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Found 38 results

  1. I'm starting a new thread for all my official set score reports. These first three posts - one per ruleset - are a complete score list that will be updated as new reports are added. Bolds are marked as green, while non-bolds are marked as red. Edit: I've decided to remove this part of the post, since the high score site now has scorecards.
  2. The three first posts in this thread pretty much follow the same layout as J.B's score thread - one post per ruleset that contain a list of all my scores. I'll try to keep it somewhat up to date, but it's not high priority. Green=bold, red=non-bold. MS ruleset scores: CC1 #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 #11 (TRINITY): 211 #12 (HUNT): 270 #13 (SOUTHPOLE): [982] #14 (TELEBLOCK): 204 #15 (ELEMENTARY): 89 #16 (CELLBLOCKED): [971] #17 (NICE DAY): 83 #18 (CASTLE MOAT): 553 #19 (DIGGER): 171 #20 (TOSSED SALAD): 340 #21 (ICEBERG): 119 #22 (FORCED ENTRY): 293 #23 (BLOBNET): 429 #24 (OORTO GELD): 428 #25 (BLINK): 435 #26 (CHCHCHIPS): 254 #27 (GO WITH THE FLOW): 147 #28 (PING PONG): 239 #29 (ARCTICFLOW): 302 #30 (MISHMESH): 454 #31 (KNOT): 6 #32 (SCAVENGER HUNT): 379 #33 (ON THE ROCKS): [459] #34 (CYPHER): 297 #35 (LEMMINGS): 577 #36 (LADDER): 232 #37 (SEEING STARS): 597 #38 (SAMPLER): 462 #39 (GLUT): 17 #40 (FLOORGASBORG): 195 #41 (I.C. YOU): 172 #42 (BEWARE OF BUG): 187 #43 (LOCK BLOCK): 126 #44 (REFRACTION): 146 #45 (MONSTER LAB): 292 #46 (THREE DOORS): 222 #47 (PIER SEVEN): 231 #48 (MUGGER SQUARE): 277 #49 (PROBLEMS): 162 #50 (DIGDIRT): 318 #51 (I SLIDE): 655 #52 (THE LAST LAUGH): 382 #53 (TRAFFIC COP): 478 #54 (GRAIL): 326 #55 (POTPOURRI): 70 #56 (DEEPFREEZE): 162 #57 (STRANGE MAZE): 229 #58 (LOOP AROUND): 550 #59 (HIDDEN DANGER): 368 #60 (SCOUNDREL): 288 #61 (RINK): [930] #62 (SLO MO): 282 #63 (BLOCK FACTORY): 477 #64 (SPOOKS): 548 #65 (AMSTERDAM): 395 #66 (VICTIM): 292 #67 (CHIPMINE): 518 #68 (EENY MINY MOE): 489 #69 (BOUNCE CITY): 229 #70 (NIGHTMARE): 136 #71 (CORRIDOR): 355 #72 (REVERSE ALLEY): [955] #73 (MORTON): 485 #74 (PLAYTIME): 359 #75 (STEAM): 479 #76 (FOUR PLEX): 416 #77 (INVINCIBLE CHAMPION): 481 #78 (FORCE SQUARE): 480 #79 (DRAWN AND QUARTERED): 220 #80 (VANISHING ACT): 733 #81 (WRITERS BLOCK): [416] #82 (SOCIALIST ACTION): 969 #83 (UP THE BLOCK): 298 #84 (WARS): 580 #85 (TELENET): 236 #86 (SUICIDE): 381 #87 (CITYBLOCK): [430] #88 (SPIRALS): 317 #89 (BLOCK BUSTER): 379 #90 (PLAYHOUSE): 318 #91 (JUMPING SWARM): 367 #92 (VORTEX): 444 #93 (ROADSIGN): 650 #94 (NOW YOU SEE IT): [896] #95 (FOUR SQUARE): 335 #96 (PARANOIA): 320 #97 (METASTABLE TO CHAOS): 290 #98 (SHRINKING): 338 #99 (CATACOMBS): 380 #100 (COLONY): [890] #101 (APARTMENT): 240 #102 (ICEHOUSE): 177 #103 (MEMORY): 488 #104 (JAILER): 235 #105 (SHORT CIRCUIT): 255 #106 (KABLAM): [904] #107 (BALLS O FIRE): 260 #108 (BLOCK OUT): 278 #109 (TORTURECHAMBER): 133 #110 (CHILLER): 276 #111 (TIME LAPSE): [963] #112 (FORTUNE FAVOURS THE): [985] #113 (OPEN QUESTION): 462 #114 (DECEPTION): 172 #115 (OVERSEA DELIVERY): [796] #116 (BLOCK BUSTER II): 712 #117 (THE MARSH): [940] #118 (MISS DIRECTION): 260 #119 (SLIDE STEP): 210 #120 (ALPHABET SOUP): [945] #121 (PERFECT MATCH): [968] #122 (TOTALLY FAIR): 272 #123 (THE PRISONER): 272 #124 (FIRETRAP): 667 #125 (MIXED NUTS): [828] #126 (BLOCK N ROLL): 438 #127 (SKELZIE): 453 #128 (ALL FULL): 315 #129 (LOBSTER TRAP): 286 #130 (ICE CUBE): [931] #131 (TOTALLY UNFAIR): 26 #132 (MIX UP): 678 #133 (BLOBDANCE): [833] #134 (PAIN): [137] #135 (TRUST ME): 293 #136 (DOUBLEMAZE): [832] #137 (GOLDKEY): 392 #138 (PARTIAL POST): 240 #139 (YORKHOUSE): [911] #140 (ICEDEATH): 263 #141 (UNDERGROUND): [968] #142 (PENTAGRAM): [968] #143 (STRIPES?): [760] #144 (FIREFLIES): [827] #145 (Thanks to...): [990] #146 (CAKE WALK): 705 #147 (FORCE FIELD): [464] #148 (MIND BLOCK): [462] #149 (SPECIAL): 949 Total