Chip's Challenge scoring: Difference between revisions

Minor spelling fixes, removed double mention of Lynx's battery life, fixed something that will continue to be out of date in the future
(not so much MS)
(Minor spelling fixes, removed double mention of Lynx's battery life, fixed something that will continue to be out of date in the future)
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== Version quirks ==
== Version quirks ==
=== Atari Lynx ===
=== Atari Lynx ===
In the original [[Chip's Challenge for Atari Lynx]], when a level is completed, the victory message and four scoring values are superimposed over the level, on the bottom half of the screen. However, the total score is not saved, and is reset to 0 upon returning to the title screen or a power failure, and the Atari Lynx ran on battery power. As of 2021, no one is known to have ever completed Chip's Challenge 1 in a single setting within the Lynx's best-case 5 hours of battery life, so it's highly unlikely that anyone ever saw their total score over a complete playthrough of the game.
In the original [[Chip's Challenge for Atari Lynx]], when a level is completed, the victory message and four scoring values are superimposed over the level, on the bottom half of the screen. However, the total score is not saved, and resets to 0 upon returning to the title screen or in the case of a power failure. As of 2021, no one is known to have ever completed Chip's Challenge 1 in a single setting within the Lynx's best-case 5 hours of battery life, so it's highly unlikely that anyone ever saw their total score over a complete playthrough of the game.


=== MS ===
=== MS ===
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=== Steam + CC2 ===
=== Steam + CC2 ===
In the [[Steam ruleset]] and in [[Chip's Challenge 2]], when a level is completed, the victory message and the score are overlaid over the bottom half of the grid, similar to the original Atari Lynx version. If the score is an improvement over the previous score, a new window first appears to congratulate the player, and display how many extra points were scored. This window can be dismisssed by clicking the ''Ok'' button at the bottom.
In the [[Steam ruleset]] and in [[Chip's Challenge 2]], when a level is completed, the victory message and the score are overlaid over the bottom half of the grid, similar to the original Atari Lynx version. If the score is an improvement over the previous score, a new window first appears to congratulate the player, and display how many extra points were scored. This window can be dismissed by clicking the ''Ok'' button at the bottom.


=== ZX Spectrum ===
=== ZX Spectrum ===
Scoring in the ZX Spectrum port of Chip's Challenge is extremely glitchy. For most levels, the level bonus value does not use the usual formula, instead using a seemlingly random number which will be very confusing to attentive players.
Scoring in the ZX Spectrum port of Chip's Challenge is extremely glitchy. For most levels, the level bonus value does not use the usual formula, instead using a seemingly random number which will be very confusing to attentive players.


== Additional scoring methods ==
== Additional scoring methods ==
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* .1 = -.7 = 4.5/.5 moves.
* .1 = -.7 = 4.5/.5 moves.
* .0 = -.8 = 5 moves, or where the next half-move in the absence of -.9 cases would contain a tick. Since the [[Lynx Ruleset]] ticks the clock for one more turn upon entry into the exit, a .0 route played in Lynx will drop to the next second.
* .0 = -.8 = 5 moves, or where the next half-move in the absence of -.9 cases would contain a tick. Since the [[Lynx Ruleset]] ticks the clock for one more turn upon entry into the exit, a .0 route played in Lynx will drop to the next second.
* -.9 (no .X equivalent) = 5.5 moves after the last tick, but the time limit has not decremented. As technically the clock should have ticked at this point, Chip must have used either [[boosting]] or a special instance of a [[spring step]]. (Note that waiting [1/2] before making a ''voluntary'' move into the exit, such that a hypothetical next move would be a spring step, will not create a -.9 time and simply be .0/-.8.) The three specific causes, with examples, are: a force floor override ([[Flame Boy]]), a boost which places Chip ''directly'' into the exit ([[Shrinking]], [[Bounce]], [[Oorto Geld II]]), and Chip making a boost or a spring step onto a sliding space and continuing to slide until he reaches the exit, and the timer was at .0 one space from the exit ([[I Slide]] and [[Just Enough]] respectively). This is rare, with these being the only six examples in official levels. Because of the continuing clock software in MS, when Chip closes the exit window and moves to the next level, the timer will be down one second from its original setting.
* -.9 (no .X equivalent) = 5.5 moves after the last tick, but the time limit has not decremented. As technically the clock should have ticked at this point, Chip must have used either [[boosting]] or a special instance of a [[spring step]]. (Note that waiting [1/2] before making a ''voluntary'' move into the exit, such that a hypothetical next move would be a spring step, will not create a -.9 time and simply be .0/-.8.) The three specific causes, with examples, are: a force floor override ([[Flame Boy]]), a boost which places Chip ''directly'' into the exit ([[Shrinking]], [[Bounce]], [[Oorto Geld II]]), and Chip making a boost or a spring step onto a sliding space and continuing to slide until he reaches the exit, and the timer was at .0 one space from the exit ([[I Slide]] and [[Just Enough]] respectively). Because of the continuing clock software in MS, when Chip closes the exit window and moves to the next level, the timer will be down one second from its original setting.


[[Category:Mechanics]]
[[Category:Mechanics]]
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