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Showing content with the highest reputation since 07/10/2019 in Posts

  1. 2 points
    There. The tws file I've attached is all of my CC1 MS scores as of today. I completed that set some time ago (not sure exactly when lol) and only found the tws file just yesterday, so obviously most of the scores are unoptimized I'd say, but I'll probably come back and post an update once I get around to try and improve my score. cc-ms.dac.tws
  2. 1 point
    CCLP1 MS #28 (The Last Starfighter): 277 ("+1", "b+1") (requires TSG) 6,006,010 + 10 - 143 b Route is 277.4 with 4 blob clones. SuCC will tell you that it's 277.6 (which would imply 278.0 with the 2 blob strategy) because it thinks you can make a keyboard walking move onto ice and then immediately TSG afterwards, but in MSCC you have to do the TSG click before the ice (which costs 0.1, which turns into a lost spring slide in the route.) Not sure how the TW TSG build handles this. There *is* another route that can give 278.0 - even without TSG! - but it's pretty insane. It requires the lucky 2 blob strategy found in the current bold *and* requires multiple blobs to stack upon each other on the force floors to create slide delay at the *exact* same instant that you try to sneak past an otherwise guaranteed-fatal block (at 7,4), *and* you have to survive the rest of the blocks which will have a randomized slide delay pattern. (You can TSG in one location if you want to help with that, but the others lose time.) SuCC found 2 seeds in the first 1,000,000 that would give 278, and that took into account extra survival chances that come from using TSG in one location; legal 278 odds would be even worse. You can simplify this 278.0 route in an attempt to get a legal 277 - you can drop [2] to clone 4 blobs instead of 2, and you can drop [2] to eliminate one of the blocks at the start to make you more likely to survive - but the odds still appear to be in the 1/80,000 - 1/120,000 range. The problem is that the blobs randomize the sliplist every single attempt due to sliding on the force floors, so you can't avoid playing dice with the blocks. This extra source of luck is too much of a multiplier to reasonably overcome.
  3. 1 point
    CCLP3 Lynx: #63 (Pocket Puzzle): 230 (bc) #72 (Fireball Tourism): 120 (b-6) #76 (Complex): 498 (b-2) #80 (Checkers): 188 (b-2) #85 (Maginot Line): 505 (b-2) #102 (Triple Alarm): 359 (b-1) #105 (Caves): 203 (b) #107 (Lazy Hourglass): 548 (b-4) #109 (Hidden Depths): 396 (bc) #113 (Stress Fracture): 399 (b-7) #118 (Obstacle Course): 387 (b-4) #123 (Investment): 708 (b-4) #125 (Water Trap): 646 (b-6) #128 (Divide and Conquer): 430 (b-2) #143 (Same Game): 749 (b-2) #147 (Avalanche): 491 (b-12) 6,079,550 - 135 b
  4. 1 point
    CCLP3 (MS) 054: 286 (+88, b) [Good Advice] 109: 409 (+85, b) [Hidden Depths] 6,057,290 (117 bolds) 700 total MS bolds achieved!
  5. 1 point
    CCLP1 Lynx: #79 (Elevators): [958] (+1, b) #127 (In the Pink): 413 (+4, b) #143 (Amphibia): [850] (+6, b) 6,000,250 - 138 b CCLP3 Lynx: #137 (Vulcan): 816 (b+9) 133 b
  6. 1 point
    CC2: 77 (THE ROVER ROOM): 40430 (+10, b) | 193 (+1, b) 144 (THE VILLAGE): 75000 (+50, b+20) | 87 (+4, b+1) total score: 14,534,551 total time: 37,486 Now i'm solo first place in score bold count too . Oh yeah and i passed Ruben in ALR at some point.
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