God of Sparrow 太歲 — Mult Economy Simulator

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How Chips, 番 fan (2^fan), +Mult, ×Mult and positional charms combine — and how far it could ever go.

The real Sparrow pipeline

Mirrors sparrow.html exactly: melds score as wholes (Chow 20 / Pong 40 / Kong 80), the base multiplier is 2^fan (fan capped at 10 → ×1024), then gem & enhancement +Mult fold in, then charms apply left-to-right (positional), then glass/prismatic ×Mult, then the boss chip-factor. final = ⌊chips × mult × cf⌋.

fan → 2^fan base mult +Mult / +Chips ×Mult
Your hand
2
2
0
5
0
0
×1
×1

Charms — drag the order (positional!) order matters

Each charm fires in its slot, left→right (top→bottom here). A +Mult charm above a ×Mult charm gets multiplied; below it doesn't. Reorder with ▲▼, toggle with the checkbox.

Final score
If every ×Mult were +Mult

+Mult vs ×Mult — which wins right now?


Sparrow charms & gems by mult type
SourceTypeEffectWhen it shines
Pong Drummer 碰鼓+chips+8 chips per PongPong-heavy 碰碰糊
Gems (4) 寶石+chipsCinnabar/Lapis/Amber/Carnelian — +chips per Chow/Pong/Kong/group (stacks)Chip economy — the planet axis #1
Weathervane 風向標+mult+0.5 Mult per wind tileWind hands
Scaling charms ⟳+mult, run-longAbacus/Tally/Beads/Ledger — permanent +Mult per Pong/Chow/hand/DragonGrows all run (NEW)
Four Heavenly Kings 四大天王×mult×2 if you HOLD all four winds in handHold-in-hand build
7788 七七八八×mult×2 (≥2 held pairs), ×3 (≥3)Hold-in-hand build
Big Three Dragons charm×mult×2 if 大三元Dragon build
Porcelain / Pearl tiles×mult×2 (瓷, 25% shatter) / ×1.5 (珠) per tile (post-charms)Enhancement build
2^fan (the engine)baseEvery 番 doubles the base mult (cap 40 — uncapped in practice)Flush/limit hands
Hand Manuals (8) 秘笈+chips & +multLevel a whole PATTERN forever: 清一色/碰碰糊/平糊/三元 + joke hands 雞糊/無舌頭/孤槓/斷么九The planet axis #2

Two leveling axes (≈12 planets): Gems (4) grow the Chips side per meld type, Hand Manuals (8) grow the Mult side per hand pattern — they never overlap. Sparrow also now has scaling charms (Abacus/Tally Sticks/Prayer Beads/Dragon Ledger — permanent +Mult per event, the "+0.2 forever" scaling pattern), and fan-disruption bosses (Old Fung caps fan, Grey Judge kills patterns).

What would it take to hit the roguelite genre numbers?

A top-tier roguelite run scored 7.1439e2665. Sparrow computes in JS float64, which maxes at ~1.8e308 — past that everything is Infinity. This sandbox computes in log-space (so it can "represent" e2665) to show which levers would get you there. sim only — does not change the game

Levers
200
10
10
4
×3
0
×2
Ordering model

Theoretical score (log-space)
vs float64 ceiling
JS Number maxes at 1.8e308

The three things Sparrow lacks for e2665
Missing pieceGenre normSparrow todayTo add
Big-number typebreak_infinity (mantissa/exp)float64 → caps at 1.8e308Store score as {mant, exp}; fmtBig already shows sci
Uncapped exponential×Mult jokers compound freelyfan capped at 10 (×1024)Raise/remove FAN_MULT_CAP
Multiplicative loopretrigger × glass × seals × Baron held~6 charm slots, no deep loopRetrigger engine + held-tile ×Mult

Each ×Mult in a loop adds to the exponent: 10 charms at ×3 with 8 retriggers ≈ 3^(10×8) ≈ 1e38 just from the loop, on top of 2^fan. Uncap fan to ~120 and you clear e40+ easily; the rest is just having a number type that doesn't overflow.