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{{Infobox Level | {{Infobox Level New| | ||
| | |name = Mads' Rush II | ||
|image = [[Image:CCLP2 Level 71.png|300px]] | |||
|levelset = [[Chip's Challenge Level Pack 2]] | |||
|level = 71 | |level = 71 | ||
| | |password = DLSN | ||
|hint = No | |||
|chips required = 7 | |||
|chips available = 7 | |||
|time = 60 | |||
|bold ms = 26 | |||
|bold lynx = 23 | |||
|difficulty ms = 2 | |||
|bold difficulty ms = 5 | |||
|bold complexity ms = 2 | |||
|difficulty lynx = 2 | |||
|bold difficulty lynx = 2 | |||
|bold complexity lynx = 3 | |||
}} | }} | ||
'''Mads' Rush II''' is the 71st level in [[Chip's Challenge Level Pack 2]]. This level is more extended than [[Mads' Rush I | '''Mads' Rush II''' is the 71st level in [[Chip's Challenge Level Pack 2]]. This level is more extended than [[Mads' Rush I]], also made by [[Anne Olsen]]. It features many more obstacles, a [[blue wall]] maze, and a random [[force floor]] section which will annoy a lot of boldseekers, even more than the one for [[Loop]]. This level can be done in even or odd step; this route is in [[even step]]. | ||
Open the [[toggle wall]], pass the green lock, then take the [[flippers]] and [[fire boots]] and crawl to the bottom. Take the top chip, then in even step move RLD 2R 2U and in odd step DUR [1] DR 2U, and walk through the [[socket]]. Break the blue walls with 5R 3U 4R 2D L 2D, jump past the [[gravel]], and use the [[yellow key]] to pass the lock. Now, Chip must dive to the [[green button]] below, then go through the open toggle wall. (Chip cannot touch the button earlier: after the [[fire boots]] or before the chips - because he cannot then sneak in front of the [[pink ball]].) | Open the [[toggle wall]], pass the green lock, then take the [[flippers]] and [[fire boots]] and crawl to the bottom. Take the top chip, then in even step move RLD 2R 2U and in odd step DUR [1] DR 2U, and walk through the [[socket]]. Break the blue walls with 5R 3U 4R 2D L 2D, jump past the [[gravel]], and use the [[yellow key]] to pass the lock. Now, Chip must dive to the [[green button]] below, then go through the open toggle wall. (Chip cannot touch the button earlier: after the [[fire boots]] or before the chips - because he cannot then sneak in front of the [[pink ball]].) | ||
Now, move past the [[fake exit]]. Should the time be 38.6 or higher when Chip is R off this, he is safe for at least 25. Pass the [[tank]] and more pink balls, and then collect the hidden [[ice skates]] east of the balls to skate through the | Now, move past the [[fake exit]]. Should the time be 38.6 or higher when Chip is R off this, he is safe for at least 25. Pass the [[tank]] and more pink balls, and then collect the hidden [[ice skates]] east of the balls to skate through the bombs. Dive 3D 4L D through the glider room to reach the fire boots, then U, east and south to the exit. | ||
= | However, should Chip come out of the random force floors with ''absolutely perfect'' luck, reaching the fake exit at 40.0, he can score the bold time of 26. While this was proven long ago in a [[derandomization]] test by [[Andrew Bennett]], which elicited the same route, the high level of luck (bold is a [1/4 ^ 4] * 1/2 = 1/512 probability) and the 19-second delay between attempts left it unclaimed for years. On June 23, 2009, [[User:Jamesa7171|James Anderson]] finally collected it, in the [[AVI]] solution shown below. | ||
== Fix for [[Lynx]] == | |||
Although the fake exit will not affect Mads' Rush II's playability in Lynx, the hidden ice skates do. First, replace the fake exit with another [[clone machine]], since some versions of [[Tile World]] Lynx read fake exits as real ones and the level would be [[busted]]. Then, move the skates to the upper layer and add a [[red key]] 2U off them, plus a corresponding [[red lock]] at [29, 7]. This trades [2] for [2] and works out to the same time as if the hidden skates were legal. | |||
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== Walkthrough == | == Walkthrough == |