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Michael

Levels with dirty tricks

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I have a level that uses it, but it's not released yet :P

You can still post it on here lol :)

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By this point in the level there is a LOT of slide delay. This slide delay can be utilized, with luck and good timing, to keep yourself from being murdered by the block you just pushed onto the FF pointing at you. The bomb at the right should be ice - I'm not sure why it's not in this image.

 

wYbNN.png

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Any level that uses Slide Delay and Spring Step/Slide. There are others but the Wiki doesn't list them.

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What about CCLP2 Level 108?

 

Listing all the CCLP2 levels with nasty tricks would tax even the patience of someone who didn't mind "On The Rocks." ;)

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Listing all the CCLP2 levels with nasty tricks would tax even the patience of someone who didn't mind "On The Rocks." ;)

 

Block Away! (21) was the 1st CCLP2 level I noticed with nasty lock/trap combinations at the end.

 

The Lake in Winter (51) is my 2nd least favorite level in that set because it's just a more complexed version of Icedeath, except no death, more guesswork.

 

Chips on the Blocks (62) was just ridiculous.

 

Chip Search (74) Hidden traps under floor = RAGE

 

Exit Chip (93) the whole level is about dirty tricks + perfect lucky timing.

 

Tricks (108) just has a bunch of things under blocks. I actually quite liked it, considering it only took me 10 minutes to solve.

 

Blocked Trap (109) does have the nasty lock/trap combos again, but isn't that bad. Solved it blind in 11 minutes.

 

After the Rainstorm (112) just has the ram but everyone should know that and how to execute it by now.

 

Teeth (119) there's that bit at the end where you have to be in a certain step in order not to get killed by the last tooth monster. I hated that.

 

BlockSlide (123) = SLIDE DELAY

 

Frozen Birdbath (130) I hated. My least favorite of the set.

 

Chomper Romp (142) appearing walls at the end, WITH teeth monster dodging? I don't think so.

 

Run-A-Muck (146) Famous for it's mis-wired trap connections at the beginning and making me rage.

 

Did I miss anything? :)

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Listing all the CCLP2 levels with nasty tricks would tax even the patience of someone who didn't mind "On The Rocks." ;)

 

I have made a list of all the official levels that contain what is imo guesswork. CCLP2 has a whopping 42 of them. (30.6% of all CCLP2 levels)

 

4 - Force World, 21 - Block Away!, 22 - How Goes, 24 - Sudden Death, 26 - Work Fast, 33 - The Big Button Quest, 34 - Cypher II, 35 - Mirror, 44 - Fun House Rink, 46 - Hurry Up, Chip!, 47 - Telerooms, 56 - Planet of the Teeth, 62 - Chips on the Blocks, 65 - Beware of the Teeth!, 67 - The One Sensible Chip, 69 - So Many Chips!, 72 - Checkerboard I, 74 - Chip Search, 78 - The Search for the Exit, 79 - Cra-zy, 81 - Just Enough, 84 - Crypts of Aganorak, 89 - The Ghetto Defender, 93 - Exit chip, 101 - Hard as Rock, 102 - Chip's Fight, 104 - Pyramid, 108 - Tricks, 109 - Blocked Trap, 112 - After the Rainstorm, 118 - High Security, 119 - Teeth, 130 - Frozen Birdbath, 131 - Time Bomb, 133 - Block Maze, 135 - Zartacla, 140 - Keep Trying, 142 - Chomper Romp, 143 - Trapped, 144 - Wormwood, 145 - Gauntlet, 146 - Run-a-Muck

 

I hope I haven't missed any.

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Umm you missed 51 - The Lake in Winter

 

If your gonna list 44, you have to list 51.

 

35 - Mirror, 133 - Block Maze

 

How do those 2 have guesswork?

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I'm mightily impressed with the both of you. :)

 

 

You could probably extend the definition of "dirty tricks" to include more than just guesswork, but I think it's telling that so many levels are saddled with guesswork...I wonder what a CC1 list would look like? (I'm too lazy to do it myself, but for some reason, the hot blocks in Special and Block & Roll don't taint my view of the set the way so many CCLP2 levels do...)

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Umm you missed 51 - The Lake in Winter

 

If your gonna list 44, you have to list 51.

 

 

 

How do those 2 have guesswork?

 

To me, guesswork is only really guesswork if it causes a cook or death.

 

35 - Whoops, I didn't notice that you can window shop the way to the exit and figure out that you need to get there last. I originally put it on the list because it's impossible to window shop the red key.

133 - the hot block at (7,22). Since you need to push between rooms and that block is pretty close by, you might use it. :fireblock:

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Well with that time limit of 450 on 51, you can die :P

 

I didn't know there was a hot block in 133. (Y)

 

Also the location of the red key, you can get out safely. Just saying :)

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I'm not going to make it, but imaging a level with one block cloner, a lot of water, and a lot of thin walls. It could take a lonnnnng time to finish.

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I'm not going to make it, but imaging a level with one block cloner, a lot of water, and a lot of thin walls. It could take a lonnnnng time to finish.

 

For it to take a long time to finish, somebody would actually have to play it.

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I'm not going to make it, but imaging a level with one block cloner, a lot of water, and a lot of thin walls. It could take a lonnnnng time to finish.

 

There's a level in ZaneK2.dat called "The Journey of a Thousand Miles". Here it is, you guys will HATE it:

 

480226_140674402729616_100003611717360_162428_414993955_n.jpg

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There's a level in ZaneK2.dat called "The Journey of a Thousand Miles". Here it is, you guys will HATE it:

 

480226_140674402729616_100003611717360_162428_414993955_n.jpg

It better be untimed

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