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  1. 4 points
    CC1: #89 (BLOCK BUSTER): 402
  2. 4 points
    CC1 MS #146 (Cake Walk): 721 (+9, b+4) joint bold with IHNN 5,977,680 - 142 b (Melinda >= 726)
  3. 3 points
    CCLP3 MS: #72 (Fireball Tourism): 132 (+5, nr) #107 (Lazy Hourglass): 553 (+1, b) 6094160
  4. 3 points
    CCLP3 MS #71 (How to Get Around in Venice): 429 (+23, b+23) 6,070,020 - 113 b
  5. 3 points
    CCLP1 MS #47 (Bombs Away): [956] (+1, bc)
  6. 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
  7. 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
  8. 2 points
    CC1 (MS) CC1 (Lynx) CC1 (Steam) CCLP1 (MS) CCLP1 (Lynx) CCLP2 (MS) CCLP2 (Lynx) CCLP3 (MS) Local man goes streaking through internet forum, and accidentally dumps load of scores. 81 cc1 ms bolds (top 30 ms bold count!), 10 cc1 lynx bolds, 1 cc1 steam bold, 5 cclp1 ms bolds, 1 cclp1 lynx bold, 2 cclp2 ms bolds, 2 cclp2 lynx bolds, and 1 cclp3 ms bold (lunit LUL) for a grand total of 103. Reason for reporting: Top 30 MS bold count and so that I can use the fortune cookie feature!
  9. 2 points
    Sup Chipsterz, There have been some short conversations about the first CC2 community pack on the Chip's Challenge Discord, mostly involving me complaining about how lackluster the main game is and how a community pack would be 10 times better. But before we even begin opening submissions, there are a few opinions I'd like to get from the community about the structure of the set and what should and shouldn't be allowed. Here are my questions, I'll post my own thoughts in a reply soon. What should the set be named? How many levels? Allow levels with CC1 boot rules? Consistent viewport size (9x9 or 10x10)? Map size limit? Namely, should the 40x40 limit from the CC2 main game be retained? Should any tiles or techniques be banned? Some "unsupported" tiles are innocuous, like the zero-directional block or the blank "no" sign, but hex editing can lead to weird and wild tiles, as seen in TSAlpha's Enter the Void. There also are some non-obvious techniques, like block slapping and the gimmicks in TSAlpha's Great Job CC2! levels, that may not be well-suited for an official pack. Any other standards that should be set in place?
  10. 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.
  11. 2 points
    CCLP1 MS #51 (H2O Below 273 K): 271 (+4, b-3) #93 (Flame War): 327 (+4, b+1) (joint with IHNN) CCLP4 MS #8 (The Fourth Dimension ): 333 (+1, b) #17 (The Three Trials): 254 (+1, b) #74 (Technopathic): 347 (+2, b)
  12. 2 points
    CC1 (MS) #33 (ON THE ROCKS): [684] (+1, b) 5,977,650 CC1 (Lynx) #33 (ON THE ROCKS): [631] (+6, b+6) #89 (BLOCK BUSTER): 380 (+1, b+1) #116 (BLOCK BUSTER II): 699 (+3, b+2) 5,897,990 CCLP2 (MS) #127 (Escape from Chipkatraz): 113 (+1, b) 6,050,880 CCLP2 (Lynx) #124 (Paramecia *): 223 (+1, b) 6,043,170 CCLP4 (MS) #81 (Estranged for a Season): 317 (+1, b) 6,109,860 (b) CCLP4 (Lynx) #81 (Estranged for a Season): 309 (+4, b+4) 6,100,350
  13. 1 point
    chipster1059: Anyway, if you combine the level design skills of Chuck and Bill, you get a masterpiece. Vehudur (AKA Lessinath): Chuck likes bill's slime confirmed....? Sharpeye: I ship it Ncrecc: cc r34 when. Bubbleman: Wait, no. Don't give it 3 Xs (referring to reacts) That implies you are supporting it Ncrecc: “chip plugged his male port into melinda's female port" Sharpeye: it is in fact supported chuck x bill xxx thanks chipster1059: plz no Bubbleman: SEE WHAT YOU DONE?
