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About ncrecc

  • Rank
    LESSON 1


  • Country
    United States

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  • Location
    United States
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  • Interests
    Thinking, hardcore platformers, puzzle games

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  1. Ask a dumb question, get a dumb answer

    Actually, turns out Melinda is more interested in Vladimir Gerajkee. Who knew? What do the enemies do to blue keys, exactly?
  2. new tile ideas

    A spool of wire that would leave wire wherever the holder walked, like in the level editor. This would affect the logic of the level in real-time. Wire still wouldn't be place-able on colored floors, recessed floor panels, etc. Cursed medallion that, when picked up, would prevent the holder from dropping any items. Could only be taken away by a red thief. Some kind of block that doesn't activate pop-up walls or sink turtles. Green CC2+ chips/bombs that don't add to the total chip count. Wire that's deadly while it's active. It would be red while inactive, and yellow while active, so it could be easily distinguished from normal wire. Bowling ball-esque item that doesn't have an inventory, but moves at a speed boots pace, and if it hits something that can normally be destroyed by a bowling ball, it instead causes the thrower and the target to swap places. If it's fired from a clone machine, it causes the target to switch places with whatever is currently inside of said clone machine. Trapdoor that turns to normal floor once any moving object falls into it. Some item (blessed medallion?) that, if its holder is Chip or Melinda, does not cause the player to lose if the holder dies and there's still another Chip or Melinda to switch control to. Gauntlets. When the holder has these on, they can push against an enemy to change its direction. This would also give Chip and Melinda immunity to enemies while pushing against them.
  3. Ask a dumb question, get a dumb answer

    No, he should sue Bridgestone Multimedia Group. (Too soon?) Shouldn't the OSHA be doing something about Melinda's ridiculously dangerous 149-floor labyrinth?
  4. slide1.wav?

    There's a sound effect called slide1.wav in the game files for both CC2 and the Steam version of CC1, yet it doesn't seem to play anywhere in the games. The first second is just slide.wav (the normal sliding loop), then it's slide.wav randomly decreasing and increasing in frequency as instances of splash.wav play over it, then it ends with one more second of slide.wav and two seconds of silence. Can this actually be heard anywhere in CC1 or CC2, or is it just unused?