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{{Infobox Level
{{Infobox Level New|
|pack = cclp2
|name = Madness II
|image = [[Image:CCLP2 Level 68.png|300px]]
|levelset = [[Chip's Challenge Level Pack 2]]
|level = 68
|level = 68
|image = [[File:CCLP2 Level 68.png|300px]]
|password = HINH
|hint = No
|chips required = 16
|chips available = 21 (all 21 can be collected)
|time = 350
 
|bold ms = 277 (requires the [[Mouse Panel Glitch]])
|bold lynx = 280
 
|difficulty ms = 4
|bold difficulty ms = 5
|bold complexity ms = 4
 
|difficulty lynx = 3
|bold difficulty lynx = 3
|bold complexity lynx = 4
}}
}}


'''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.
'''Madness II''' is the 68th level in [[Chip's Challenge Level Pack 2]]. Unlike the rather simple [[Madness I]], also by [[Dave Borgman]], 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, displayed in the first video ===


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.
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, displayed in the second video ===


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 ==
{{#ev:youtube|JS2q4PmsQN4}}
[[File:CCLP2 level 68 solution - 276 seconds|425px]]
{{#ev:youtube|oglU2l9GlLk}}
[[File:CCLP2 level 68 solution - 277 seconds|425px]]


{{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:Levels quicker in Lynx than MS]]
[[Category:Glitch-dependent bolds]]
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