  14. 1 point
    By default, traps and clone machines are paired in reading order; for flame jets it's more complicated. However, you can create custom links with pink buttons instead. You'll have to use the wire tool to draw a wire from the buttom to the trap/cloner/flame jet. You might also want to check out CCCreator, an alternate CC2 editor that many have found to be easier to use than the official one: https://cccreator.bitbusters.club/
  15. 1 point
    CCLP2: #1 (A Fleeting Memory): 347 #2 (Naomi's Bug Collection): 243 #3 (Bea's Den): 109 #4 (Force World): 237 #6 (Fixing the Toggle Switch): 163 #9 (Maze of One Way): 197 #10 (Who Needs a Flipper?): 368 #14 (The Parallel Port): 258 #20 (Ranger Denmark): 293 #38 (Mads' Rush I): 11 CCLP3: #6 (Thieves and Teleports): 93 #9 (Redoubled Effort): 111 #19 (Super Chip): 174 #22 (Damp): 110 #25 (Recess): 99 #32 (Pearl Diving): 157 CCLP4: #7 (In the Pool): 93 #15 (Cross Back): 260 #19 (Conservation of Keys): 187
  16. 1 point
    CC1 MS improvements. Total: 5 976 670
  17. 1 point
    (temp post until James gets back, based on: ) [10:17 PM] jamesa7171: got it just in time PogChamp [10:20 PM] jamesa7171: i give you permission to report my score by proxy in #optimization if you're worried about some kind of "pieguy reports in-between us" scenario CC1 MS #146 (Cake Walk): 723 (+2, b+2) joint bold with IHNN 5,977,700 - 142 b (Melinda >= 728)
  18. 1 point
    CC2: 141 (LOGIC PRISON): 77080 (+270, b+10) | 658 (+27, b+1) total score: 14,534,821 total time: 37,513 Passed J.B. in yet another metric.
  19. 1 point
    CCLP3 (MS) 054: 286 (+88, b) [Good Advice] 109: 409 (+85, b) [Hidden Depths] 6,057,290 (117 bolds) 700 total MS bolds achieved!
  20. 1 point
    CC2: 77 (THE ROVER ROOM): 40430 (+10, b) | 193 (+1, b) 144 (THE VILLAGE): 75000 (+50, b+20) | 87 (+4, b+1) total score: 14,534,551 total time: 37,486 Now i'm solo first place in score bold count too . Oh yeah and i passed Ruben in ALR at some point.
  21. 1 point
    I agree with that. Sometimes, bonus flags don't add much to the overall gameplay experience and/or the level would be better off without them. Like in H2O's level, the flags aren't bad, but they don't add much either. But you say that you experimented with them, and honestly, it would have been really interesting to see how the level would have turned out with them, even if it broke CC1 compatibility. Making a level compatible with all three rulesets is really hard, especially if tanks are involved. I vaguely remember some CC1 tank levels that had an elaborate off-screen mechanism to ensure that the tanks moved the exact same way in Lynx and MS. Sadly, such a mechanism here would have required expanding the map for the CC2 version, which wasn't an option. Regarding Jeffrey's commments, aesthetics can be really difficult to handle. If you can make a fun level that looks good, that's great. But sometimes, making the level look good gets in the way of fun, and I'm afraid the unranked entry is a prime example of this. Not sure why I didn't mention those monsters on walls, though. I used to have something written about them in an earlier draft, but for some reason I edited it out. In the end, most of them are nice (the red teeth is especially clever), but the blue teeth is quite annoying because of the custom walls that were added to keep it contained. Which brings us to: Yes, that would probably be a great idea. In CC1, it's mostly straightforward, keep the walls and remove everything else. But CC2 adds so many types of walls, which makes things much more complicated and not everyone will