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(Full fixes. We should do this table for bold time...)
(Missing some data...then added some other important stuff as well. Now you can see Skelzie.)
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| 126 || [[Block N Roll]] || 441 || 443 || Requires little to no interference from the [[walker]]s. <!---Please derandomize using the new route.--->
 
| 126 || [[Block N Roll]] || 441 || 443 || Requires little to no interference from the [[walker]]s. <!---Please derandomize using the new route.--->
 
|-
 
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| 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 <!---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...--->
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| 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 may have 455. Test this route by removing the blobs and changing the toggle wall to open, then follow the 454 route and see if the balls still allow Chip to use it. -->
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== [[Skelzie]] ==
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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 ==
 
== CC1 Melinda times, originally untimed ==
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| 133 || [[Blobdance]] || 949 || 951 || Requires ''zero'' interference from the [[blob]]s.
 
| 133 || [[Blobdance]] || 949 || 951 || Requires ''zero'' interference from the [[blob]]s.
 
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|-
| 136 || [[Doublemaze]] || 926 || 927 || Requires perfect [[boosting]] for the entire level.
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| 136 || [[Doublemaze]] || 926 || 927 || The rare exception to the random element rule of Melinda times, Doublemaze requires perfect [[boosting]] for the entire level.
 
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Revision as of 14:51, June 19, 2010

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 elements.

CC1 Melinda times

# Name Bold Melinda time Reason
23 Blobnet 436 444 Requires no interference from the blobs.
126 Block N Roll 441 443 Requires little to no interference from the walkers.
146 Cake Walk 712 717 Requires extreme luck with random force floors 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.

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 balls 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

# Name Bold Melinda time Reason
133 Blobdance 949 951 Requires zero interference from the blobs.
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

# Name Bold Melinda time 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 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 walls. 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.
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