Start of levels from the original version of MikeL1, first released in the summer of 2001.
Levels 1 through 46 are based on levels made on paper around 1998-2001.
My original plan on paper for this level was that there would be a teleport under a block to get you to the exit, but I found out that wouldn't work.
Modified version of CC1 level 16.
Modified version of CC1 level 5. In its original MikeL1 version, this was level #101, which explains the title.
In its original MikeL1 version, this was level #102. If I remember correctly, the short solution to this level was not intended.
Modified version of CC1 #1.
Modified version of CC1 #1.
Modified version of CC1 #2.
Modified version of CC1 #3.
Modified version of CC1 #4
Modified version of CC1 #5
Modified version of CC1 #6
Modified version of CC1 #7
Modified version of CC1 #8
Modified version of CC1 #11
Modified version of CC1 #12
Modified version of CC1 #14
Modified version of CC1 #17
Modified version of CC1 #18
Modified version of CC1 #19
Modified version of CC1 #20
Modified version of CC1 #21
Modified version of CC1 #23
Modified version of CC1 #20
Modified version of CC1 #45
Start of levels from the new version of MikeL1, released in late 2001.
This level was in MikeL1 and was also added to MikeL2, but people said it was too hard and I removed it from MikeL2 and put a new level in its place (MikeL2 #104 - Skill Tester I).
Modified version of a level my cousin made.
Modified version of a level my cousin made (a different cousin).
Modified version of level 94.
I'm pretty sure I hadn't seen Eric Schmidt's level "IF ONLY" before I made this one... If I had seen it first, sorry, Eric. :-)
When I made this level, the first column was off the screen, and I hadn't realized it until after I had finished making it. For some reason I thought it would be better to add a column of walls in instead of just copying and pasting it over to the edge.
Based on a dream I had a while ago about CC. (Sad but true... :-))
Based on another dream I had a while ago about CC.
I think I had once made a THE TRUE TEST II, but I haven't found it yet.
This was originally part of a PENNSYLVANIA set I was working on. This set included this level, level 107 of this set, and MikeL2 levels 112-117.
Start of MikeL1 edits, edited versions of the early MikeL1 levels. This set was originally released in December of 2001.
Start of "small versions of CC1 levels", levels I made based on Chip's Challenge levels. I think this set was originally released in the summer of 2002.
You're probably wondering where the level based on CC1 #9 is. It's HAMMERS AND NAILS, and it was added to MikeL2, which is why it isn't here.
The level based on CC1 #20 is FRUIT SALAD, and it was added to MikeL2.
The level based on CC1 #38 is SAMPLER II in MikeL2.
This level was once in MikeL1 (and/or maybe MikeL2?) but it was removed because people complained that it was too hard (especially since dying will almost always cause CC to crash...).
From this level on, all levels are brand new and have never been released in other sets of mine, unless otherwise noted. I think I started working on these newer levels around 2004.
This level, however, is one of the exceptions - it was previously released in 2004 as a level demonstrating a bug that would occur if this was level 144 or 149 (or another level set to be the last level with ChipEnd).
I had deleted this level because I thought it was impossible. Later, I wasn't so sure about that and decided to recreate it. Turns out I did the right thing recreating it - the level is solvable.
Both this and level 271 are based on AlexMS1.dat #4.
Originally was going to be in MikeL2, but it seemed too hard in Lynx.
Originally was a "filler" level. The exit was at 5,8 and the rest of the level did not exist.
Based on MewtwoDX1 #9.
There are 10 pi's in this level. Can you find them all?
Based on a CC1 level.
Unsolvable in Tile World.
As the title says, this is based on a CC1 level.
I would have added this to MikeL2 if it didn't rely on so many MS-only tricks.
Originally, this level was untimed, but I added in the 4-digit time limit later because I wanted all the levels in this set to be timed.
Based on CC1 #9. I made a harder, longer version of this level, and it is level #179 of MikeL2.
Based on CC1 #27.
Based on CC1 #33.
Based on CC1 #75. The bold route was unintended.
Yes, there is no BLOCK ARRANGING IV... It was deleted when it became MikeL2 #187, and I guess I didn't fix the numbering... :-)
Based on MikeL2 #175 (No Chips).
I don't think this is solvable in Tile World.
Similar to my JUMBLE levels from MikeL2, this level (and the next 2) contains "sections" representing levels from levels 264 to 320. Since the set that levels 264-320 originally came from (the unreleased MikeL4) used to have some levels from MikeL2, you will see some rooms in the MEMORIES levels that represent MikeL2 levels, because they were made before I removed the MikeL2 levels from the set.
