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Showing content with the highest reputation since 01/25/2019 in all areas

  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
    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
  3. 4 points
    CC1: #89 (BLOCK BUSTER): 402
  4. 4 points
    CC1 MS #146 (Cake Walk): 721 (+9, b+4) joint bold with IHNN 5,977,680 - 142 b (Melinda >= 726)
  5. 3 points
    CC1: #136 (DOUBLEMAZE): [917] (b-9)
  6. 3 points
    CCLP3 MS: #72 (Fireball Tourism): 132 (+5, nr) #107 (Lazy Hourglass): 553 (+1, b) 6094160
  7. 3 points
    CCLP3 MS #71 (How to Get Around in Venice): 429 (+23, b+23) 6,070,020 - 113 b
  8. 3 points
    CCLP1 MS #47 (Bombs Away): [956] (+1, bc)
  9. 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
  10. 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
  11. 3 points
    CC1 (MS) CC1 (Lynx) CC1 (Steam) CCLP1 (MS) CCLP1 (Lynx) CCLP2 (MS) CCLP2 (Lynx) CCLP3 (MS) CCLP3 (Lynx) CCLP4 (MS) CCLP4 (Lynx) CC2 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.
  12. 2 points
    CC1 (Lynx) #29 (ARCTICFLOW): 287 (+1, b) 5,898,000 CC1 (Steam) #29 (ARCTICFLOW): 292 (+1, bc) #129 (LOBSTER TRAP): 287 (+1, b) 5,971,930 CCLP1 (MS) #76 (Funfair): 384 (+1, bc) 6,006,020 CCLP2 (Lynx) #40 (Traps II): 252 (+2, b) #82 (The Block Stops Here LX): 246 (+1, bc) #102 (Chip’s Fight): 364 (+2, b) 6,043,430 CCLP3 (MS) #71 (How to Get Around in Venice): 432 (+26, b) #109 (Hidden Depths): 410 (+1, b) #111 (Bustin’ Out): 629 (+6, b) 6,093,990 CCLP3 (Lynx) #23 (Map the Path): 241 (+1, b) #71 (How to Get Around in Venice): 418 (+24, b) 6,079,320 CCLP4 (MS) #77 (Brick Block Facility): 504 (+4, b) #99 (Ice Cavern): 302 (+1, b) #138 (Zipper): 471 (+1, b) 6,111,280 (7 unreported seconds) CC2 (Steam) #46 (LONG LOST FRIEND): 27180 (+90, bc) | 418 (+9, bc) #102 (OBSTACLES): 57290 (+10, b) | 427 (+1, b) #142 (FISH AND CHIPS): 71300 (+10, b) | 30 (+1, b) #143 (CAVERNS): 74740 (+50, bc) | 324 (5, bc) #144 (THE VILLAGE): 75000 (+20, bc) | 87 (+1, bc) #157 (SWIVEL MOTEL): 81280 (+30, b) | 278 (+3, b) #158 (NO EASY TASK): 81170 (+30, b) | 217 (+3, b) #168 (PHASE FOUR): -1 | 334 (+1, bc) 14,537,071 (score) | 37,654 (time)
  13. 2 points
    Cheers Miika! CCLP3 done. Only one bold achieved during the play-through: #126 (Marooned): 134 Here is my full submission of CCLP3 high scores:
  14. 2 points
    Great to see you posting all your scores and hear that you are enjoying CC again
  15. 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
  16. 2 points
    CCLP1 MS #83 (Ruined World): [972] (+1, b+1) 6,006,010 - 144 b
  17. 2 points
    CCLP3 Lynx: #49 (All About Blocks): 292 (+2, b) #114 (Lead Us Not into Temptation): 515 (b+1) #117 (Mice Are Good for Something): 628 (bc) #126 (Marooned): 132 (b) #127 (Beat the Heat): 431 (bc) #132 (Commit Suicide?): 336 (b) #138 (Waterslide): 136 (b) #148 (Diabolical): 317 (b) 111 b
  18. 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
  19. 2 points

