempts at the last room: 17.
  39. 3 points
    Hey everyone. Remember me? Maybe, maybe not. My last visit was in 2016. The year 2017 was, honestly, quite a mess. It had its share of good things and bad things, but let's not go into the details. A few months after I left, I found myself missing CC. Josh's email about CCLP4 rather made me want to come back. Looking back on it, I don't know why I didn't. Sure, life WAS busy, but surely I could have just stopped by? Ah well. As my former girlfriend said, "regret is pointless. But the future is something we can change." So I'm back. Real life still IS busy, so I probably won't be as active as I used to. No more LPs. But I DO plan to check out CCLP4, and some custom sets, and keep expanding C1059-CC2. Also, I wish to apologize to some people here. When I logged in today, I realized that I had a few PMs. I THOUGHT I had enabled email notifications, but apparently I didn't, leaving these people without a reply. Also, I wish to apologize for being somewhat of a jerk to Josh, Cyberdog, Michael, Zane, Alice, and other members I'm not thinking about at the moment. I'm sorry. I'll try to improve. Also, Happy New Year everyone
  40. 3 points
    MS scores for Ryan Feenstra CC1 (5938480) 1: 83 2: 90 3: 89 4: 116 5: 85 6: 94 7: 138 8: 96 9: 304 10: 51 11: 190 12: 263 13: 0 14: 188 15: 76 16: 0 17: 83 18: 553 19: 140 20: 340 21: 118 22: 266 23: 199 24: 376 25: 324 26: 243 27: 143 28: 212 29: 281 30: 273 31: 6 32: 324 33: 0 34: 297 35: 530 36: 226 37: 534 38: 435 39: 17 40: 191 41: 149 42: 187 43: 118 44: 116 45: 292 46: 218 47: 182 48: 265 49: 157 50: 299 51: 528 52: 376 53: 478 54: 309 55: 64 56: 144 57: 203 58: 502 59: 368 60: 288 61: 0 62: 282 63: 472 64: 381 65: 290 66: 292 67: 387 68: 367 69: 222 70: 132 71: 314 72: 0 73: 422 74: 350 75: 479 76: 353 77: 481 78: 467 79: 199 80: 630 81: 0 82: 961 83: 287 84: 580 85: 185 86: 381 87: 0 88: 314 89: 313 90: 303 91: 363 92: 423 93: 466 94: 0 95: 335 96: 300 97: 290 98: 325 99: 377 100: 0 101: 222 102: 177 103: 430 104: 184 105: 202 106: 0 107: 246 108: 254 109: 130 110: 230 111: 0 112: 0 113: 440 114: 172 115: 0 116: 603 117: 0 118: 260 119: 191 120: 0 121: 0 122: 255 123: 257 124: 630 125: 0 126: 188 127: 423 128: 300 129: 286 130: 0 131: 14 132: 559 133: 0 134: 0 135: 293 136: 0 137: 377 138: 130 139: 0 140: 230 141: 0 142: 0 143: 0 144: 0 145: 0 146: 525 147: 0 148: 0 149: 950 CCLP2 (5976630) 1: 347 2: 242 3: 103 4: 237 5: 375 6: 163 7: 248 8: 293 9: 197 10: 363 11: 372 12: 311 13: 341 14: 247 15: 233 16: 234 17: 247 18: 202 19: 276 20: 293 21: 234 22: 14 23: 243 24: 294 25: 200 26: 120 27: 265 28: 244 29: 163 30: 239 31: 335 32: 343 33: 71 34: 347 35: 424 36: 423 37: 290 38: 11 39: 221 40: 238 41: 195 42: 205 43: 15 44: 201 45: 126 46: 37 47: 173 48: 115 49: 27 50: 388 51: 371 52: 272 53: 56 54: 281 55: 69 56: 231 57: 236 58: 300 59: 306 60: 553 61: 348 62: 227 63: 91 64: 162 65: 33 66: 225 67: 233 68: 223 69: 230 70: 202 71: 20 72: 153 73: 217 74: 195 75: 98 76: 207 77: 161 78: 