score: 5,977,120 117 bolds (110 timed, 7 untimed) CCLP1 #1 (Key Pyramid): 168 #2 (Slip and Slide): 180 #3 (Present Company): 183 #4 (Block Party): 207 #5 (Facades): 232 #6 (When Insects Attack): 185 #7 (Under Pressure): 185 #8 (Switcheroo): 230 #9 (Swept Away): 228 #10 (Graduation): 318 #11 (Basketball): 226 #12 (Leave No Stone Unturned): 289 #13 (The Monster Cages): 260 #14 (Wedges): 206 #15 (Twister): 311 #16 (Tetragons): 278 #17 (Tiny): [990] #18 (Square Dancing): 264 #19 (Feel the Static): 351 #20 (Chip Suey): 378 #21 (Generic Ice Level): 175 #22 (Repair the Maze): 330 #23 (Circles): 226 #24 (Chip's Checkers): 342 #25 (Mind Lock): 139 #26 (Trafalgar Square): 173 #27 (Teleport Depot): 283 #28 (The Last Starfighter): 269 #29 (Sky High or Deep Down): 326 #30 (Button Brigade): 219 #31 (Quincunx): 131 #32 (Nitroglycerin): 263 #33 (Spitting Image): [956] #34 (Just a Bunch of Letters): 289 #35 (Mystery Wall): 379 #36 (Rhombus): 219 #37 (Habitat): 332 #38 (Heat Conductor): 479 #39 (Dig and Dig): 237 #40 (Sea Side): [962] #41 (Descending Ceiling): 166 #42 (Mughfe): 416 #43 (Gears): 206 #44 (Frozen Labyrinth): 360 #45 (Who's the Boss?): 279 #46 (Sapphire Cavern): 286 #47 (Bombs Away): [919] #48 (Sundance): 180 #49 (49 Cell): 421 #50 (The Grass Is Greener on the Other Side): 167 #51 (H2O Below 273 K): 254 #52 (The Bone): 309 #53 (Start at the End): 405 #54 (Mini Pyramid): 230 #55 (The Chambers): 322 #56 (Connect the Chips): [963] #57 (Key Farming): 290 #58 (Corral): 319 #59 (Asterisk): [970] #60 (Guard): 263 #61 (Highways): 421 #62 (Design Swap): 346 #63 (New Block in Town): 174 #64 (Chip Kart 64): 43 #65 (Squared in a Circle): 428 #66 (Klausswergner): 285 #67 (Booster Shots): 292 #68 (Flames and Ashes): [947] #69 (Double Diversion): 288 #70 (Juxtaposition): 422 #71 (Tree): 292 #72 (Breathing Room): 183 #73 (Occupied): 417 #74 (Traveler): 346 #75 (ToggleTank): 243 #76 (Funfair): 374 #77 (Shuttle Run): 8 #78 (Secret Passages): 533 #79 (Elevators): [957] #80 (Flipside): 390 #81 (Colors for Extreme): [865] #82 (Launch ): 94 #83 (Ruined World): [970] #84 (Mining for Gold Keys): 474 #85 (Black Hole): 971 #86 (Starry Night): 306 #87 (Pluto): 555 #88 (Chip Block Galaxy): [905] #89 (Chip Grove City): 337 #90 (Bowling Alleys): 325 #91 (Roundabout): 349 #92 (The Shifting Maze): 820 #93 (Flame War): 323 #94 (Slime Forest): 475 #95 (Courtyard): 308 #96 (Going Underground): 405 #97 (Gate Keeper): 363 #98 (Rat Race): 323 #99 (Deserted Battlefield): [983] #100 (Loose Pocket): 332 #101 (Time Suspension): [819] #102 (Frozen in Time): [944] #103 (Portcullis): [977] #104 (Hotel Chip): 597 #105 (Tunnel Clearance): 255 #106 (Jailbird): 369 #107 (Paramecium Palace): 329 #108 (Exhibit Hall): 292 #109 (Green Clear): 430 #110 (Badlands): [804] #111 (Alternate Universe): [953] #112 (Carousel): 481 #113 (Teleport Trouble): [967] #114 (Comfort Zone): 313 #115 (California): 414 #116 (Communism): 518 #117 (Blobs on a Plane): 241 #118 (Runaway Train): 97 #119 (The Sewers): 318 #120 (Metal Harbor): [775] #121 (Chip Plank Galleon): 280 #122 (Jeepers Creepers): 650 #123 (The Very Hungry Caterpillar): 60 #124 (Utter Clutter): 531 #125 (Blockade): 210 #126 (Peek-a-Boo): 354 #127 (In the Pink): 415 #128 (Elemental Park): 566 #129 (Frogger): 271 #130 (Dynamite): [807] #131 (Easier Than It Looks): 105 #132 (Spumoni): 441 #133 (Steam Cleaner Simulator): 466 #134 ((Ir)reversible): 332 #135 (Culprit): 365 #136 (Whirlpool): [850] #137 (Thief Street): 179 #138 (Chip Alone): 513 #139 (Assassin): 258 #140 (Automatic (Caution) Doors): 811 #141 (Flush): 249 #142 (Bummbua Banubauabgv): 383 #143 (Amphibia): [788] #144 (The Ancient Temple): 414 #145 (Chance Time!): 235 #146 (Cineworld): 379 #147 (Thief, You've Taken All That Was Me): 834 #148 (The Snipers): 370 #149 (Clubhouse): 418 Total score: 6,001,010 69 bolds (59 timed, 10 untimed) CCLP2 #1 (A Fleeting Memory): 347 #2 (Naomi's Bug Collection): 243 #3 (Bea's Den): 109 #4 (Force World): 237 #5 (Suction Ride): 377 #6 (Fixing the Toggle Switch): 163 #7 (Slightly Mad): 254 #8 (Use the Fish): 302 #9 (Maze of One Way): 197 #10 (Who Needs a Flipper?): 368 #11 (Deconstruction): 406 #12 (Mazed In): 354 #13 (The Serial Port): 342 #14 (The Parallel Port): 258 #15 (Debug File): 237 #16 (Paw-Print Isle): 313 #17 (Double Trouble): 256 #18 (Elemental): 237 #19 (A Sample of Things to Come): 301 #20 (Ranger Denmark): 293 #21 (Block Away!): 264 #22 (How Goes?): 27 #23 (Traps I): 254 #24 (Sudden Death): 305 #25 (Race for the Chips): 269 #26 (Work Fast): 128 #27 (Frozen Floors): 276 #28 (Madness I): 266 #29 (Fire and Water): 169 #30 (Chase Race): 246 #31 (Well of Wishes): 365 #32 (Tele-Portion): 377 #33 (The Big Button Quest): 76 #34 (Cypher II): 404 #35 (Mirror): 446 #36 (Spy): 447 #37 (The Mystery of the Seven Chips): 322 #38 (Mads' Rush I): 11 #39 (Yike-o-Matic): 231 #40 (Traps II): 249 #41 (Ladder Needs a Wash): 207 #42 (Hmmm!): 246 #43 (Ray of Light): 19 #44 (Fun House Rink): 205 #45 (Breaking the Rules): 138 #46 (Hurry Up, Chip!): 40 #47 (Tele-Rooms): 270 #48 (And Then There Were... Four?): 125 #49 (Just a Minute!!): 30 #50 (Smorgasbord): 428 #51 (The Lake in Winter): 395 #52 (Oracle I): 313 #53 (Security Breach): 58 #54 (Killer Rooms): 302 #55 (Dangers of Fire and Beasts): 77 #56 (Planet of the Teeth): 236 #57 (Quad-Boot): 266 #58 (Reversi): 301 #59 (Lot of Danger): 351 #60 (Internal Clock): 566 #61 (Icy Moat): 421 #62 (Chips on the Blocks): 256 #63 (Jungle): 128 #64 (Loop Holes): 348 #65 (Beware of the Teeth!): 38 #66 (Hobgoblins and Chimera): 233 #67 (The One Sensible Chip): 255 #68 (Madness II): 268 #69 (So Many Chips!): 238 #70 (Killer Spiral): 220 #71 (Mads' Rush II): 25 #72 (Checkerboard I): 370 #73 (Bumble Boy): 232 #74 (Chip Search): 253 #75 (BuggyWall): 113 #76 (Fire Bugs): 241 #77 (Madd Maze): 243 #78 (The Search for the Exit): 295 #79 (Cra-zy): 114 #80 (Frost Swirl): 316 #81 (Just Enough): 318 #82 (The Block Stops Here): 252 #83 (Warehouse I): 371 #84 (Crypts of Aganorak): 426 #85 (Follow the Glacier Brick Road): 305 #86 (Creative One-Ways): 249 #87 (The Walker Machine): 20 #88 (Don't Get Lost): 317 #89 (The Ghetto Defender): 381 #90 (Marjolaine's Maze): 204 #91 (Tutti-Frutti): 468 #92 (Abandoned Mines): 443 #93 (Exit Chip): 388 #94 (Checkerboard II): 707 #95 (Learn): 314 #96 (Glider and Fire): 397 #97 (Roller Coaster): 258 #98 (Loop): 37 #99 (One-Block Sokoban): 269 #100 (Torch): 345 #101 (Hard As Rock): 918 #102 (Chip's Fight): 366 #103 (Island Hopping): 347 #104 (Pyramid): 341 #105 (Yet Another Puzzle): 147 #106 (Bounce): 342 #107 (Joyride I): 6 #108 (Tricks): 344 #109 (Blocked Trap): 565 #110 (It's a Kind of Magic): 456 #111 (Monster Factory): 375 #112 (After the Rainstorm): 144 #113 (Oorto Geld II): 636 #114 (Joyride II): 81 #115 (Counter Clockwise): 353 #116 (Turn Turn Turn): 262 #117 (CircleMaze): 459 #118 (High Security): 189 #119 (Teeth): 271 #120 (Frost Rings): 335 #121 (Flame Boy): 283 #122 (Warehouse II): 182 #123 (BlockSlide): 701 #124 (Paramecia): 228 #125 (Blocks 'n Bombs): 232 #126 (Dodge!): 156 #127 (Escape from Chipkatraz): 112 #128 (Fantasy Island): 336 #129 (Miscellaneous): 593 #130 (Frozen Birdbath): 385 #131 (Time Bomb): 241 #132 (Captured): 246 #133 (Block Maze): 832 #134 (Microcosm): 361 #135 (Zartacla): 402 #136 (Switch Hit): 422 #137 (Iron Mysticus): 397 #138 (Patrolled): 481 #139 (Frostbite): 370 #140 (Keep Trying): 418 #141 (Oracle II): 426 #142 (Chomper Romp): 518 #143 (Trapped): 495 #144 (Wormwood): 533 #145 (Gauntlet): 456 #146 (Run-a-Muck): 220 #147 (Cloner's Maze): 754 #148 (Neptune): 530 #149 (Key Color): 397 Total score: 6,037,690 105 bolds CCLP3 #6 (Thieves and Teleports): 93 #72 (Fireball Tourism): 117 Total score: 41,100 1 bold (1 timed, 0 untimed) CCLP4 (to come later)
  3. Version 5.0.0


