It took me only 20 minutes each time for each of 431, 433 and 434. But given that the 434
was a 435, I should have had several shots at it by now, as I've spent at least an hour on some days (particularly the days afterwards). Since the work is easing up a bit, I've put more time into this, but without results. I've had some nice runs, and did score a 433 again, but I've been killed by 1/4 shots and double-whammies (the only path towards Chip - twice; often 1/8 or 1/12).
I think that by now, with the stuff written on the Strategywiki and our experiences, the Wiki could write an entire article on
Blobnet strategies: Where are the best gambling spots, how often should you wait, and outline the patterns from chip to chip. Frequently, no waits in one spot will lead to no waits later: if Chip can succeed with 3D 2L 5D off [29, 14], he will often be able to sneak 3R without being blocked at all. If he has to go R 3D 3L 5D, he'll usually run into problems. Therefore, this gamble is often helpful.
Also, some of the more common moves could be analyzed and perhaps traded out for more-likely successes, such as [24, 2] to [27, 2]. I notice when I get to [29, 4] that half the time I can move D safely (the spring step can detect that), and half of those times Chip can continue 2D further without being hit. So instead of moving [24, 2] to [27, 2], go around and try to use the 3D from [29, 4]. This would keep the [28, 2] blob away from Chip (sometimes he kills Chip on either chip it touches) and instead be faced with a 5/12 chance of getting through the 3D safely (1/2 of the time the [28, 5] blob underneath it is southwest, and 1/2 of the time he moves U; 1/2 of the time it's in the northeast, and 1/3 of the time it moves L.)
So this will decrease Chip's chance for a successful 3-space run from 1/2 from [24, 2] to [27, 2] to 5/12 from [29, 4] to [29, 7], but in return remove both of the 1/6 chances that Chip is killed by the blob from [28, 2]. In return to that, Chip cannot now use both 3-space runs, probably equalizing the chances in total, but this occurrence is only 1/4 of the time and because of the positioning of blob [30, 9] will often lose at least one move back anyways.
This is quite detailed, and I might have made some kind of error, but this is the sort of logic you might find in advanced guides to
Blobnet. Whoever made such a random level was insane, but fortunately, our thinking has gone to the
inane level.

(P.S: John, I sent you something on Youtube...it should still be in your personal message box.)