    Version 1.1.1


    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.
  20. 2 points
    After various Discord discussions, here are the final level submission rules. I've mirrored this in the original post in this topic: Obvious criteria: no unsolvable levels, no busted levels, no levels that have appeared in any official level pack before, no blatant level mods Level content: It has been decided that no contents other than those listed above will restrict a level from being accepted into voting. CC1 boot levels, zero directional blocks, blank no signs, any misc hex edited tiles, hide logic, and inaccessible bonuses are allowed. Viewport, RNG setting, and map size can be anything. No preliminary bans were put it effect since these levels are in the minority and the voting results will better gauge community interest in these types of levels. Level solutions: MUST be provided. This is mostly to reduce time staff spends testing submitting levels (which, I know from CCLP1 and CCLP4, takes a while). If you are having technical troubles recording solutions to your levels, we can accommodate. What to submit: Your submissions need only be C2M files. C2G files are not required and are not even encouraged. Levels will be jumbled during the voting process and the final pack assembly so C2G files are unnecessary. This also means advanced scripting (level warps, inventory setting, etc.) are implicitly banned since they aren't contained within a C2M file.
  21. 1 point
    I'm picking out these 3 parts of the message to respond to because I feel like those are the important parts. Bitbusters.club does exist now, but it doesn't contain a forum and in fact links to CCZone in many places. It also doesn't host sets itself (barring the contents of the now defunct Yahoo groups). Nobody is going to make you continue paying for CCZone, but that doesn't mean that full ownership of the site couldn't be transferred to someone who would- I know that interests come and go and the community greatly appreciates what you've done for it over the years. As for backing everything up- a few people have been trying to do exactly that by getting in contact with you, to get a database backup, knowing that the site was a financial burden!
  22. 1 point
    CCLP4 (MS) #68 (Cold Fusion Reactor): [984] (bc)
  23. 1 point
    CCLP1 Lynx #48 (Sundance): 180 #67 (Booster Shots): 386 #79 (Elevators): [958] #85 (Black Hole): [969] #96 (Going Underground): 407 #100 (Loose Pocket): 334 #102 (Frozen in Time): [943] #103 (Portcullis): [978] #105 (Tunnel Clearance): 235 #123 (The Very Hungry Caterpillar): 58 CCLXP2 #1 (A Fleeting Memory): 348 #4 (Force World): 234 #5 (Suction Ride): 371 #7 (Slightly Mad): 246 #9 (Maze of One Way): 196 #10 (Who Needs a Flipper?): 366 #13 (The Serial Port): 337 #15 (Debug File *): 234 #20 (Ranger Denmark *): 292 #135 (Meme): 495
  24. 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?
  25. 1 point
  26. 1 point
    Vote here: https://hw0.eu/cc2lp1/ Quick rundown on how voting works this time. H2O's site above will take you to pieguy's site to login. This is for identification purposes and we decided to route it through pieguy's site since most people already have accounts there. To get a pack, press the "create a set" button and the server will generate a randomly shuffled pack for you to vote on. Your rating for a level is automatically saved after you make one. Continue this process til you've finished voting on all the packs! 😎 There is no end date for voting set. The end date will be announced likely around a month in advance when we have received a sufficient number of votes per level.
  27. 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/
  28. 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
  29. 1 point
    CCLP3 MS #102 (Triple Alarm): 386 (+65, b+6) joint bold with Miika Toukola (who has scored it and will report when possible) 6,070,700 - 113 b
  30. 1 point
    CC1 MS improvements. Total: 5 976 670
  31. 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)
  32. 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.
  33. 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!
  34. 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.
  35. 1 point
    CCLP4 (MS) 065: 627 (+3, bc) [Duplex] 6,111,240 (147 bolds) This route is a huge pain in the butt. Has potential to score 629, but a seed search put that at worse than 1/100,000.
  36. 1 point
    CC2: 46 (LONG LOST FRIEND): 27180 (+110, b+90) | 418 (+11, b+9) total score: 14,534,261 total time: 37,462 and now J.B.'s in second 🌞
  37. 1 point
    More CC1 MS improvements
  38. 1 point
  39. 1 point
    CCLP3 (Lynx) 072: 126 (+5, b+2) [Fireball Tourism] CCLP3 (MS)072: 126 (+1, b+1) [Fireball Tourism]6,052,830 (112 bolds)
  40. 1 point
    Hi all! Walls of CCLP1 has received a couple of updates since the previous post. Most of the changes are very minor, but some may break existing solutions: Predetermination Time!: changed blocking blocks to toggle walls. Petrichor: added “corner signature” to reference original level by Miika. Feat After Feat: removed monsters, thin walls, and chip from boot room. Red, Black and Blue: removed two blue keys and replaced one with socket. Fource Square: replaced one clone machine in itemswapper room with socket. Three Boot Night: changed one water tile at bottom to recessed wall. Incendiary Cocktail: removed one pair of fire boots from opening room. Crystallic Fusion Dormancy: changed walker near starting spot to glider. Drawn and Quartered and Quartered: replaced one red key with red door. Between the Lines: replaced all appearing walls with invisible walls. Hazy Cosmic Jive: moved ball at (10, 26) down one space and adjusted orientation. Exploding Hot Sauce: added fire tile in NE corner to prevent bust. Hot Button Issue: replaced clone machine with red door. Schrodinger's Hedge Maze: swapped hint with chip in lower right corner. Yesterday Once More: moved hint and added additional chip in recessed wall room. Something Old, Something New: replaced all appearing walls on right side with invisible walls. Happy chipping!
  41. 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
  42. 1 point
  43. 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
  44. 1 point
    The smallest positive integer that requires four decimal digits to display in base ten.
  45. 1 point
    CC1 (Steam) 040: 193 (+2, b+1) [lol]
  46. 1 point
    CC1 (Steam) #88 (SPIRALS): 304 (bc) Somehow the second 304 Steam.
  47. 1 point
    Progress report: I finally got C2G imports to work. Coming soon to an update near you!
  48. 1 point
    Cool CCCreator can help you port your levels
  49. 1 point
    CCLP1-MS #130 (Dynamite): [873] (+1, b+1)
  50. 1 point
    Version 0.4 is released! You can get it at http://www.pillowpc2001.net/CCCreator/.
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