    A fully comprehensive MSCC skin for CC2, not a single sprite or tile has not been looked over. Several of the tiles in here however are taken from other sets, the numbers are a few too many to count but basically if you made an MSCC styled CC2 sprite its probably in here. Everything in this sheet has been reduced to the original 16 colours of the base game and all CC2 sprites have been adjusted to better fit the MSCC style. Feel free to edit parts of this and use the tiles in your own set, I would be honoured if you did. Issues: some tiles aren't exactly perfect, such as the foil which I couldn't get exactly right but is still somewhat MSCC, and the dirt patch tile which doesn't match its original MSCC appearance as I didn't want to give people who use smooth scrolling a seizure, logic gates remain unchanged other than colours as modifying those would A. throw people off and B. they already look fine. Enjoy the Set! Credits: scutilla: for the original CC2 MS tileset that was improved heavily upon Sickly Silver Moon: for most of the original overhaul work Ryan J.: changes to many many tiles throughout iterations, solely responsible for the new ghost, and stay up + push down walls ncrecc: For many new tiles and improvements including removal of animations and the new Transmogrifier and slime The Chip's Challenge Discord Server Members: for their continued support, ideas, and suggestions for improvement (Notably: Indy, IHNN, Chipster, Tyler, Naemuti, Flareon350, Cowman_133, Vehudur / Lessinath, Sharpeye & the other marketers; and plenty others who Chipped in to help and improve) Ed Halley: for creating the original Microsoft tileset used in the Microsoft WEP release, without that this project wouldn't exist And finally: You: for taking the time to download and use this tileset, or even just consider looking at it. Without you this project would be pointless, thank you.
  4. jblewis


