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{{Infobox Level | {{Infobox Level | ||
|pack = cclp2 | |||
| | |||
|level = 68 | |level = 68 | ||
| | |image = [[File:CCLP2 Level 68.png|300px]] | ||
}} | }} | ||
'''Madness II''' is the 68th level in [[Chip's Challenge Level Pack 2]]. Unlike the rather simple [[Madness I | '''Madness II''' is the 68th level in [[Chip's Challenge Level Pack 2]]. Unlike the rather simple [[Madness I]], Madness II requires instant responses, exact timing, some luck, and some logic. There are two distinct routes through Madness II at its highest level; in slower routes, simply clone one block at a time. One path uses only the arrow keys and one utilizes the Mouse Panel Glitch to perform two [[ram]]s, but the latter - in addition to the increased difficulty of using the mouse - requires several alterations which make the route more difficult. | ||
=== 276 route | === 276 route === | ||
Clone one block and cover it, then clone two blocks, move the extant block D and remove the dirt. For the next stage, clone three blocks and remove the dirt with [1/2] RL, taking advantage of [[ | Clone one block and cover it, then clone two blocks, move the extant block D and remove the dirt. For the next stage, clone three blocks and remove the dirt with [1/2] RL, taking advantage of [[slide delay]] to survive the sliding block - a [[spring step]] [[dirty trick]]. Ram this block with -R, then play DR and revive the rammed block with U, and step L [1/2] R onto the resulting dirt. This U move loses no time, as the boost will catch Chip up with the other theoretical path, similar to the mechanics of the spring step. | ||
Step L to move the last remaining block, then clone ''six'' blocks, move the loose block D, remove the dirt ''without'' waiting (there is sufficient slide delay that no 10 [[m/s]] move is necessary), and continue to use the dirty trick to push the train further down the river: LUR 2:[[1/2] DU] R [1/2] DU -D. As with the other ram, shove the block L to continue it down the path, then move U [1/2] D to remove its dirt space. Move the loose block (the last one remaining) R towards the train, then collect the [[red key]] to the left before moving the block onto the train and picking up everything in both alcoves. | Step L to move the last remaining block, then clone ''six'' blocks, move the loose block D, remove the dirt ''without'' waiting (there is sufficient slide delay that no 10 [[m/s]] move is necessary), and continue to use the dirty trick to push the train further down the river: LUR 2:[[1/2] DU] R [1/2] DU -D. As with the other ram, shove the block L to continue it down the path, then move U [1/2] D to remove its dirt space. Move the loose block (the last one remaining) R towards the train, then collect the [[red key]] to the left before moving the block onto the train and picking up everything in both alcoves. | ||
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Now, run to the top of the level, past the ball on the [[brown button]], and sneak into the second ball room, this time with hidden [[flippers]]. Move across the ice corner, steal the last two chips from the fireball, then sneak back around to the [[toggle wall]], pass the teleport, bust through the [[socket]] and move D''R'' 3D to avoid running into a glider as you exit. | Now, run to the top of the level, past the ball on the [[brown button]], and sneak into the second ball room, this time with hidden [[flippers]]. Move across the ice corner, steal the last two chips from the fireball, then sneak back around to the [[toggle wall]], pass the teleport, bust through the [[socket]] and move D''R'' 3D to avoid running into a glider as you exit. | ||
=== 277 route | === 277 route === | ||
Several things change when the mouse is used. The first ram is the harder of the two: to pull it off successfully, wait [1/2] before clicking [-R *D], which will cause [*D R] to function as a spring step. Make the following UL key moves ''very'' distinct, as otherwise the mouse will trigger during Chip's [1/2] wait and he will move -R when he lands. | Several things change when the mouse is used. The first ram is the harder of the two: to pull it off successfully, wait [1/2] before clicking [-R *D], which will cause [*D R] to function as a spring step. Make the following UL key moves ''very'' distinct, as otherwise the mouse will trigger during Chip's [1/2] wait and he will move -R when he lands. | ||
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The last change is at the very end: Chip has [6] to spare, [4] of which will contribute to increasing the time from 276.8 to 277.6. [1] has to be spent waiting for each of the toggle wall and trap to open, so push the block above the ball 4D onto the [[brown button]], which will erase both waits in return for a [1] loss and increase the time to 277.8. In addition to saving [1], this makes running to the exit much easier: overshooting the path out of the teleport by moving 2D off the socket will cause Chip to be killed, and having to wait [1] just before teleporting will make this mistake more likely since more factors are at work. | The last change is at the very end: Chip has [6] to spare, [4] of which will contribute to increasing the time from 276.8 to 277.6. [1] has to be spent waiting for each of the toggle wall and trap to open, so push the block above the ball 4D onto the [[brown button]], which will erase both waits in return for a [1] loss and increase the time to 277.8. In addition to saving [1], this makes running to the exit much easier: overshooting the path out of the teleport by moving 2D off the socket will cause Chip to be killed, and having to wait [1] just before teleporting will make this mistake more likely since more factors are at work. | ||
==Full level map== | |||
[[File:Cclp2_full_map_level_68.png|500px]] | |||
== Walkthrough == | == Walkthrough == | ||
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{{Level Progression|The One Sensible Chip|So Many Chips!}} | {{Level Progression|The One Sensible Chip|So Many Chips!}} | ||
[[Category:Levels unplayable in Lynx]] | [[Category:Levels unplayable in Lynx]] | ||
[[Category: | [[Category:Levels quicker in Lynx than MS]] |