agree. For example, walls of "Globs", do you keep those pink walls or just those four "regular" walls? And if you end up keeping only the pink walls, could you add some "regular" walls elsewhere? If there were clearer rules, this would have solved the issues I mentioned for three of the five entries. Also, regarding Tyler's entry...honestly, I don't know how things would have turned out if it weren't for that bust. I remember some entries in past contents that lost partly because of such busts, which can be pretty annoying since the level is otherwise very fun. Here, it probably would have been ranked at least 2nd, but I don't know if I would have given it 1st. It's all speculation
  22. 1 point
  23. 1 point
    Tyler "The Dictator" Sontag: chip mcchip on dirt Tyler "The Dictator" Sontag: Tyler "The Dictator" Sontag: exposed Cowman_133: CHIP MCCHIP IS NOT A CARPET Tyler "The Dictator" Sontag: have you asked him? Indyindeed: chip is a monster in lynx Indyindeed: F#CK YOU Flareon350: :chip: Cowman_133: > LYNX Cowman_133: imagine caring about lynx Flareon350: oh Indyindeed: lynx is the reason invalid tiles are invalid Indyindeed: f#ck you Flareon350: emote fail Flareon350: Cowman_133: they're invalid because they are dumber than dumbeye468 Indyindeed: nop [...] Tyler "The Dictator" Sontag: anyway it still is my firm belief that chip mcchip is a carpet
  24. 1 point
    CC1 (Steam) 040: 193 (+2, b+1) [lol]
  25. 1 point
    Progress report: I finally got C2G imports to work. Coming soon to an update near you!
  26. 1 point
  27. 1 point
    Happy New Year! Welcome 2019! May the Chips Challenge community be the best!
  28. 1 point
    Version 0.4 is released! You can get it at http://www.pillowpc2001.net/CCCreator/.
  29. 1 point
    CCLP4 (MS)122: 772 (+1, b+1) [Jigsee] (joint bold with Bacorn and Hornlitz)6,104,620 (130 bolds) Alright, so Shane and I collabed when the bold was 769 and after pooling our 766s, found 767, and shortly after 770. A little while later, we found 771, and before we could settle on it/score it/report it, Bacorn here revealed that he had scored 771 (!!!). That snipe was kind of awkward, but we ended up pooling our routes and... still having 771. And then this morning broke through to 772.
  30. 1 point
    What a journey. I think I'll keep optimizing this one. CCLP2-MS: 6,000,150 1. 346 (A Fleeting Memory) 2. 236 (Naomi's Bug Collection) 3. 97 (Bea's Den) 4. 237 (Force World) 5. 362 (Suction Ride) 6. 163 (Fixing the Toggle Switch) 7. 230 (Slightly Mad) 8. 288 (Use the Fish) 9. 197 (Maze of One Way) 10. 362 (Who Needs a Flipper?) 11. 365 (Deconstruction) 12. 303 (Mazed In) 13. 340 (The Serial Port) 14. 216 (The Parallel Port) 15. 232 (Debug File) 16. 266 (Paw-Print Isle) 17. 248 (Double Trouble) 18. 228 (Elemental) 19. 281 (A Sample of Things to Come) 20. 290 (Ranger Denmark) 21. 250 (Block Away!) 22. 14 (How Goes?) 23. 227 (Traps I) 24. 294 (Sudden Death) 25. 262 (Race for the Chips) 26. 126 (Work Fast) 27. 271 (Frozen Floors) 28. 238 (Madness I) 29. 159 (Fire and Water) 30. 233 (Chase Race) 31. 337 (Well of Wishes) 32. 360 (Tele-Portion) 33. 43 (The Big Button Quest) 34. 361 (Cypher II) 35. 409 (Mirror) 36. 395 (Spy) 37. 271 (The Mystery of the Seven Chips) 38. 9 (Mads' Rush I) 39. 228 (Yike-o-Matic) 40. 232 (Traps II) 41. 200 (Ladder Needs a Wash) 42. 192 (Hmmm!) 43. 9 (Ray of Light) 44. 202 (Fun House Rink) 45. 120 (Breaking the Rules) 46. 32 (Hurry Up, Chip!) 47. 205 (Tele-Rooms) 48. 120 (And Then There Were… Four?) 49. 30 (Just a Minute!!) 50. 395 (Smorgasbord) 51. 375 (The Lake in Winter) 52. 297 (Oracle I) 53. 