    Version 2.0.2


    This set is the first in a series of MS- and Lynx-compatible level packs that I will be releasing over the next several years. The levels in these sets are meant to be simple and straightforward in the spirit of the original game, though the difficulty peak is ultimately a bit higher. There's a mix of action, puzzles, mazes, and hodgepodge levels to enjoy for players of almost any skill level. Originally, this set, JBLP1, contained 100 levels when it was released during the CCLP1 submission period. Since then, new levels have been added to take the total to a full 149. The set also features 12 tutorial levels as a preface to the challenges that lie ahead, as well as eight additional post-tutorial levels to introduce various types of gameplay. Any changes made to this set after its initial release are listed in the changelog. Changes with asterisks indicate edits that may affect TWS solutions for previous versions. Please consider the levels in this set for any future community-produced level packs. If you have any questions, comments, or suggestions, please feel free to private message me on CCZone. Enjoy playing!
  5. Version 1.0


    This is the sequel to C1059-1. Contains 50 levels, entirely solvable in both Lynx and MS. See this thread for more details: http://cczone.invisionzone.com/index.php?/topic/1130-c1059-2-cc1/ Thanks to Cyberdog for playtesting! Please leave feedback. Thanks for playing!
  6. Version 1.0


    This is a levelset that includes mostly insane levels. See this thread for more details: http://cczone.invisionzone.com/index.php?/topic/1116-c1059-insanity/ Thanks to Tyler Sontag for making MapMaker Deluxe which was used to make the screenshots.
  7. Version 1.0


    Merry Christmas everyone! This is a short 5 level set release as a gift to you all! It is solvable only in MS, and several levels require PGChip. Please leave feedback so I can improve future sets. Thanks for playing!
  8. Version 1.0


    This is my first major levelset. It contains 50 levels. All have been tested and solved in both Lynx and MS, except level 49, which is Lynx only. Discuss here: http://cczone.invisionzone.com/index.php?/topic/930-c1059-1/ DAC files are included. I hope you enjoy these levels. Please leave feedback so I can improve future sets.
  9. jblewis



    The second community-produced official level pack for Chip's Challenge, originally released on December 24, 2010. This set contains 149 levels that can be played in the MS and Lynx rulesets.
  10. jblewis



    The first community-produced official level pack for Chip's Challenge, originally released on February 9, 2001 and updated on July 11, 2003. This set contains 149 levels that can be played in the MS ruleset.
  11. Version 1.1


