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James last won the day on October 15

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  1. CCLP1 MS #66 (Klausswergner): 291 (+1, b) 6,006,020 - 144 b
  2. CCLP1 #68 (only odd numbers of blocks allowed): [949] (+2, b) 6,006,010 - 143 b
  3. CCLP3 MS #111 (Bustin' Out): 624 (+1, b) tykl 6,070,890 - 114 b CCLP4 MS #27 (Suburban Legend): 402 (b) #130 (Bam Thwok): 561 (b) 79 solved, 76 b
  4. CCLP3 MS #134 (Sorry, Madhav): 209 (+16, b+13) 6,070,880 - 114 b
  5. CCLP3 MS #71 (How to Get Around in Venice): 432 (+2, b+1) joint bold with pieguy and IHNN A massive amount of the credit goes to pieguy: Jeffrey and I found an extra [4] at the start compared to pieguy's 431 (for a total of +[9] at the start compared to the public 430), and pieguy later worked his magic to find 432 with the help of these moves. There was no real collab agreement in place, but pieguy graciously extended a joint bold offer to us anyway as he doesn't think he would have found 432 otherwise. Pieguy says he will be away for a week and will wait to post a score report until afterwards, but he officially reported this score to me in private (in my capacity as scorekeeper, à la old emails to Alice Voith) and said it was ok for us to report it now. (name order pg/ja/jb) Route is in the public tws and also on my YouTube channel: https://youtu.be/wtTGdStR--0 The extra [4] at the start get equalized at the fireballs, but they *did* help unlock a perfect variation with no moves lost after the fireballs (which just barely allows 432). The current route is now maxed variation-wise; scoring higher would require even more moves at the start or some kind of structural adjustment to the route. (The tank sokoban can be done faster than this in several ways, but you are gatekept by the toggle door anyway so it doesn't matter.) 6,070,720 - 114 b
  6. CCLP4 MS #99 (Ice Cavern): 302 (b+1) 77 solved, 74 b
  7. CCLP4 MS #102 (k): 326 (+1, b) #113 (½ of You, ½ of Me): 346 (b) 76 solved, 73 b
  8. CCLP3 MS #102 (Triple Alarm): 386 (+65, b+6) joint bold with Miika Toukola (who has scored it and will report when possible) 6,070,700 - 113 b
  9. Can confirm the above, thanks to Jeffrey for reporting while I was at work (going to leave that up for a more accurate timestamp, plus how often do you get to react to one of your own scores in your own thread? 😛)
  10. CC1 MS #146 (Cake Walk): 721 (+9, b+4) joint bold with IHNN 5,977,680 - 142 b (Melinda >= 726)
  11. I wish you the best and I hope you find the mental peace you are looking for. Hopefully we will see you again soon 🙂
  12. 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.
  13. CCLP2 MS #148 (Neptune): 550 (+2, b) typg 6,050,830 - 144 b
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