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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]].
The normal goal of Chip's Challenge is to score 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 community.


== Score contribution ==
== Score contribution ==
=== Level bonus ===
=== Level Bonus ===
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?-->
Most of a player's score comes from level bonuses, whether attempting high score or low score.  Each level bonus starts as 500 times the level number.  On each restart, it is reduced by 20% (rounding down) until it is below 500.  The minimum possible total level bonus for 149 levels is 66,344.  Note that [[Tile World]] does not deduct level bonuses on failed attempts, so this challenge must be completed in [[MSCC]].


=== Time bonus ===
=== Time Bonus ===
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 timerUntimed levels are treated as having 0 seconds remainingIn [[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.
The remaining points come from the time bonus.  This is 10 times the number of seconds left at level completion.  Some levels are untimed, in which case the time bonus is always 0.  Otherwise, the minimum time one can finish a level with is 1 second, which for most levels can be achieved 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 ==
=== MS ===
Chip's Challenge 1 has 120 timed levels, and a minimum possible score of 67,554.  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"]</ref>, however it wouldn't be shown to be actually possible until 2020.  As of this writing, no player has achieved said score.
[[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 ====
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 ====
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 ====
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.
 
== Chip's Challenge 2 ==
The current known minimum total for [[Chip's Challenge 2|CC2]] is 10,065,470 for score (10,050,000 from level bonuses) and 36 for time.<ref>[[random 8]]'s post on the topic: https://forum.bitbusters.club/thread-1249-post-42763.html#pid42763</ref>
 
=== Unavoidable seconds ===
* [[Sdrawkcab]]: 35
* [[Dodgeball]]: 1
 
=== Unavoidable bonus points ===
* [[Tricked Ya!]]: 1000
* [[Chamber Bomb]]: 10
* [[Onion]]: 1000
* [[Chip Palace]]: 1000
* [[Easy?]]: 100
* [[In the Long Run]]: 1000
* [[Nonsense]]: 1000
* [[Minefield]]: 1000
* [[Tank War]]: 4000
* [[Memories]]: 4000
* [[Room to Breathe]]: 1000
 
== Chip's Challenge 2 Level Pack 1 ==
The current known minimum total for [[Chip's Challenge 2 Level Pack 1|CC2LP1]] is 10,053,410 for score and 2 for time.<ref>random 8's first score report for CC2LP1: https://forum.bitbusters.club/thread-1249-post-42345.html#pid42345</ref>


=== Unavoidable seconds ===
=== Beware of Bug ===
* [[Cave Diving]]: 1. Sliding into the [[time modifier|stopwatch]] causes the timer to be "[[tick]]-misaligned",<ref group="note">See [[Sliding tile#Steam]] for an explanation of tick alignment.</ref> making a completion time of 0 impossible.
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.
* [[Time in a Bottle]]: 1. Similar to Cave Diving, except the cause in this level is simply walking into and picking up a [[time modifier|time bonus]].


=== Unavoidable bonus points ===
=== Slo Mo ===
* [[A Little Help]]: 60
Due to the randomness of the blobs, 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.
* [[A Helping Hand]]: 20
* [[The Floodgates Open]]: 100
* [[Around the Corner]]: 2000
* [[Bar]]: 200
* [[Triple Threat]]: 10
* [[Bigger Boulder Alley]]: 1000


== Notes ==
=== Jumping Swarm ===
<references group="note"/>
A score of 1 on [[Jumping Swarm]] was long considered to be impossible, due to the ever increasing number of walkers 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 floors far enough that one would bounce back toward the clone machine and break the cloning mechanism, causing only a finite 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/>
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