37 (Security Breach) 54. 256 (Killer Rooms) 55. 69 (Dangers of Fire and Beasts) 56. 230 (Planet of the Teeth) 57. 214 (Quad-Boot) 58. 292 (Reversi) 59. 335 (Lot of Danger) 60. 563 (Internal Clock) 61. 388 (Icy Moat) 62. 244 (Chips on the Blocks) 63. 102 (Jungle) 64. 256 (Loop Holes) 65. 6 (Beware of the Teeth!) 66. 227 (Hobgoblins and Chimera) 67. 249 (The One Sensible Chip) 68. 146 (Madness II) 69. 230 (So Many Chips!) 70. 214 (Killer Spiral) 71. 16 (Mads' Rush II) 72. 269 (Checkerboard I) 73. 193 (Bumble Boy) 74. 191 (Chip Search) 75. 107 (BuggyWall) 76. 211 (Fire Bugs) 77. 224 (Madd Maze) 78. 280 (The Search for the Exit) 79. 102 (Cra-zy) 80. 309 (Frost Swirl) 81. 316 (Just Enough) 82. 228 (The Block Stops Here) 83. 297 (Warehouse I) 84. 386 (Crypts of Aganorak) 85. 270 (Follow the Glacier Brick Road) 86. 224 (Creative One-Ways) 87. 15 (The Walker Machine) 88. 309 (Don't Get Lost) 89. 367 (The Ghetto Defender) 90. 135 (Marjolaine's Maze) 91. 337 (Tutti-Frutti) 92. 419 (Abandoned Mines) 93. 356 (Exit Chip) 94. 581 (Checkerboard II) 95. 300 (Learn) 96. 342 (Glider and Fire) 97. 194 (Roller Coaster) 98. 25 (Loop) 99. 238 (One-Block Sokoban) 100. 320 (Torch) 101. 880 (Hard As Rock) 102. 283 (Chip's Fight) 103. 218 (Island Hopping) 104. 318 (Pyramid) 105. 180 (Yet Another Puzzle) 106. 330 (Bounce) 107. 4 (Joyride I) 108. 311 (Tricks) 109. 506 (Blocked Trap) 110. 397 (It's a Kind of Magic) 111. 349 (Monster Factory) 112. 101 (After the Rainstorm) 113. 643 (Oorto Geld II) 114. 60 (Joyride II) 115. 342 (Counter Clockwise) 116. 304 (Turn Turn Turn) 117. 449 (CircleMaze) 118. 108 (High Security) 119. 264 (Teeth) 120. 317 (Frost Rings) 121. 282 (Flame Boy) 122. 380 (Warehouse II) 123. 691 (BlockSlide) 124. 190 (Paramecia) 125. 206 (Blocks 'n Bombs) 126. 151 (Dodge!) 127. 70 (Escape from Chipkatraz) 128. 307 (Fantasy Island) 129. 593 (Miscellaneous) 130. 382 (Frozen Birdbath) 131. 234 (Time Bomb) 132. 220 (Captured) 133. 792 (Block Maze) 134. 339 (Microcosm) 135. 343 (Zartacla) 136. 296 (Switch Hit) 137. 337 (Iron Mysticus) 138. 452 (Patrolled) 139. 330 (Frostbite) 140. 428 (Keep Trying) 141. 540 (Oracle II) 142. 408 (Chomper Romp) 143. 495 (Trapped) 144. 473 (Wormwood) 145. 367 (Gauntlet) 146. 245 (Run-a-Muck) 147. 634 (Cloner's Maze) 148. 541 (Neptune) 149. 373 (Key Color) CCLP2-MS.dac_20181124.tws
  31. 1 point
    CC2 (score): 35 (CHIPS?): 17880 (+10, b+10) CC2 (time): 35 (CHIPS?): 38 (+1, b+1) total score: 14,525,375 total time: 36,939
  32. 1 point
    CCLP4 (MS) 144: 731 (+56, b+1) [Paradigm Shift] 6,100,730 (120 bolds)
  33. 1 point
    CCLP1 (MS) Level 122 (Jeepers Creepers) - 651 (+4)(b confirm) - Thanks Jeffrey for the collab offer and the 650 route Total Score: 5,996,780
  34. 1 point
    I can't be the only one who's literally wanted 16-bit support in 64-bit Windows for years, so that the original Microsoft version of the game could be run without resorting to virtual machines or even more ridiculous solutions. After all this time, someone finally made one, and I can confirm it works for MSCC: https://github.com/otya128/winevdm/releases https://virtuallyfun.com/wordpress/category/winevdm/ Also, for the complete nostalgic experience, here's how to get the help file working on Windows 10: http://www.tonmann.com/2016/06/getting-winhlp32-work-on-windows-10/ Note that the latest version of WineVDM includes - among numerous other bug and annoyance fixes (no more required command prompt in the background!) - a WinHlp32 emulator as well, though there doesn't seem to be any way to integrate it into the system such that the menu options in MSCC work.