    My first CC levelset. It contains 30 levels. It requires the ice block patch. Therefore, it is playable in MS ONLY (except for one level). A DAC file is included. The patch can be downloaded here: http://davidstolp.com/old/chips/patches/pgchip.zip A special version of Tile World that includes the patch can be downloaded here: http://davidstolp.com/old/chips/patches/pgchip/tworld1.3.0+iceblock3.zip Please leave feedback so the next levelset will be better. Thanks for playing!
  12. Cyberdog


    Version 1.5


    This is a CC1 levelset with 61 levels, all of which are solvable in MS, and should be Lynx compatible (except the last level). I would like these levels to be considered for CCLP4 (except levels 30 and 53). The difficulty of the levels ranges from easy to hard. If any busts or other issues are discovered, I'll be sure to fix them as quickly as possible. I want to thank Michael for his help playtesting the set. I hope everyone enjoys. B)
  13. This about the CC2 game engine compared to CC1. Not the levels or game elements. First of all, years ago; When I was first forced to start using tileworld [because MS chips challenge doesn’t work on 64 bit Operating systems] I used the MS rule set. That’s what I was used to and I liked it better. Lynx seemed very weird at first and I didn’t really like how a few amount of seemingly simple rule set changes really made for some major changes in level design. After a while however I got used to Lynx and grew to like it better. Now, I pretty much prefer it and I can’t really stand MS anymore. The main reasons; smooth animations not only look nicer, they make it much easier to play, to see where monsters are going and easier to follow chip around as well. Now whenever I play MS it feels so choppy and annoying. Secondly the glitches in MS are a pretty big hassle. Most notably slide delay and the controller/boss glitch. So it’s really nice to not have to deal with that. But now that CC2 has been released I must say that I like that so much better than either MS or tileworld’s Lynx. Not only because the game and the new features are awesome, but I like the game engine better. I feel like movements are slightly smoother and more fluid. It also feels like the hit-detection on enemies is friendlier than Lynx. So often when playing in tileworld I die while trying to step into a line of enemies or get caught by a monster when I wasn’t expecting it. I often misstep, either moving too far or not enough. If I’m really honest my playing experience with Tileworld’s lynx has been quite frustrating. Since I started playing CC2 I haven’t found any of these frustrations, at least not nearly to the degree of tileworld. The hit detection is very nice imo, the controls are slightly easier and feel better. I like the ability to reveal walls while passing by them, and the “splash delay” is minimal too. This was another nuisance in Lynx.* CC2 has its share of glitches too of course; some of which while I haven’t run into yet myself, I would image may be quite frustrating. But so far, nothing I’ve encountered has been as game-breaking as the MS glitches. Overall I really feel the improvements on CC2 far outweigh any negatives verses CC1. So for the most part I’ve stopped playing CC1, though I still play a level or two occasionally, I haven’t deleted the game forever or anything like that. But from now on it’s primarily CC2 for me. And any level sets I make will be for CC2. What other people’s thoughts on this? *this is a side point but that splash delay is weird imo. I recently saw a video of the Amiga version of chips challenge [which in graphical quality looks very similar to the Lynx] there is no splash delay at all!
  14. Version 1.0


    This TWS file includes solutions for all 90 levels of the set JoshL6 by Josh Lee, in the MS ruleset.
  15. Version 1.0


    This is a TS0 TWS solution, but the only level solved is Lounge Act.
  16. Version 2016-02-21


