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'''Thanks to...''' is the 145th level in [[Chip's Challenge 1]]. In the [[Microsoft's version of Chip's Challenge|Microsoft version]], it is the first of five [[secret level]]s, as well as a [[credits level]]; fortunately, it requires absolutely no effort to complete. The significance is that the level is a commemorative, thanking the people who converted the game from the original [[Lynx ruleset|Lynx]] version to the popular [[MS ruleset|MS]] version.


'''Thanks to...''' is the 145th level in [[Chip's Challenge 1]]. In the Microsoft version, it is the first of five [[secret level]]s, as well as a [[Credits level]]; fortunately, it requires absolutely no effort to complete. The significance is that the level is a commemorative, thanking the people who converted the game from the original [[Lynx Ruleset|Lynx]] version to the popular [[MS Ruleset|MS]] version.
Doug T. was a playtester for the Microsoft version,<ref name="dougt">[http://www.abandonia.com/vbullet/showpost.php?p=223121&postcount=45 "Forums - View Single Post - Chip's Challenge"]. ''www.abandonia.com''. Retrieved 19 June 2019.</ref> and Ed H. is probably the artist Ed Halley. Robert Donner created ''WinMine'', which later became ''Microsoft Minesweeper'',<ref name="dougt" /> though his and Lisa F.'s involvement with the actual game are not known. The ''TONY'' mentioned in the password could be surnamed Garcia or Krueger, and is generally assumed to be the former. Tony Krueger was the MS version's author, which is mentioned along with Ed Halley's name in the ''About Chip's Challenge'' popup accessible from the ''Help'' menu.


Ed H. is probably the artist Ed Halley; the other three names are not known. The ''TONY'' mentioned in the password could be surnamed Garcia or Krueger, and is generally assumed to be the former. Tony Krueger was the MS version's author, which is mentioned along with Ed Halley's name in the ''About Chip's Challenge'' popup accessible from the ''Help'' menu.
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 [[public TWS]] solution shown below, 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.  
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 where the player slides across the top of the force floor section found at the bottom of the level instead of dropping down at any point, 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 2 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 3 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 a total probability of 379/16384 or about a 2.31% success rate for achieving the bold time. 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%.


== Trivia ==
== Trivia ==
* Thanks to... is the only level in CC1 with a title containing lowercase letters. This is most likely due to the fact that the Atari Lynx version's font contains only capital letters, whereas the Microsoft version simply uses a generic font and can therefore handle both capital and lowercase letters.
* Thanks to... is the only level in CC1 with a title containing lowercase letters. This is most likely due to the fact that the Atari Lynx version's font contains only capital letters, whereas the Microsoft version simply uses a generic font and can therefore handle both capital and lowercase letters.


* If the player looks in a [[level editor]], a map reveals that there are five [[ice]] spaces [[Invalid tile|under other ice spaces]], which is illegal in Lynx; however, this level doesn't appear in the Atari Lynx version of the game. They can be found on the [[grid]] at coordinates (0, 25), (5, 26), (10, 27), (19, 28) and (27, 29).
* If the player looks in a [[level editor]], a map reveals that there are five [[ice]] spaces [[Invalid tile|under other ice spaces]], which is illegal in [[Lynx ruleset|Lynx mode]]; however, in the Atari Lynx version, this level does not exist. These buried squares can be found on the [[grid]] at coordinates (0, 25), (5, 26), (10, 27), (19, 28) and (27, 29):
[[File:145invalids.png|600px]]
[[File:145invalids.png|600px]]


* As mentioned, in the Lynx version, this level does not exist; level 145 is simply a dummy that triggers the ending sequence after completing [[Fireflies]]. The entry in the password table for level 145 is ''YBLI'', and as expected, entering this displays the victory sequence.
* As mentioned, in the Lynx version, this level does not exist; level 145 is simply a dummy that triggers the ending sequence after completing [[Fireflies]]. The entry in the password table for level 145 is ''YBLI'', and as expected, entering this displays the victory sequence.


* There is also another "hidden" password, ''MAND'', which is an intended easter egg that displays a [https://en.wikipedia.org/wiki/Mandelbrot_set Mandelbrot fractal set]. The player can then interact with the generator in many different ways, such as modifying the palette or zooming in and out. The only way out of this "level" is to reset the console.
* There is also another "hidden" password, ''MAND'', which is an intended easter egg that displays a [https://en.wikipedia.org/wiki/Mandelbrot_set Mandelbrot fractal set.] The player can then interact with the generator in many different ways, such as modifying the palette or zooming in and out. The only way out of this "level" is to reset the console.
[[File:Fractal.png|thumb|200px|The fractal in the original Lynx]]
[[File:Fractal.png|thumb|200px|The fractal in the original Lynx]]


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== Walkthrough ==
== Walkthrough ==
{{#ev:youtube|s0NAtDXSvDU}}
{{#ev:youtube|s0NAtDXSvDU}}
==References==
<references/>


{{Level Progression|Fireflies|Cake Walk}}
{{Level Progression|Fireflies|Cake Walk}}
[[Category:Untimed levels]]
[[Category:Untimed levels]]
[[Category:Levels unplayable in Lynx]]
[[Category:Levels unplayable in Lynx]]
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