  35. 1 point
    Oh yes! Another update. Quite fun levels so far. Here's my thoughts on levels 101-110 101. Somewhat easy chip collecting level. Nice "Metastable to Chaos" section. 102. Despite title it wasn't maddening at all. No, I don't judge levels by their title at all. Anyway, better than "Divide and Conquer". Thankfully time limit not too strict. 103. It's the blue and yellow version of "Flame Boy Color". Somewhat easy level, quite lenient. 104. Thought it was a strict time limit blue wall maze but not too much. Still a fun level. 105. This level is medium to somewhat hard, just gotta keep track of how you enter the teleports without collecting too many chips. 106. Simple maze with a nice design. Gotta keep track on the time though. 107. Legit toggle button and door based level. Not gonna lie, I got the pink ball trap button section on the first press. Neat blob and fireball navigation too. 108. Easy chip collecting level. Like 106, gotta keep track on the time. 109. Neat blue themed level with a fantastic twist at the end. 110. Very well crafted level. I was stumped on some sections namely the force floor puzzle. Keep those force floor puzzles coming.
  36. 1 point
    long overdue clean-up of high profile public scores CC1 MS: #24 (Oorto Geld): 428 (+2, b-2) tyjb 5,977,570 - 139 b CCLP1 MS: #116 (Communism): 521 (+1, b) tykl #127 (In the Pink): 422 (+1, b) tykl 6,005,990 (b) - 144 b
  37. 1 point
    CCLP4 (MS) 027: 402 (+2, b+1) [Suburban Legend] 6,090,300 (88 bolds) I warned you guys about this... TSG route in CCLP4. CCLP4 (Lynx) (4:46 PM EST edit) 027: 397 (+27, b+1) [Suburban Legend]
  38. 1 point
    I didn't feel any guesswork whatsoever throughout the level. It was mainly just planning ahead.
  39. 1 point
    CCLP4 (MS) Level 120 (Construct-a-Sokoban) - 665 (+72)(b+1) Total Score: 6,079,970
  40. 1 point
    I'm really happy once again to see another update of this set so far. Pretty good levels with some that were kind of difficult and some really fun. (66-75) 66. Really fun level and nice exploration feeling on the outside. 67. Very cool my friend teeth level. Also, cool variation too apart from the normal thin wall and/or wall for the my friend concept. 68. That glider and ball toggling room is legit and the trap button releasing pink balls to bombs was too. 69. This level was sort of difficult but maybe it was just making dumb mistakes. I really liked that tank and red button puzzle though. 70. Cool level twist of the "waterflies" concept. 71. Attractive blue and green door aesthetic I gotta say. Great puzzles too. LOT LOT easier than Old Frog New Tricks. 72. I guess this was you "lol walker" level mentioned on Discord. Could've been more annoying though. Not one of your best levels. 73. Awesome level and keep up those force floor "nail puzzles" too. Cool mechanism for a block cloner too. 74. Apart from the random tank cloner dodging at the start this level isn't too bad. Personally, I am not a Club Penguin fan but the NE room kind of reminded me of the World's Hardest Game. Just popped in my mind since Club Penguin was an online game. 75. Masterpiece maze level. Nuff said.