    ChipHome5's main level set (all the levels in this set are Lynx-compatible) - last update Nov/22/2015
  17. This is a CC1 set, not a CC2 set. I began building it almost immediately after releasing C1059-1. Currently, it has about 40 levels. I hope to release it when I have 50. The set will be solvable in Lynx and MS, but not in pedantic Lynx. I have no immediate plans to make it work for the Steam ruleset, but it may come eventually. I am currently searching for playtesters for the set. If you would be interested, please send me a PM. Thanks!
  18. MSCC may be over 20 years old, yet more glitches are still being discovered. A while ago, Tyler posted a video of a variation of the convergence glitch using teeth and ice blocks: (it also works with tanks, by the way) I decided to make a level using the glitch. I filled the rest of the level with an ice slide inspired by Chased by...the Exit? However, halfway through my slide, I realised that I was stuck in the middle of the map. Rather than rebuilding the slide, I added a teleport to continue the slide elsewhere. This had the side effect of preventing the glitch from working properly (it requires teleports), so I added a small mechanism involving a tank. The result is a multible tank glitch style glitch demonstrated in the following video. The video is in odd-step, as Chip gets killed by a block in even-step: Does anyone have any idea what causes this?
  19. A few months ago, I LPed several very old custom CC(1) sets, including RolfR1. Its creator, Rolf Redford, found my videos and told me about his other sets, including NewRolfLevels. NewRolfLevels is an unusual set because there are two different versions of it. No, I don't mean "an set with one version on one site and another, outdated version on another site". This one has a main version and an "Evil Mirror" version with "slightly harder levels", according to Mike Lask. The main set contains 20 levels and the Evil Mirror contains 21. The Evil Mirror also contains funny hints in which Chip talks about the changes. I played the levels in Tile World's emulation of the MS ruleset. The first level is called "Second best!" and the hint says "Can you count to two?". I like cryptic hints, this is much better than saying: "press each button twice and choose the second option each time it is possible". Overall, it is a good level. The second level has a strange hint saying that Chip must get to "glider controls", despite the fact there is not a single glider in the level. It begins with a "Joyride I" style slide. Most of the rest of the level involves pushing blocks into bombs. This is all right in the main version, but the evil mirror has a lot more bombs, making the level somewhat more tedious. Finally, fireballs must be cloned in order to free a path to the exit. This part is great. The third level begins with a chip collecting session. Each chip lies behind a series of toggle walls, with the walls toggling every two chips (approximately). This is not a problem because there are always chips that can be picked up. However, the Evil Mirror puts two chips instead of one in a few shafts, which can be somewhat annoying, but if the player plans ahead, it is not a problem. For the last part of the level, Chip has to choose between two sections. One of them includes bees and leads to death. The second one involves tanks and is really good. There are always some safe spots. The Evil Mirror puts a few bombs, making this section slightly more fun and challenging. The fourth level involves several rooms with teleports and balls periodically teleporting. Think Skelzie. I haven't tried optimizing this with the teleport skip glitch. Overall, this is not particularely good. The Evil Mirror adds a few walls in the rooms. This doesn't change anything most of the time, except in the small room, where it is required to go through all the teleports all over again. Evil, but intended. The fifth level is a simple chip-collecting/monster-dodging level that is rather fun and could have been in CCLP3. I would have voted for it, but I wasn't part of the community back then. The Evil Mirror adds ice in a few rooms. Strangely, this makes the teeth room even easier than in the original. However, the fireball room is much harder and, well, evil. Still, it is good in both versions. The sixth level feels very short in the original. Dodge a few monsters, pick up a key, open the lock, remove three water tiles, stop the fireball cloning with more cloning, pick up the chips and exit. Simple. The Evil Mirror, however, feels like a more decent level. It involves more dodging, causing the level to be somewhat harder and even the fireballs to overflow into the main room. This one is great. The seventh level is called "Not Frogs!" The hint says "I ordered regular frogs not those!" Yes, I always found it strange that frogs have so many teeth. The level is extremely easy due to the large number of water tiles the frogs can drown into and the slow cloning of frogs. The Evil Mirror adds a few bees, changing absolutely nothing. The eighth level is block pushing and simple dodging. It could have been great if it had been harder. The Evil Mirror is interesting, however. There is only one change, but it involves the removal of an ice corner, meaning all the gliders inside the loop escape and become a hazard. However, the trick to get rid of the problem is very easy, but it remains better than the original. The nineth level is very easy. First, an ice slide with cloning fireballs. Just press the up key and move on to the next, room, except in Lynx. Then, chip collecting with teeth. Finally, watch paramecia crawling around