Here is a list of each room, in order of when it is first encountered by Chip, and which level it represents (MLR means it's from MikeLrejects (this set) and ML2 means it's from MikeL2): Teeth room - ML2 #172; suction room - MLR #264; teleport room - MLR #265; block/key room - MLR #266; key room - MLR #267; "invalid" room - MLR #268; ball room - ML2 #165; trap room - MLR #269; ice/chip room - MLR #270; dirt room - MLR #342; teeth/chip room - MLR #272; blue wall room - MLR #273; invisible room - MLR #274; blue/inv. room - MLR #275; toggle room - MLR #276; key room - MLR #277; maze room - MLR #278; dirt room - MLR #279; inv. wall room - MLR #280; another inv. wall room - MLR #281; block room - MLR #282; bomb room - MLR #283; block room - ML2 #166; pi room - MLR #284; fire room - MLR #285; pi room - ML2 #167; "372" room - MLR #286; boot room - MLR #287; "25" room - MLR #288.
Here's a list of where each section of this level came from (if you need help reading the list, see level 321's comment):
first room - MLR #289; teeth room - MLR #290; blob room - MLR #291; maze room - MLR #292; MS/Lynx room - MLR #293; fire room - MLR #294; ball/bomb room - MLR #295; ice room - MLR #296; key room - ML2 #168; chip room - ML2 #169; popup room - ML2 #192; walker room - KrisL1 #19 (took me a while to figure that one out); block/suction room - a level that was deleted; bug/paramecia room(s) - ML2 #186; block/gravel room - ML2 #191; Christmas tree room - MLR #297; chip room - MLR #298; glider/fireball room - MLR #299; blue wall room - MLR #300; maze room - MLR #301; dirt room - MLR #302; "element" room - MLR #303; toggle room - MLR #304; block room - MLR #305; paramecia room - MLR #306.
Now that someone has solved the level, I'll update this comment and say what the 3 major errors are... :-)
1) Bust - in the green button/paramecia room, you were supposed to have to block all the buttons, but you don't have to, because the buttons don't control anything that would cause you to lose.
2) Problem - After getting the chip at 14,25, it is impossible to get back out of that room. This would have stopped the level from being solvable if it weren't for #3:
3) Bust - the "alternate" exit at 22,13, which was only supposed to be accessible in Lynx mode, is actually accessible in MS mode as well, because you still have your fire boots from the previous room! This saves you from doing the last 1/3 or so of the level. It also means you don't have to collect any chips.
Here's a list of where each section of this level came from (if you need help reading the list, see level 321's comment): first room - MLR #307; dirt room - MLR #308; water room - MLR #343; fire/water room - MLR #309; bomb room - MLR #344; fire room - MLR #310; ice room - MLR #311; bug room - ML2 #187; red key room - MLR #312; walker room - ML2 #171; key/monster room - MLR #313; block room - MLR #314; element room - ML2 #170; "exit" room - MLR #315; glider/ball room - MLR #317; bug room - MLR #318; green button room - ML2 #174; red key/popup room - ML2 #173; bomb/suction room - ML2 #176; fireball/bomb/key room - MLR #319; tank room - MLR #320.
Busted in Tile World. Scores on this level above the 770s were most likely achieved in Tile World, in which you don't need to use the blobs to "run over" each key.
Based on Catatonic Porpoise's character Ben the Benly Benis.
As Jimmy Vermeer pointed out a while ago, levels that describe themselves as hard almost always are not. This level fits that stereotype.
Like the original Ball Tower (MikeL2 #165), this level is busted.
This level was originally MikeL2 #63, but I put it here, and I "unrejected" the old level 337 and added it to MikeL2.
This level is based on a JohnH1 level "Halls of Pain".
This level was originally MikeL2 #184, but was replaced because it was not Lynx compatible and would be very difficult to make it Lynx compatible.
Level inspired by pi.dat #41. Take a look at pie guy's comments for this level on the pi.dat page, and think about clone buttons (such as the one at 26,29... :-)).
This level is unsolvable in Tile World.
I made this one a while ago to replace #271 (BALL CENTRAL) when I thought that one was unsolvable, however, I guess I deleted it when I found out #271 was solvable. I thought it was gone forever, but then I found it on an old computer at my house, and added it to this set.
This level originally came after #308 (DIRT SCRAMBLE), but I deleted it because I couldn't solve it in 999 seconds, and it wasn't very interesting. However, I found it on an old computer at my house, and added it to the end of this set, changing the time limit from 999 to 1600.
Based on CC1 #50.
This level originally came after #309 (PARTIALLY REDESIGNED), but I deleted it because I couldn't solve it in 999 seconds, and it wasn't very interesting. However, I found it on an old computer at my house, and added it to the end of this set, changing the time limit from 999 to 1600.
Inspired by CC1 #148.
This level, as well as #346 (MEAN) and #347 (MEANER) were originally made for the game Block Pusher, by William S (Starfire). All were probably made sometime in 2003.
MikeL2 #7 with a footwear change.