  41. 1 point
    Yes. There's absolutely no way that it's not an art or form of expression- otherwise, everyone doing it would be making very very similar things. And even within common design tropes and variety levels, there's still a huge variance between designers. No. If I'm feeling bleh I'm not trying to make levels. I'm doing something that's either relatively mindless, or takes all my focus to attempt to complete. Not usually but every once in a while something I've recently done or said or heard just makes me pause and say "wow, that would be a great level title". Obviously there are stories involved with some levels- both in the creation process and in the game-sense that there's a *story* for Chip to be progressing through. Some entire sets have been made around that idea.
  42. 1 point
    Here's part 2 (11-20) 11. Very well crafted key puzzle. 12. Cool level and the tight time limit makes it more interesting. 13. Cool looking maze, reminds me of Josh's "Zabriskie Point". Second level I've played so far that has this maze concept. 14. Awesome puzzles rolled into one fantastic level. That checker sokoban is legit. 15. Brilliant sokoban and twist on the "my friend' concept. 16. Wild level is wild. Better than the original level too. 17. This level has great puzzles which are a blast (no pun intended) 18. Cool force slide section level. 19. Simple level with somewhat of a brain teasing twist. I was stumped on how to get the fireball to blow up the bomb below the exit, I figured it out. 20. Extremely fun level to play. This is kind of like "elemental park" but in a twisted way.
  43. 1 point
    Hmmm, I haven't posted an update here in quite a while. Well, what better update than 149 new levels in the Walls of CCLP4!
  44. 1 point
    The pink ball used to be a tank but somehow I forgot to make it a tank again not a bust, just another oversight. I've updated the set to fix this. Thanks for pointing it out!
  45. 1 point
    26: There are some really fun tank puzzles here. The starting sokoban, and the final room, are my favourites. 28: It's a decent level; I especially like the tank room. 29: A clever puzzle, surprisingly hard. 36: It took me a while to figure out that I didn't need to hold down the trap buttons It's a fun sokoban. 37: This level was surprisingly hard, but it was fun; I especially like the tank room. 38: 39: Decent blue wall maze. 40: There are some clever puzzles here. It's a decent itemswapper. 41: I love the blobs on fire and the recessed walls. Really nice level. 42: This was a decent maze, and quite hard I think. 43: The blank hint tiles slightly annoys me. However, I really liked this level, and I agree with Miika that it is your best Walls of CCLP4 contest entry. 45: Really fun key level 46: Really good-looking maze concept; surprisingly hard. 47: My favourite rooms are the toggle/block room (nice use of ice under a block) and the pink ball room. 48: There are some really fun puzzles here. 49: This is an awesome compressed level, and I like the pointless chips and socket, as well as those sevens only visible in the editor and the 77 time limit. 50: I have already seen several levels using this concept, but this is one of my favourites. 51: Yeah...the title IS disturbing...it's a fun ice maze though. 52: Really fun puzzles. This is the type of level, however, that would work better in CC2 with bonus flags. 53: At first I misread the title as "Paranoia Ranch". I'll probably use that title. Anyway, this was a fun level, and it had some nice puzzles. However, it is not necessary to press the tank button; is this a bust? 54: Nice level with a strict time limit; I especially like the teeth, walker and partial post sections. 55: A really fun level. 56: One of my favourite levels so far in the set. Very creative use of teeths. 57: Better than Unmitigated Hint Factory Disaster. 59: There are some fun puzzles here, but I'm not a fan of the glider/fireball room at the end, it's easy to cook and at the very end. 60: A really creative puzzle. One of the best levels in the set. However, I managed to solve the level without using the recessed wall at (14,28). 62: This was a nice twist on the original concept, and I like how some blocks need to be pushed into water. 64: Decent pink ball level. I'm not really a fan of the skate trick at the end though. 65: Really clever awesome trick to solve. 67: A really amazing level, the title is very appropriate, and the ending block puzzles are very clever. I haven't solved the other levels yet, but I will leave feedback on them once I have
