Mice Are Good for Something: Difference between revisions

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{{Infobox Level
{{Infobox Level New
|name = Mice Are Good for Something
|name = Mice Are Good for Something
|image = [[Image:CCLP3 Level 117.png|300px]]
|image = [[Image:CCLP3 Level 117.png|300px]]
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|time = 999
|time = 999
|bold ms = 642
|bold ms = 642
|difficulty ms = 3
|bold difficulty ms = 3
|bold complexity ms = 5
|bold lynx = 628
|bold lynx = 628
|difficulty = 3
|difficulty lynx = 3
|bold difficulty = 3
|bold difficulty lynx = 3
|bold complexity = 5}}
|bold complexity lynx = 5
}}


'''Mice Are Good for Something''' is the 117th level in [[Chip's Challenge Level Pack 3]]. It was created by [[David Stolp]], and the [[block]] formation is in the shape of an actual mouse. This contains 16 usable blocks to bridge to the [[thief]] that allows [[Chip]] to slide over the [[ice]] at the beginning of the level, thus allowing him to avoid the [[pink ball]]. Despite the fact that advanced mechanics and obscure puzzle motifs are common in David Stolp's levels no dirty tricks or use of the mouse is required in this level. In fact, the level feels like something unfair could be possible, but the closest we get is in the title, which parodies the term ''mouse''. The pi character below the mouse is also a mark of David's entries in CCLP3.
'''Mice Are Good for Something''' is the 117th level in [[Chip's Challenge Level Pack 3]]. It was created by [[David Stolp]], and the [[block]] formation is in the shape of an actual mouse. This contains 16 usable blocks to bridge to the [[thief]] that allows [[Chip]] to slide over the [[ice]] at the beginning of the level, thus allowing him to avoid the [[pink ball]]. Despite the fact that advanced mechanics and obscure puzzle motifs are common in David Stolp's levels no dirty tricks or use of the mouse is required in this level. In fact, the level feels like something unfair could be possible, but the closest we get is in the title, which parodies the term ''mouse''. The pi character below the mouse is also a mark of David's entries in CCLP3.
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The setup at the start of the level was built such that the [[Non-Existence Glitch]] would allow the level to be [[busted]] by waiting until the ball stepped on [0, 0] to move R. This would allow the player to forgo all the block pushing. This bust never made it to a released version, and it seems that David decided that pushing the blocks through the successively more difficult [[recessed wall]], [[ice]] and [[force floor]] maze in the southwest to bring them around to the [[water]] was sufficiently entertaining. The voters of [[CCLP3]] seem to have agreed. The idea for the bust did appear in David's set [[pi]] in level #10, "jump, chip, jump".
The setup at the start of the level was built such that the [[Non-Existence Glitch]] would allow the level to be [[busted]] by waiting until the ball stepped on [0, 0] to move R. This would allow the player to forgo all the block pushing. This bust never made it to a released version, and it seems that David decided that pushing the blocks through the successively more difficult [[recessed wall]], [[ice]] and [[force floor]] maze in the southwest to bring them around to the [[water]] was sufficiently entertaining. The voters of [[CCLP3]] seem to have agreed. The idea for the bust did appear in David's set [[pi]] in level #10, "jump, chip, jump".


When to record for this level was confirmed, it was the longest standing unconfirmed record of [[CCLP3]] at just over eight years (2939 days). [[Bug Arranging]] and [[Complex]] are close behind though, so those will soon surpass this duration. A feature of the level that makes it difficult to process what exactly needs to be done to find the quickest method, is that the [[recessed wall]] section of the level could in fact process five more [[block]]s than are required.
When the record for this level was confirmed, it was the longest standing unconfirmed record of [[CCLP3]] at just over eight years (2939 days). [[Bug Arranging]] and [[Complex]] are close behind though, so those will soon surpass this duration. A feature of the level that makes it difficult to process what exactly needs to be done to find the quickest method, is that the [[recessed wall]] section of the level could in fact process five more [[block]]s than are required.


{{Level Progression|Mini Challenges|Obstacle Course}}
{{Level Progression|Mini Challenges|Obstacle Course}}
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