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4 bytes removed ,  13 March 2019
Edited to reflect video change
(Updated bold route)
(Edited to reflect video change)
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To complete the level, slide on the [[ice]] and play between the DOUG and T. to reach [[fire boots]] and then down to the exit at (31, 31). Alternatively, using the [[AVI]] solution, the level is able to be completed in only 8 seconds, but risks Chip's life.  
To complete the level, slide on the [[ice]] and play between the DOUG and T. to reach [[fire boots]] and then down to the exit at (31, 31). Alternatively, using the [[AVI]] solution, the level is able to be completed in only 8 seconds, but risks Chip's life.  


With a recent discovery about the bottom section not yet included in the AVI, the player has a few different options allowing progression through the random force floor section on [991] pace by simply holding down. All methods listed below will achieve the bold time of [991]. An override is denoted with an X and represents the 3/4 chance of the force floor being whichever direction Chip is not going (in this case, anything but down) and D is used for a downwards push.  
With a recent discovery about the bottom section made by [[Sharpeye468]], the player has a few different options allowing progression through the random force floor section on [991] pace by simply holding down. All methods listed below will achieve the bold time of [991]. An override is denoted with an X and represents the 3/4 chance of the force floor being whichever direction Chip is not going (in this case, anything but down) and D is used for a downwards push.  


With 0 overrides the player makes it through and is still on pace (DDDDD, 1/1024). With only 1 override the player can afford to be pushed up once by the force floors to start the sequence (example: UDDDXD, 3/2048) or make it through without being pushed up at all (example: DXDDD, 3/512). With two overrides the player can be pushed up twice to start (UUDXDXD, 9/16384), once to start (UDXDXD 9/4096), or no times at all (perfect run leading to the optimal decimal: DXDXD, (9/1024)). With three overrides the player can be pushed up once anywhere along the force floor sequence that isn’t the start (example: DXUXDXD 27/8192). Combining all of these gives us a total probability of 379/16384 or about a 2.31% success rate for achieving the bold time. However, the odds will get slightly higher if the player is able to react to the sequence given but the exact number is still unknown. A rough estimate would put the odds somewhere around 3%.
With 0 overrides the player makes it through and is still on pace (DDDDD, 1/1024). With only 1 override the player can afford to be pushed up once by the force floors to start the sequence (example: UDDDXD, 3/2048) or make it through without being pushed up at all (example: DXDDD, 3/512). With two overrides the player can be pushed up twice to start (UUDXDXD, 9/16384), once to start (UDXDXD 9/4096), or no times at all (perfect run leading to the optimal decimal: DXDXD, (9/1024)). With three overrides the player can be pushed up once anywhere along the force floor sequence that isn’t the start (example: DXUXDXD 27/8192). Combining all of these gives us a total probability of 379/16384 or about a 2.31% success rate for achieving the bold time. However, the odds will get slightly higher if the player is able to react to the sequence given but the exact number is still unknown. A rough estimate would put the odds somewhere around 3%.
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