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(Missing some data...then added some other important stuff as well. Now you can see Skelzie.)
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The '''[[Melinda]] time''' is a term used to refer a time higher than the current [[bold time]] that theoretically could be obtained, but would require extreme luck and/or skill - often both - to obtain. They are almost always caused by the use of [[random element]]s.
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== CC1 Melinda times ==
 
 
{| class="wikitable sortable" border="1"
 
! # !! Name !! Bold !! Melinda time !! class="unsortable" | Reason
 
|-
 
| 23 || [[Blobnet]] || 436 || 444 || Requires no interference from the [[blob]]s. <!---Possibly only 443.--->
 
|-
 
| 126 || [[Block N Roll]] || 441 || 443 || Requires little to no interference from the [[walker]]s. <!---Please derandomize using the new route.--->
 
|-
 
| 146 || [[Cake Walk]] || 712 || 717 || Requires extreme luck with random [[force floor]]s near the end: [[Chip]] must push the [[block]] on them, and it must stay there long enough for him to open the [[red lock]] and move either DL or DR to safety. Whether 717 or a lower time is reached depends on whether the block arrives immediately after the DL/DR move or takes slightly longer. <!---What was the chance of success? I think David said it was something like 72/65,536, but I know it was something ending in 65,536...--->
 
|}
 
 
== [[Skelzie]] ==
 
 
Skelzie is one special case: its bold route is 454.2, and with Chip's (2U) move to a [[green button]] possibly being covered by a blob, 455 ''may'' be possible. Whether the [[pink ball]]s remaining in the telenet that makes up the nine main rooms of the level will delay Chip longer than they do in the 454 route, and whether the [[Teleport Skip Glitch]] can even be used effectively with the different ball locations, are unknown because applying and executing the glitch is difficult - and limited to only MS play.
 
 
== CC1 Melinda times, originally untimed ==
 
{| class="wikitable sortable" border="1"
 
! # !! Name !! Bold !! Melinda time !! class="unsortable" | Reason
 
|-
 
| 133 || [[Blobdance]] || 949 || 951 || Requires ''zero'' interference from the [[blob]]s.
 
|-
 
| 136 || [[Doublemaze]] || 926 || 927 || The rare exception to the random element rule of Melinda times, Doublemaze requires perfect [[boosting]] for the entire level.
 
|}
 
 
== CCLP2 Melinda times ==
 
 
{| class="wikitable sortable" border="1"
 
! # !! Name !! Bold !! Melinda time !! class="unsortable" | Reason
 
|-
 
| 59 || [[Lot of Danger]] || 352 || 353 || Requires perfect luck with the random force floors to within [1/2] (a 1/2,048 chance) and no interference from the walkers.
 
|-
 
| 63 || [[Jungle]] || 128 || 129 || Requires an alternate path that is very risky because of the high concentration of blobs, and for blobs to delay a [[teeth]] from moving towards Chip on at least two occasions so that it does not interfere with his moves.
 
|-
 
| 98 || [[Loop]] || 37 || 38 || Requires perfect luck with the random force floors.
 
|-
 
| 119 || [[Teeth (CCLP2 level)|Teeth]] || 280 || 281 || Requires perfect luck to within [2] on the random force floors.
 
|-
 
| 140 || [[Keep Trying]] || 481 || Unknown || The Melinda time is difficult to calculate because of the large amount of random force floors and the erratic pattern of the [[toggle wall]]s. When the bold was 476, the time was calculated as 488, but improvements in the non-random area of the level have left this total indefinite.
 
|}
 
[[Category:Terminology]]
 

Latest revision as of 04:22, March 13, 2019

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