the room where you are, then slide out of the teleport into the exit. The Evil Mirror has slightly less gravel in the teeth room, but this hardly changes anything. In the tenth level, paramecia are germs. Funny. Four blocks are provided to get the whole thing in control, but only one is required to "plug the leak" and redirect the flow into the water tile (DO NOT REMOVE IT!) By this point, there is a solid mass of germs around the clone machines, making it impossible to stop the cloning this way (however the level will not fill because most of them go straight to the water). The rest is therefore simple dodging (or not so simple, depenging on how long you took to plug the leak). This is a very fun level. The eleventh level begins with picking up some boots and keys. Rather easy. The next section involves using these boots and keys to free some blocks which will be used to partial post into the exit. This is creative. The Evil Mirror adds a few deadly toggle buttons in the path of the blocks, making it better than the original. The twelth level involves fireballs cloning onto ice slides and dodging them while picking up chips. This is a fun level. The Evil Mirror adds more chips, making it slightly harder, but I prefer the original. Level 13 is called "Dancing Glides", not gliders, and appears in CCLP3. It is the best level so far. The Evil Mirror makes the dodging slightly harder, but not that much. Level 14 is an interesting concept: rooms full of chips with a few tanks that flip periodically. This is surprisingly fun. The Evil Mirror has a few more tank buttons, making it harder and better. This would have been good for CCLP3 if it weren't for the fact it is twice as hard in Lynx due to the different properties of tanks. Level 15 involves pushing blocks...and dodging! Yes, for each block cloned, a bee and a fireball are produced. The job is to stop the cloning! This is very fun, especially in the Evil Mirror where the blocks must be pushed manually in front of the clone machines instead of pressing other clone buttons. Once this is done, there is simple teeth dodging and the exit. Level 16 is block pushing, nothing more. There is a little sliding, but it really doesn't change much. Some blocks are not even required...except in the Evil Mirror, which, as a side note, is impossible in Lynx. But the fact is that this level feels tedious and pointless, the worst in the set. Sorry. Level 17 is extremely simple. The player must clone some blocks, avoid some clone buttons (but the pattern is simple), pick up chips and skate to the exit. In the Evil Mirror, there is global warming, but the level is still extremely simple. I would have preferred it if it was harder. Level 18 is by far the hardest level of the set. The bug room is great, the ball room is all right, the fireball room is too simple and the glider room is really hard. The Evil Mirror, unfortunately, has too many thieves and is therefore unsolvable. Level 19 is Fireball Tourism, one of my favourite CCLP3 levels. I really love it. However, it should be noted that instead of opening a toggle wall, the fireballs are cloned and Chip has to press the button himself. The Evil Mirror adds a water tile before the last two buttons (and an extra block!) and a few thin walls, which change ABSOLUTELY. NOTHING. Level 20 looks like a hard ice field with several blocks, but the hint has a cryptic and hilarious way of saying that Chip must go clockwise. The evil mirror adds an extra block, but I don't mind. Finally, level 21 of the Evil Mirror is a dummy. There are only 20 levels in the main version. So how would I rate this set? Most of the levels are good, so :star: :star: out of 5. The Evil Mirror? Also :star: :star: . Some levels are better in the original, but some are better in the Evil Mirror, so they compensate for each other. Both sets can be downloaded here: http://www.pillowpc2001.net/levels/NewRolfLevels.ccl.htm Thanks for reading!
  20. I have been working on a (CC1) set that includes insane levels. Here it is: http://cczone.invisionzone.com/index.php?/files/file/469-c1059-insanity/ Sorry about all the blank levels, but they are required for the warpstation to work. Most of the levels require MSCC to be solved, but some of them work in Tile World. Those levels have TW in the title. Thanks to Tyler Sontag, David Stolp, ChipHome5 and Mike Lask for helping me with this set! Please leave feedback. Thanks for playing!
  21. Version 1.0


    This TWS file proves that I have solved all 149 levels of CC1 in the MS ruleset. It has not been optimized.
  22. Version 1.0


    A demonstration of a MSCC glitch. More info here:
  23. Merry Cristmas everyone! As a gift to you all, here is a short 5 level set! It is solvable only in MS, and several levels require PGChip. Download here: http://cczone.invisionzone.com/index.php?/files/file/429-c1059-christmas/ I hope you like it. Please leave feedback so I can improve future sets. Thanks for playing!
  24. Version 1.0


    This is my TWS file for CCLP2 in MS. All 149 levels have been solved. The last level solved was Patrolled. As far as I know, this TWS file does not contain a single bold.
  25. I have decided to make a levelset. I have no idea how long it will be, but it currently has 50 levels. It will work in both Lynx and MS (I have no plans for Pedantic Lynx). Here is a short preview of it. It contains 11 levels. PREVIEW DELETED. FINAL VERSION HERE: http://cczone.invisionzone.com/index.php?/files/file/425-c1059-1dat/ Please note that level 11 is Lynx only. Please leave feedback so I can improve the final set! Thanks for playing!
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