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(Fix total score.) |
(Lynx and Steam mentions; minor edits) |
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A normal goal of [[Chip's Challenge]] is to achieve as high a [[score]] as possible; however, the '''Low Score Challenge''' considers the question of the lowest possible score one can attain while still completing every level. Although no scoreboards track low score attempts, it is still a question of theoretical interest to some in the [[Chipster|community]]. | |||
== Score contribution == | == Score contribution == | ||
=== Level | === Level bonus === | ||
Most of a player's score comes from level bonuses, whether attempting high | Most of a player's score comes from level bonuses, whether attempting high scores or low scores. Each level bonus starts as 500 times the level number. In [[MSCC]], each restart reduces this by 20% (rounding down) until it is below 500. The minimum possible total level bonus for 149 levels is 66,344. As [[Tile World]] and the [[Chip's Challenge 2]] [[Steam ruleset|engine]] do not deduct level bonuses on failed attempts, their corresponding minimum is 5,587,500. <!--Atari Lynx?--> | ||
=== Time | === Time bonus === | ||
The remaining points come from the time bonus. This is 10 times the number of seconds left at level completion. | The remaining points come from the time bonus. This is 10 times the number of seconds left at level completion, as shown by the in-game timer. Untimed levels are treated as having 0 seconds remaining. In [[MS ruleset|MS]], the minimum time one can finish a timed level with is 1 second, while in [[Lynx ruleset|Lynx]] and [[Steam ruleset|Steam]], the timer continues briefly after level completion, making it possible to finish timed levels with 0 seconds left. In either case, this can be achieved in most levels by simply solving the level normally but waiting by the [[exit]] for the timer to tick down. | ||
=== Extra bonus === | |||
In CC2, levels can have [[bonus flag]]s, which add points to the level score when collected. These are typically nonexistent, avoidable, or removable with [[thief|thieves]], but there are some levels in the stock CC2 levels and in the CC2 community level packs that have unavoidable points in this category, such as [[Memories]]. | |||
<!--To do: other levelsets and rulesets--> | |||
== Chip's Challenge 1 == | == Chip's Challenge 1 == | ||
Chip's Challenge 1 has 120 timed levels, and a minimum possible score of 67,544. The first known reference to this calculation was by [[Alice Voith]] in the late 90s<ref>[[Alice Voith]]. [https://www.mywingsbooks.com/chips/cc-chips/misc-lows.shtml "Lowest Possible Score"] (Note: Alice appears to have made a typo in the final result. The last column adds to 67544 but the total is shown as 67554)</ref> | [[Chip's Challenge 1]] has 120 timed levels, and therefore a minimum possible score of 67,544 in MSCC. The first known reference to this calculation was by [[Alice Voith]] in the late 90s,<ref>[[Alice Voith]]. [https://www.mywingsbooks.com/chips/cc-chips/misc-lows.shtml "Lowest Possible Score"] (Note: Alice appears to have made a typo in the final result. The last column adds to 67544 but the total is shown as 67554.)</ref> but it wasn't actually shown to be possible until 2020. Currently, no player has achieved said score. | ||
=== Beware of Bug === | === Beware of Bug === | ||
Collecting the chips in [[Beware of Bug]] normally will result in the glider coming back along with one of the paramecium, which together will leave the exit as the only place to hide. Completing the level with 1 second left involves collecting the first chip just as the first paramecium passes it, such that the paramecium spins in a circle instead of continuing toward the water to drown. This paramecium can eventually keep the glider trapped in the first row. | Collecting the [[computer chip|chips]] in [[Beware of Bug]] normally will result in the [[glider]] coming back along with one of the [[paramecium]], which together will leave the exit as the only place to hide. Completing the level with 1 second left involves collecting the first chip just as the first paramecium passes it, such that the paramecium spins in a circle instead of continuing toward the [[water]] to drown. This paramecium can eventually keep the glider trapped in the first row. | ||
=== Slo Mo === | === Slo Mo === | ||
Due to the randomness of the | Due to the randomness of the [[blob]]s, it was not known for certain whether a score of 1 second remaining could be achieved on [[Slo Mo]] until December of 2018, when [[Kacper Leszczyński]], using [[SuperCC]], showed that it could be done. This score has not been achieved in actual play. | ||
=== Jumping Swarm === | === Jumping Swarm === | ||
A score of 1 on [[Jumping Swarm]] was long considered to be impossible, due to the ever increasing number of | A score of 1 on [[Jumping Swarm]] was long considered to be impossible, due to the ever increasing number of [[walker]]s in the level as time goes on. However, in June of 2020, [[David Stolp]], using SuperCC, showed that with enough luck the walkers would get backed up on the [[force floor]]s far enough that one would bounce back toward the [[clone machine]] and break the cloning mechanism, causing only a limited number of walkers to clone. This score has not been achieved in actual play, and due to the extreme luck required is unlikely to ever be achieved. | ||
==References== | == References == | ||
<references/> | <references/> |