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{{Infobox Level New|
{{Infobox Level
|name = Island Hopping
|pack = cclp2
|image = [[Image:CCLP2 Level 103.png|300px]]
|levelset = [[Chip's Challenge Level Pack 2]]
|level = 103
|level = 103
|password = SWKX
|image = [[File:CCLP2 Level 103.png|300px]]
|hint = No
|chips required = 30
|chips available = 30
|time = 500
|bold ms = 392
|bold lynx = 378
 
|difficulty ms = 3
|bold difficulty ms = 4 <!-- It might be heavily random, but it only takes about 10 minutes average to get past the RFFs. None of the rest of the level is terribly difficult, either. -->
|bold complexity ms = 4
 
|difficulty lynx = 3
|bold difficulty lynx = 4
|bold complexity lynx = 4
}}
}}


'''Island Hopping''' is the 103rd level in [[Chip's Challenge Level Pack 2]]. As is obvious, Chip has to swim around the level, collecting chips from variously scattered obstacles in the common style of Paul Hobden. However, the gliders in the room near the northeast allow Chip to exploit a [[bust]] that allows him to remove the [[bomb]]s in the southeast with them.
'''Island Hopping''' is the 103rd level in [[Chip's Challenge Level Pack 2]]. As is obvious, [[Chip]] has to swim around the level, collecting [[Computer chip|chips]] from various scattered obstacles. However, the [[glider]]s in the room near the northeast allow Chip to exploit a [[bust]] that allows him to remove the [[bomb]]s in the southeast using them, when it was intended for him to simply steal the tools from the gliders and use the [[clone block]] to blow up the bombs.


Unfortunately for bold-seekers, Chip has to synchronize the [[brown button]]s properly to allow him to direct the gliders where he wants them, and to do that, Chip has to release the [[toggle wall]]s at the ''exact'' moment, complicated by the addition of random [[force floor]]s in the way of the [[green button]], and the requirement that Chip dash out of that random force floor room with almost perfect luck. [[Andrew Bennett]] simplified this method into the following strategy, which was recorded to be noticably more successful.
Unfortunately for [[Bold time|bold]]-seekers, Chip has to synchronize the [[brown button]]s properly to allow him to direct the gliders where he wants them, and to do that, Chip has to release the [[toggle wall]]s at the ''exact'' right moment, which is made very complicated by the addition of random [[force floor]]s in the way of the [[green button]], ''and'' the requirement that Chip dash out of that random force floor room with almost perfect luck. [[Andrew Bennett]] simplified this method into the following strategy, which was recorded to be noticably more successful.


The requirement is to lose [3] over a perfect run up to the green button, then to come out of the room losing at most [1], and thus taking the nearby chip while the timer is still at 491. A good way to lose [1] is not to use the [[spring slide]] path of L 2D off the first chip near the [[ice]], and instead move straight down.
The requirement is to lose [3] over a perfect run up to the green button, then to come out of the room losing at most [1], and thus taking the nearby chip while the timer is still at 491. A good way to lose [1] is not to use the [[spring slide]] path of L 2D off the first chip near the [[ice]], and instead move straight down.


Now, step into the room and see which way Chip moves. A DLU detour is worth [1] off; in total, Chip must move over ''seven'' force floors before he touches the button. Now, move either U or R, and continue to jump towards the opposite end at the northeast. If Chip reaches the chip on time, and the [[pink ball]] up past the four chips is specifically 2U from him as he enters, he will score the bold if his execution is correct the remainder of the way out. For a simpler route, steal the tools from the gliders and use the [[clone block]] to bridge all the way south to the bombs.
Now, step into the room and see which way Chip moves. A DLU detour is worth [1] off; in total, Chip must move over ''seven'' force floors before he touches the button. Now, move either U or R, and continue to jump towards the opposite end at the northeast. If Chip reaches the chip on time, and the [[pink ball]] up past the four chips is specifically 2U from him as he enters, he will score the bold if his execution is correct the remainder of the way out.
 