278 79: 102 80: 303 81: 282 82: 240 83: 282 84: 349 85: 269 86: 228 87: 11 88: 296 89: 367 90: 172 91: 333 92: 405 93: 350 94: 594 95: 307 96: 157 97: 125 98: 24 99: 248 100: 186 101: 890 102: 347 103: 235 104: 324 105: 145 106: 329 107: 3 108: 334 109: 561 110: 344 111: 360 112: 80 113: 623 114: 59 115: 328 116: 274 117: 435 118: 175 119: 260 120: 301 121: 283 122: 207 123: 616 124: 162 125: 173 126: 152 127: 47 128: 309 129: 593 130: 310 131: 222 132: 196 133: 758 134: 336 135: 363 136: 303 137: 202 138: 324 139: 323 140: 406 141: 383 142: 399 143: 495 144: 465 145: 415 146: 192 147: 207 148: 336 149: 196 CCLP3 (6026890) 1: 189 2: 329 3: 302 4: 234 5: 251 6: 89 7: 148 8: 105 9: 111 10: 77 11: 388 12: 112 13: 97 14: 338 15: 176 16: 251 17: 90 18: 341 19: 174 20: 210 21: 211 22: 108 23: 244 24: 215 25: 99 26: 381 27: 187 28: 392 29: 280 30: 230 31: 206 32: 157 33: 35 34: 845 35: 59 36: 193 37: 132 38: 287 39: 32 40: 218 41: 155 42: 392 43: 314 44: 212 45: 378 46: 247 47: 355 48: 360 49: 297 50: 148 51: 305 52: 246 53: 262 54: 270 55: 211 56: 312 57: 185 58: 238 59: 315 60: 129 61: 253 62: 432 63: 210 64: 302 65: 34 66: 235 67: 167 68: 303 69: 355 70: 371 71: 382 72: 104 73: 222 74: 260 75: 312 76: 465 77: 188 78: 352 79: 280 80: 180 81: 100 82: 376 83: 201 84: 319 85: 491 86: 384 87: 380 88: 776 89: 372 90: 204 91: 199 92: 387 93: 34 94: 264 95: 373 96: 512 97: 445 98: 493 99: 251 100: 219 101: 551 102: 362 103: 294 104: 237 105: 199 106: 203 107: 413 108: 362 109: 296 110: 235 111: 589 112: 217 113: 402 114: 501 115: 536 116: 261 117: 574 118: 351 119: 323 120: 525 121: 52 122: 426 123: 408 124: 410 125: 356 126: 134 127: 250 128: 363 129: 410 130: 237 131: 594 132: 335 133: 742 134: 185 135: 508 136: 360 137: 790 138: 134 139: 500 140: 0 141: 178 142: 326 143: 721 144: 0 145: 701 146: 0 147: 375 148: 318 149: 654 CCLP1 (5874090) #1 (Key Pyramid): 145 #2 (Slip and Slide): 179 #3 (Present Company): 178 #4 (Block Party): 195 #5 (Facades): 198 #6 (When Insects Attack): 182 #7 (Under Pressure): 169 #8 (Switcheroo): 226 #9 (Swept Away): 212 #10 (Graduation): 250 #11 (Basketball): 214 #12 (Leave No Stone Unturned): 218 #13 (The Monster Cages): 248 #14 (Wedges): 151 #15 (Twister): 275 #16 (Tetragons): 191 #17 (Tiny): [983] #18 (Square Dancing): 248 #19 (Feel the Static): 252 #20 (Chip Suey): 335 #21 (Generic Ice Level): 158 #22 (Repair the Maze): 245 #23 (Circles): 216 #24 (Chip's Checkers): 233 #25 (Mind Lock): 136 #26 (Trafalgar Square): 137 #27 (Teleport Depot): 243 #28 (The Last Starfighter): 198 #29 (Sky High or Deep Down): 214 #30 (Button Brigade): 213 #31 (Quincunx): 15 #32 (Nitroglycerin): 202 #33 (Spitting Image): [910] #34 (Just a Bunch of Letters): 275 #35 (Mystery Wall): 308 #36 (Rhombus): 215 #37 (Habitat): 319 #38 (Heat Conductor): 371 #39 (Dig and Dig): 225 #40 (Sea Side): [832] #41 (Descending Ceiling): 154 #42 (Mughfe): 370 #43 (Gears): 202 #44 (Frozen Labyrinth): 259 #45 (Who's the Boss?): 223 #46 (Sapphire Cavern): 255 #47 (Bombs Away): [904] #48 (Sundance): 67 #49 (49 Cell): 237 #50 (The Grass Is Greener on the Other Side): 90 #51 (H2O Below 273 K): 95 #52 (The Bone): 223 #53 (Start at the End): 241 #54 (Mini Pyramid): 54 #55 (The Chambers): 296 #56 (Connect the Chips): [908] #57 (Key Farming): 254 #58 (Corral): 219 #59 (Asterisk): [968] #60 (Guard): 248 #61 (Highways): 307 #62 (Design Swap): 309 #63 (New Block in Town): 166 #64 (Chip Kart 64): 33 #65 (Squared in a Circle): 270 #66 (Klausswergner): 264 #67 (Booster Shots): 216 #68 (Flames and Ashes): [649] #69 (Double Diversion): 222 #70 (Juxtaposition): 156 #71 (Tree): 132 #72 (Breathing Room): 162 #73 (Occupied): 326 #74 (Traveler): 314 #75 (ToggleTank): 138 #76 (Funfair): 108 #77 (Shuttle Run): 7 #78 (Secret Passages): 372 #79 (Elevators): [939] #80 (Flipside): 303 #81 (Colors for Extreme): [820] #82 (Launch ): 82 #83 (Ruined World): [836] #84 (Mining for Gold Keys): 21 #85 (Black Hole): 923 #86 (Starry Night): 273 #87 (Pluto): 368 #88 (Chip Block Galaxy): [571] #89 (Chip Grove City): 159 #90 (Bowling Alleys): 85 #91 (Roundabout): 307 #92 (The Shifting Maze): 490 #93 (Flame War): 190 #94 (Slime Forest): 330 #95 (Courtyard): 142 #96 (Going Underground): 251 #97 (Gate Keeper): 282 #98 (Rat Race): 276 #99 (Deserted Battlefield): [740] #100 (Loose Pocket): 328 #101 (Time Suspension): [610] #102 (Frozen in Time): [936] #103 (Portcullis): [956] #104 (Hotel Chip): 326 #105 (Tunnel Clearance): 123 #106 (Jailbird): 323 #107 (Paramecium Palace): 186 #108 (Exhibit Hall): 265 #109 (Green Clear): 273 #110 (Badlands): [531] #111 (Alternate Universe): [924] #112 (Carousel): 182 #113 (Teleport Trouble): [896] #114 (Comfort Zone): 292 #115 (California): 47 #116 (Communism): 237 #117 (Blobs on a Plane): 126 #118 (Runaway Train): 15 #119 (The Sewers): 253 #120 (Metal Harbor): [637] #121 (Chip Plank Galleon): 209 #122 (Jeepers Creepers): 146 #123 (The Very Hungry Caterpillar): 46 #124 (Utter Clutter): 110 #125 (Blockade): 168 #126 (Peek-a-Boo): 298 #127 (In the Pink): 206 #128 (Elemental Park): 316 #129 (Frogger): 214 #130 (Dynamite): [506] #131 (Easier Than It Looks): 104 #132 (Spumoni): 328 #133 (Steam Cleaner Simulator): 137 #134 ((Ir)reversible): 295 #135 (Culprit): 218 #136 (Whirlpool): [-1023] #137 (Thief Street): 132 #138 (Chip Alone): 380 #139 (Assassin): 208 #140 (Automatic (Caution) Doors): 224 #141 (Flush): 88 #142 (Bummbua Banubauabgv): 351 #143 (Amphibia): [-117] #144 (The Ancient Temple): 135 #145 (Chance Time!): 232 #146 (Cineworld): 345 #147 (Thief, You've Taken All That Was Me): 715 #148 (The Snipers): 281 #149 (Clubhouse): 337 CCLP4 (5894350) #1 (Molecule): 108 #2 (Pixelated Fire): 203 #3 (Fossilized Snow): 149 #4 (Oasis): 198 #5 (Non-Dimensional Layer): 244 #6 (Proving Grounds): 241 #7 (In the Pool): 81 #8 (The Fourth Dimension ): 240 #9 (Pinball): 123 #10 (Stuck in Emerald): 36 #11 (Keyboard Malfunction): 71 #12 (Rivets): 113 #13 (Encased in Carbonite): 158 #14 (Poly-Gone): 239 #15 (Cross Back): 215 #16 (Reservoir Frogs): 195 #17 (The Three Trials): 92 #18 (Inferno Dynamics): 89 #19 (Conservation of Keys): 153 #20 (It's No Skin Off My Teeth): 291 #21 (Glacial Palace): 237 #22 (Bodyguards): 142 #23 (Western Standards of Living): 266 #24 (It's Easy Being Green): 148 #25 (Difficulty Switch): 256 #26 (Shrub): 15 #27 (Suburban Legend): 167 #28 (Zephyr Heights): 279 #29 (Flipper Departments): 212 #30 (Hoodwinked): 27 #31 (Big Boulder Alley): 245 #32 (Blended Brussels Sprouts): 114 #33 (Tool Shed): 179 #34 (Frozen Waffle): 57 #35 (Chasing Chips): 267 #36 (One Who Raids Tombs): 64 #37 (Tropical Hibiscus): 256 #38 (Detonation Station): 7 #39 (In the Walls of Gravel Castle): 262 #40 (Periodic Lasers): 124 #41 (Ghetto Piranha): 121 #42 (Nova Prospect): 172 #43 (Coral Reef): 189 #44 (Blobfield): 364 #45 (Seven-Layer Salad): 113 #46 (Exclusive Or): 183 #47 (Antidisruptive Caves): 139 #48 (Key Insight): 236 #49 (Block Parking): [822] #50 (Secret Underground Society): 128 #51 (Ice in a Blender): 99 #52 (It Suits the Purpose): 6 #53 (Protect Your Fortress): 163 #54 (Split Path): 142 #55 (If I Ran the Zoo): 506 #56 (Fireworks Factory): 73 #57 (Bisection): 293 #58 (Ruinous Plaza): 40 #59 (Blockpick): 119 #60 (Flippant): 36 #61 (Blue Tooth): 308 #62 (Block Unpuzzle): 66 #63 (Pneumatic Diversity Vents): 374 #64 (Excuse Me): 89 #65 (Duplex): 78 #66 (Anaconda): 250 #67 (Nuclear Energy for Dummies): 221 #68 (Cold Fusion Reactor): [751] #69 (Ball in an Awkward Place): 301 #70 (Science Museum): 129 #71 (Puuf): 155 #72 (Sewerway): 283 #73 (Sealed Doors in the Spacecraft): 158 #74 (Technopathic): 203 #75 (Unmitigated Hint Factory Disaster): 70 #76 (Flow State): 148 #77 (Brick Block Facility ): 276 #78 (Aquatic Ruins): 53 #79 (Spring ): 223 #80 (Monster Swapper): 240 #81 (Estranged for a Season): 230 #82 (Puzzle Box): [728] #83 (Frozen Over): 318 #84 (Forsythia): 143 #85 (Nectar Meadow): 341 #86 (Cyprus): 241 #87 (And the Walls Kept Tumbling Down): 252 #88 (Empty Rooms): 224 #89 (Diametric Opposition): 352 #90 (Wretched Hive of Scum and Villainy): 242 #91 (How to Retune Your Harp): 331 #92 (Fire Is My Enemy): 366 #93 (Bombs Are a Beautiful Thing): 158 #94 (Ditchdigger): 350 #95 (Ravaged): 415 #96 (Lean Thinking): [730] #97 (Lockdown): 17 #98 (Clay Tunnel): 395 #99 (Ice Cavern): 108 #100 (One Tank's Adventure): 641 #101 (Condo Management): 309 #102 (The Key Issue): 183 #103 (Malachite): 323 #104 (Dual): 155 #105 (Living Things): 377 #106 (Gridlock): 153 #107 (Combinations): [166] #108 (Scatterbrained): 87 #109 (Shemozzle): 7 #110 (Keyrithmetic): [849] #111 (Water Bottle): 108 #112 (Triple Mint Slurpee): 207 #113 (Half of You, Half of Me): 233 #114 (Repugnant Nonsense): 218 #115 (Overlap): [873] #116 (They're Not Called Blocks for Nothing): 209 #117 (Greenian Motion): 140 #118 (Chip Controls): 367 #119 (Strandquist): 391 #120 (Construct-a-Sokoban): 289 #121 (Death and Destruction): 191 #122 (Jigsee): 277 #123 (Life Is Not a Puzzle): 523 #124 (Air Bubble): 17 #125 (Beautiful Struggle): 372 #126 (Bind Mender): 65 #127 (Wrong Exit): 147 #128 (Mindless Self-Indulgence): 348 #129 (Undefined Fantastic Object): 186 #130 (Bam Thwok): 426 #131 (Jigsaw): 294 #132 (Monorail): 343 #133 (Monochrome): 301 #134 (Pushover): 361 #135 (Propaganda): 357 #136 (Seeing Red): 289 #137 (The Longest Track): [771] #138 (Zipper): 331 #139 (Unravel): [879] #140 (Repair the Automatic (Caution) Doors): 543 #141 (World of a Thousand Flames): 576 #142 (Stratagem): 38 #143 (Color Coordination): 504 #144 (Paradigm Shift): 523 #145 (Hacked Save File): 309 #146 (Japanese Game Show): [135] #147 (Gimmick Isle): 604 #148 (Gravity Well): 166 #149 (Mental Marvel Monastery): 404
  41. 2 points
    CC1 (Lynx) #12 (HUNT): 269 #48 (MUGGER SQUARE): 271 #61 (RINK): [921] #65 (AMSTERDAM): 383 75 b CCLP3 (Lynx) #23 (Map the Path): 241 (b+1) 16 b
  42. 2 points
    CCLP1 MS: #113 (Teleport Trouble): [973] (b+1) CCLP2 MS: #133 (Block Maze): 834 (+2, b) #148 (Neptune): 550 (+2, b+1) 6051180
  43. 2 points
    CC1 MS #136 (DOUBLEMAZE): [901] (+24, b-25) CCLP1 MS #68 (Flames and Ashes): [949] (+2, b) #133 (Steam Cleaner Simulator): 472 (+2, b) CCLP2 MS #148 (Neptune): 549 (+330, b+1)
  44. 2 points
    CCLP3 MS #123 (type level name here): 737 (+419, b-2) #125 (Water Trap): 667 (+367, b+1) 6,069,780 - 112 b
  45. 2 points
  46. 2 points
    CCLP1-MS #130 (Dynamite): [872] (+13, b+1) CCLP1-Lynx #130 (Dynamite): [864] (+10, b-4, pc)
  47. 2 points
    CCLP4 (MS) #3 (Fossilized Snow): 208 (+4) #5 (Non-Dimensional Layer): 253 (+19) #6 (Proving Grounds): 305 (+3) #13 (Encased in Carbonite): 198 (+3) #14 (Poly-Gone): 302 (+37) #32 (Blended Brussels Sprouts): 299 (+1) #45 (Seven-Layer Salad): 331 (+8) #46 (Exclusive Or): 239 (+1) #47 (Antidisruptive Caves): 337 (+9) #48 (Key Insight): 277 (+1) #49 (Block Parking): [893] (+15) #50 (Secret Underground Society): 292 (+25) #53 (Protect Your Fortress): 275 (+2) #54 (Split Path): 205 (+13) #62 (Block Unpuzzle): 283 (+46) #67 (Nuclear Energy for Dummies): 303 (+4) #68 (Cold Fusion Reactor): [935] (+1) #82 (Puzzle Box): [880] (+2) #83 (Frozen Over): 432 (+8) #84 (Forsythia): 387 (+1) #86 (Cyprus): 307 (+25) #89 (Diametric Opposition): 380 (+32) #97 (Lockdown): 264 (+1, b) #101 (Condo Management): 411 (+5) #102 (The Key Issue): 304 (+1) #105 (Living Things): 407 (+1) #109 (Shemozzle): 21 (+3) #116 (They're Not Called Blocks for Nothing): 267 (+2) #117 (Greenian Motion): 256 (+1) #118 (Chip Controls): 398 (+2) #128 (Mindless Self-Indulgence): 487 (+29) #138 (Zipper): 427 (+12) #144 (Paradigm Shift): 637 (+6) Total Score: 6,074,860 All these except Split Path and Lockdown were improvements made in my CCLP4 LP last year and just never got around to reporting them until now. I know a lot of them are dumb but oh well.
  48. 2 points
    CCLP1 MS #122 (Jeepers Creepers): 651 (+1, b+1)
  49. 2 points
    @quiznos00 Have you considered cross-posting this to the Steam discussion boards for CC2?
  50. 2 points
    CCLP2 MS #37 (The Mystery of the Seven Chips): 324 (+6, b+2)
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