  46. 1 point
    Part 5 (57-70) 57. This level is just hilarious. Just as hilarious as Unmitigated Hint Factory Disaster. 58. Difficult level, I really do not like block checkerboards. Key is to just learn from your mistakes and practice. 59. This has a nice "Force Square" aesthetic at the start and a unique method of creating a nail. 60. Yet another brilliant level with critical thinking required. 61. In my opinion, this was the hardest level in the set for me. This level is chock full of deceptions and some luck was required for some sections. One I can think of is the blue and green lock section mixed with RFF's, I had to restart the level several times in order to unlock the right blue locks. Also, I got stuck in many different places and had to look at the map quite a bit. This garden is more evil though, but nevertheless well crafted level. 62. Reminds me of Gridlock by cybersmack. Somewhat difficult level cause you can screw up some blocks but I like this one. Made me think. 63. Fun level and the safe spots for the bug dodging after the ice section beginning is appreciated. 64. Simple chip collecting level but with annoying pink ball dodging. Thankfully not as chaotic as your "Fireball Territory" level. 65. Amazing level and feels like I am playing "Off The Beaten Path" by Jeffrey. 66. I love how this level looks in the editor and I had a really fun time playing this level. The beginning feels like "Tunnel Clearance" from CCLP1. 67. Also an another level that looks awesome in the editor. Pretty simple maze chip collecting level. 68. Fantastic puzzle and glad to bust the level too. 69. Another fantastic puzzle. 70. Great closing level to amazing set. Thanks Josh for creating this set I had so much fun playing it. There were many levels that were really fun and has a decent mix of easy and difficult levels. I also had a smooth experience playing the set meaning that I had little to no frustration. There are just so many great levels in this set that its hard for me to pick a favorite. My a top three though which are Megalo Tower (60), Master Class (47), and Warehouse of Lost Hopes and Dreams (34). The hardest for me was Midnight in the Garden of Good and Evil (61) and Bloated Biomass (41) which wasn't too difficult but very nerve wracking. All in all, this was an amazing set which is equally great as your JoshL5 and JoshL6 sets. Sad though that this is your true CC1 set. Maybe you can do JCCLP3 if you want to but that's your choice and a suggestion. I might play your upcoming CC2 set "Flareon1" but I more towards CC1. But in conclusion amazing set!
  47. 1 point
    Pt. 3 of my feedback (29-42) 29- Reminds me of Puzzle Box from Chip56. Brilliant puzzle this one really makes you strategize the use of non-green keys. Haven't solved a real Rubix's Cube before though. Yet 30. Interesting level with interesting puzzles. 31. Just a simple maze with the cool gravel. 32. Level looks great in the editor, but the ending with the fireball cloner can be a little nerve wracking. Perhaps putting it earlier or make the room a little bigger. Other than than good level. 33. Not as toxic as I thought it would be, but still somewhat difficult item swapper. 34. Really fun level to play also feels a little bit like Jeffrey's "Buried Alive" from Ultimate Chip 3. Interesting mechanics too. 35. Yet another yet another yet another simple fire chip collecting maze. Nice twist too. 36. Not bad of a level, easier than it looks. 37. Interesting level with a unique partial post I've never seen before. 38. Extremely fun chip collecting level with tooth dodging, loved it. Also like the way the thieves act like "bodyguards" too. 39. Simple blue maze. 40. I wish that there were more levels of this concept. 41. Great aesthetic. I would normally rate this level well but the tiny blob section dodging makes it kind of nerve wracking. Personally, I'm terrible with blob dodging but to someone who is an expert of blob dodging shouldn't have a problem with this. If the blob dodging rooms were a little larger or there were gravel this level would've been better. 42. Nice "steam" chip collecting level.