==Fix for Lynx==
The [[blue key]] is erased by a [[pink ball]] once the level starts, so the level is not solvable in [[Lynx ruleset|Lynx]]. In [[Chip's Challenge Level Pack 2 (Lynx)|CCLXP2]], the [[Red key|red]] and blue keys and [[lock]]s had their colors swapped and the [[tank]] section was changed a bit to work in both [[ruleset]]s. A west [[thin wall]] was added at (4, 20) and a [[trap]] was added at (6, 21) with a [[Brown button|button]] constantly being held down by a block that can never be pushed at (9, 17). This trap synchronizes the behavior of the tanks due to [[trap sliding]], and also has no effect on gameplay in [[MS ruleset|MS]] because open traps behave exactly like [[floor]] tiles.


==Unsolvability in Lynx==
==Full level map==
The [[blue key]] is erased by a [[pink ball]] once the level starts, so the level is not solvable in [[Lynx]]. This can be changed to [[red key|red]] while preserving the MS integrity, but there is still the problem of reaching it in Lynx, as the [[tank]]s operate differently. To solve this issue, Chip can build a bridge from the [[clone machine]] and use a [[block]] to recalibrate the [[tank]] cycle. Perhaps some other change to the level is still needed, so as not to have the Lynx solution be so unequal to the original, but this is hard to do without messing up any MS routes.
[[File:Cclp2_full_map_level_103.png|500px]]  


== Walkthrough ==
== Walkthrough ==
[[File:CCLP2 level 103 solution - 392 seconds|425px]]
{{#ev:youtube|AX7bwny9CM0}}


{{Level Progression|Chip's Fight|Pyramid}}
{{Level Progression|Chip's Fight|Pyramid}}
[[Category:Levels unsolvable in Lynx]]
[[Category:Levels unsolvable in Lynx]]

Latest revision as of 04:49, 30 April 2020

Island Hopping is the 103rd level in Chip's Challenge Level Pack 2. As is obvious, Chip has to swim around the level, collecting chips from various scattered obstacles. However, the gliders in the room near the northeast allow Chip to exploit a bust that allows him to remove the bombs in the southeast using them, when it was intended for him to simply steal the tools from the gliders and use the clone block to blow up the bombs.

Unfortunately for bold-seekers, Chip has to synchronize the brown buttons properly to allow him to direct the gliders where he wants them, and to do that, Chip has to release the toggle walls at the exact right moment, which is made very complicated by the addition of random force floors in the way of the green button, and the requirement that Chip dash out of that random force floor room with almost perfect luck. Andrew Bennett simplified this method into the following strategy, which was recorded to be noticably more successful.

The requirement is to lose [3] over a perfect run up to the green button, then to come out of the room losing at most [1], and thus taking the nearby chip while the timer is still at 491. A good way to lose [1] is not to use the spring slide path of L 2D off the first chip near the ice, and instead move straight down.

Now, step into the room and see which way Chip moves. A DLU detour is worth [1] off; in total, Chip must move over seven force floors before he touches the button. Now, move either U or R, and continue to jump towards the opposite end at the northeast. If Chip reaches the chip on time, and the pink ball up past the four chips is specifically 2U from him as he enters, he will score the bold if his execution is correct the remainder of the way out.

Fix for Lynx[edit]

The blue key is erased by a pink ball once the level starts, so the level is not solvable in Lynx. In CCLXP2, the red and blue keys and locks had their colors swapped and the tank section was changed a bit to work in both rulesets. A west thin wall was added at (4, 20) and a trap was added at (6, 21) with a button constantly being held down by a block that can never be pushed at (9, 17). This trap synchronizes the behavior of the tanks due to trap sliding, and also has no effect on gameplay in MS because open traps behave exactly like floor tiles.

Full level map[edit]

Cclp2 full map level 103.png

Walkthrough[edit]

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← Chip's Fight Island Hopping Pyramid →