Quote:I wonder how many of these are actually reachable by Chip? And how many are reachable by Chip in a way that the level in question can still be solved? Any guesses on the percentages? I'll guess 20% on the second case.
I suppose it depends on your definition of "reachable". For example, a level like ICEBERG has lots of water tiles that you can just step into, but dying precludes you somewhat from solving the level! There is a block cloner which would allow you to bridge to any random water tile you like without dying, but it would be impossible to reach them all in a single run with the paltry time limit of 150.
Combine this with the facts that:
[a] - almost every CC1 level has a complete wall tile border of some sort (although RINK, which has already been mentioned, is a prime example of where this is NOT the case!), which is (for a 32x32 level at least) 124 / 32<sup>2</sup> = 12.1% of the total tiles in the level, and...
- a good number of levels don't take up anywhere near the full 32x32 grid anyway. LESSON 2 has only 64 reachable tiles (in any one run), including blocks, bridged water spaces, floor under bugs, chips, socket and exit, leaving 32<sup>2</sup>-64 = 960 "unreachable" tiles, which make up 93.75% of the level.
Assuming we're considering reachable tiles in a single run that still allow Chip to reach the exit and complete the level, I think 20% is a pretty good estimate.
CC1: 5,954,550 (completed)
--- CCLP1: 5,989,110 (completed)
--- CCLP2: 5,936,410 (148 levels completed)
--- CCLP3: 1,223,887 (a few levels completed)
My levelset JRB_CCLP1.ccl
--- CCLP1: 5,989,110 (completed)
--- CCLP2: 5,936,410 (148 levels completed)
--- CCLP3: 1,223,887 (a few levels completed)
My levelset JRB_CCLP1.ccl