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Pointless CC Trivia Thread

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This is what I meant. And yes, the CCLP3 ones are odd. I wouldn't make a time limit end in a 5...

 

I would...

 

That's too subjective, anyway. Perhaps it should say "Official Levels with time limits not divisible by 10".

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CC1's OPEN QUESTION (level 113)'s hint is spelled wrong ("eigth", eighth*)

 

Perhaps the hint is correct and everyone else just writes it wrong?

 

Pointless trivia: the number of exits visible from the beginning of a level in CC1 is divisible by the number of levels in CC1 with multiple exits visible from the start.

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Outside of a lesson level, CC1 level 9 (NUTS AND BOLTS) is the first level in CC1 that has fire but no fire boots, and is the first level that isn't a lesson level.

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There are 35 tiles with blue in them: water, ice, exit, blue door, southeast ice corner, southwest ice corner, northwest ice corner, northeast ice corner, fake blue wall, real blue wall, thief, blue button, teleporter, splash, chip on exit, 2 fake exits, Chip swimming north, Chip swimming west, Chip swimming south, Chip swimming east, north tank, west tank, south tank, east tank, north glider, west glider, south glider, east glider, north walker, west walker, south walker, east walker, blue key, flipper, ice skate. For Tile World tiles, remove the thief but add the socket.

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There are still some people who play an 80's video game called Chip's Challenge. That's trivia for most sentient beings in our universe (and timeline).

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The sequence of tiles that Chip steps on in chipwiki's AVI is floor, chip, blue key, floor, blue door, floor, yellow key, chip, floor x6, blue key, floor x2, chip, floor, yellow door, floor, chip, green key, floor x5, blue door, floor x2, chip, floor x4, red key, chip, red key, floor, red door, floor, yellow key, chip, floor x4, green door, floor, chip, floor x7, green door, floor, chip, floor x7, red door, floor x2, chip, floor x5, yellow door, floor, chip, floor x8, chip socket, exit.

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The time limit on of Jumping Swarm (CC#91) is 400. If by some freaky luck Chip could stand on one tile (like 28,30) and not be killed, it would take the walkers much more time to fill up this entire room. However, this does not happen as the monster limit of 128 is reached in MSCC earlier. It might therefore be possible to score just a time of one second on this level. In TW this monster limit does not seem to be emulated, but the cloning speed is not fast enough to fill up the whole room before time runs out. Surely there still is some higher time limit that would be high enough to force Chip not to be able to solve the level with just one second remaining even in theory? Well, actually, by some more freaky luck, the walkers could concentrate themselves in the north-east corner in such density that three walkers would be stuck on the force floors for just enough time to send another walker back through the corridor. This could stop the creation of more monsters and allow for enough room for Chip to survive indefinitely, or at least as long as playing skill will allow.

 

In lynx, the mechanism works differently and the cloning always stops after the first 16 walkers. This makes scoring a low score of one second much easier. However, lynx will also allow a player to step on the exit just as the clock ticks down to zero and still consider the level solved. You can thus get even a time of 0 on this level in lynx.

 

Good luck scoring either low score.

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The time limit on of Jumping Swarm (CC#91) is 400. If by some freaky luck Chip could stand on one tile (like 28,30) and not be killed, it would take the walkers much more time to fill up this entire room. However, this does not happen as the monster limit of 128 is reached in MSCC earlier. It might therefore be possible to score just a time of one second on this level. In TW this monster limit does not seem to be emulated, but the cloning speed is not fast enough to fill up the whole room before time runs out. Surely there still is some higher time limit that would be high enough to force Chip not to be able to solve the level with just one second remaining even in theory? Well, actually, by some more freaky luck, the walkers could concentrate themselves in the north-east corner in such density that three walkers would be stuck on the force floors for just enough time to send another walker back through the corridor. This could stop the creation of more monsters and allow for enough room for Chip to survive indefinitely, or at least as long as playing skill will allow.

 

In lynx, the mechanism works differently and the cloning always stops after the first 16 walkers. This makes scoring a low score of one second much easier. However, lynx will also allow a player to step on the exit just as the clock ticks down to zero and still consider the level solved. You can thus get even a time of 0 on this level in lynx.

 

Good luck scoring either low score.

 

I was actually imagining a thing where on Jumping Swarm in MSCC the monster limit of 128 would kick in and stop the cloning of walkers. Interesting.

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The monster limit doesn't apply to cloning monsters. Play WARS for a while, you'll see that more than 127 monsters can get cloned. The reason you can't place more than 127 monsters, I'm guessing, is because there isn't even space in the data file to store them.

 

That counts as pointless CC trivia, by the way.

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That limit doesn't seem to work when i use MSCC. I thought it was just the Atari Lynx version.

 

Ok, I was just assuming it might since I didn't have access to MSCC and the wiki mentions it and James had also said something to that effect. So is the limit the size of the board then, who knows??

 

 

 

In Special (CC#149) it's possible to read all three hints and still solve the level.

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Northwest ice corner (first appears on level 13)

Southwest ice corner (first appears on level 13)

 

They both appear in level 9

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