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.
|
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.
|
CCLP2 Melinda times
# |
Name |
Bold |
Melinda time |
Reason
|
119 |
Teeth |
280 |
281 |
Requires perfect luck to within [2] on the random force floors.
|
140 |
Keep Trying |
484 |
491 |
With the current route and setup, the melinda time is calculated as 491, thanks to the long RFF chain in the level.
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