Sudden Death: Difference between revisions

128 bytes added ,  29 March 2019
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(Added full level map)
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|image = [[Image:CCLP2 Level 24.png|300px]]
|image = [[Image:CCLP2 Level 24.png|300px]]
|levelset = [[Chip's Challenge Level Pack 2]]
|levelset = [[Chip's Challenge Level Pack 2]]
|designer = [[Dave Borgman]]
|level = 24
|level = 24
|password = HKHA
|password = HKHA
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}}
}}


'''Sudden Death''' is the 24th level in [[Chip's Challenge Level Pack 2]]. It was designed by [[Dave Borgman]]. With a mess of puzzles and a [[blob]] in the mix, Sudden Death has a lot going for it as a level, even if it's not that hard.
'''Sudden Death''' is the 24th level in [[Chip's Challenge Level Pack 2]]. With a mess of puzzles and a [[blob]] in the mix, Sudden Death has a lot going for it as a level, even if it's not that hard.


Slide D, then move U 5R 7D, onto the [[trap]] and all the way south, and use the [[clone block]]s to straddle the [[force floor]]s to collect the goodies. Take the [[green key]] and chips near it, the remaining chips from the [[blob]], then pass the second set of [[tank]]s and collect the one chip on the bottom.
Slide D, then move U 5R 7D, onto the [[trap]] and all the way south, and use the [[clone block]]s to straddle the [[force floor]]s to collect the goodies. Take the [[green key]] and chips near it, the remaining chips from the [[blob]], then pass the second set of [[tank]]s and collect the one chip on the bottom.
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The reason why a 305.8 is scored, rather than a [[Chip's Challenge scoring|306 -.9 time]], is because the boosting onto the exit was done off an ''even'' number of [[sliding tile]]s, when a [[spring slide]] is impossible. Hence, an additional [1/2] is added to the duration of time it requires for Chip to move into the exit, which combines into a full [1] under 306 and hence 305.8. If Chip arrived [1/2] later to the force floor strip and had only three force floors, a 306 would be scored.
The reason why a 305.8 is scored, rather than a [[Chip's Challenge scoring|306 -.9 time]], is because the boosting onto the exit was done off an ''even'' number of [[sliding tile]]s, when a [[spring slide]] is impossible. Hence, an additional [1/2] is added to the duration of time it requires for Chip to move into the exit, which combines into a full [1] under 306 and hence 305.8. If Chip arrived [1/2] later to the force floor strip and had only three force floors, a 306 would be scored.


== Unsolvability in [[Lynx]] ==
== Fix for Lynx ==


In Lynx, clone blocks with nothing under them are read as normal blocks, which causes Chip to push them and be squashed in return. Even if they were stationary [[wall]]s, the level would still be unsolvable, as Chip cannot step backwards off a force floor throwing him into a wall, although he can move sideways, as would be shown if Chip were to move D in this situation. This, however, leads to the same impossible problem as on the upper force floor.
In Lynx, clone blocks with nothing under them are read as normal blocks, which causes Chip to push them and be squashed in return. Even if they were stationary [[wall]]s, the level would still be unsolvable, as Chip cannot step backwards off a force floor throwing him into a wall, although he can move sideways, as would be shown if Chip were to move D in this situation. This, however, leads to the same impossible problem as on the upper force floor.


To solve this problem, switch [11, 25] to a west force floor, [11, 26] and [11, 27] to north force floors, and mirror this on the opposite side.
To solve this problem, [[Chip's Challenge Level Pack 2 (Lynx)|CCLXP2]] places clone machines under the clone blocks to emulate their behavior in MS, and places clone blocks without clone machines under them at (10, 24) and (14, 24) to allow access to the items at the bottom in Lynx.


==Full level map==
==Full level map==
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{{Level Progression|Traps I|Race for the Chips}}
{{Level Progression|Traps I|Race for the Chips}}
[[Category:Levels unsolvable in Lynx]]
[[Category:Levels unsolvable in Lynx]]
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