  48. 1 point
    http://www.fastswf.com/2Ra-gvs Block Manoeuvres. As it's name suggests carefully moving blocks around is a prominent feature
  49. 1 point
    I have been doing some investigation of this. In brief, I have concluded that this is not a bug in Tile World. The same kind of "clone desynchronization" occurs on the Atari Lynx, and so far I have been able to observe, it works the same as in Tile World's Lynx mode. The question remains: why does this happen? (I haven't seen this discussed anywhere else.) Here is a description of how things are handled internally in Tile World. (The Lynx ROM presumably does something similar; in any case, the final result is the same.) 1. When a level is (re)started, the game builds a list of all creatures in reading order. Creatures include monsters, blocks, and Chip himself. The list includes monsters and blocks on top of clone machines. After this, if Chip is not in the first position in the list, he trades places with whatever creature is there. So, Chip is always at the beginning of the list. 2. Each game tick, the creature list is traversed in reverse order. Monsters move 1/4 of a tile when not slipping. Creatures on clone machines or traps don't move. (Things are actually more complicated. There are three traversals per tick. In the first, the creatures decide which direction they move when not in midmove. In the second, the move is executed. The third traversal handles teleporters. All this may be ignored for this discussion.) 3. When a creature dies, the creature's entry in the creature list is not removed. Instead, the entry is marked "hidden", which just means there is no longer any creature occupying that location in the list. Hidden entries in the list are ignored during the traversal. 4. When a clone button is pressed, the corresponding creature moves 1/4 of a tile off the clone machine, and a new creature is created on top of the clone machine. If there is a "hidden" slot available in the creature list, the new creature will be inserted into the earliest such slot. If there aren't any hidden slots, the creature is appended to the end of the list. So, when a creature is cloned, if the creature appears later in the list than the creature that pushed the clone button, it initially moves 1/4th of a tile. However, if it appears earlier in the list, it moves 1/4 tile again on the same tick for a total of 1/2 tile. Here is an example. It's pedantic Lynx compatible, so if you want you can try it on the Lynx ROM (using Brian Raiter's "c4" utility to patch the level in). If you run the level in Lynx mode, every so often the fireball cloned on the second row will be slightly ahead of that on the first row. Here's how it works in detail: The creature list initially looks like this: C B1 F1 B2 F2 Here, C is Chip, B1 and F1 are the ball and fireball on the first row, and likewise for B2 and F2. At first, the fireballs don't move because they're on clone machines. Then the balls press the clone buttons. B2 acts first, causing F2 to leave the clone machine and another fireball to appear in its place. Likewise, F1 also leaves its clone machine on the same tick. Now there are more creatures on the list. We denote the extra creatures by an ellipsis since they're irrelevant to the example. C B1 F1 B2 F2 ... As time passes, more cloning occurs, without anything interesting happening until the fireballs start drowning. When the splash animations for F1 and F2 finish, their entries on the list are now marked hidden: C B1 H B2 H ... Later, the balls will push the clone buttons. First, when B2 presses its button, the fireball on row 2 is released from the clone machine. A new fireball, F2a is created on top of the machine, and placed into the first available slot: C B1 F2a B2 H ... Next, it is F2a's turn, but nothing happens since it's on a clone machine. Then B1 presses its button, and we have a new fireball F1a on the clone machine in the first row: C B1 F2a B2 F1a ... The next time the clone buttons are pressed is when it happens. F1a, on a clone machine, does nothing. Then B2 presses the clone button, causing F2a to leave the clone machine. F2a is processed next. Since it isn't on a clone machine anymore, it moves again. Then B1 releases F1a from the clone machine, but F1a was already processed, so it doesn't move again this tick. So F2a is now 1/4 tile ahead of F1a. After this, the fireballs cloned will be synchronized until F1a and F2a drown, making their slots in the creature list available again, and the cycle repeats. Some final notes: The extra 1/4 move can occur even if there is only one clone machine in the level. It all depends on the relative order of the creature that presses the button and the creature on the clone machine in the creature list. For instance, it never happens when Chip presses a clone button since he is at the beginning of the list. random 8 above mentioned that something similar happens with traps. The explanation is more or less the same. If the creature on the trap appears earlier in the list than the creature that pushed the button, it gets another move. We should probably call this quirk/glitch something. Perhaps "release boosting"? Maybe someone will come up with another name.
  50. 1 point
    FROZEN LABYRINTH IS THE BEST MAZE EVER. Just saying.
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