Cocktail Mixing Game scores every accepted mix as max(0, 200 − round(total deviation × 10)), using three invented zero-proof streams called Lumen Drop, Cloud Ribbon, and Comet Fizz that you set to integer values from 0 through 10. Each round displays a single three-part target, and the Cocktail Mixing Game compares the actual amounts you submit against the target parts on a share basis — the actual total and target total are normalized separately, then the absolute percentage-point gap is summed across all three streams. A total proportional deviation of 6.00 percentage points or less passes; anything above that threshold counts as a miss. The judgment function is the same whether you click Shake, press Enter, or press Space, and every value you see on the screen — reduced ratio, per-component gap, total deviation, projected round score, previous accepted score, and miss count — is reproducible from the visible target and the sliders. Because all five briefs, the 6.00-point acceptance threshold, the 200-point per-round ceiling, and the 1,000-point perfect-run ceiling are fixed, the entire rule set can be checked against the on-screen numbers alone.

The Cocktail Mixing Game Scoring Formula
The scoring rule is the single most important number in Cocktail Mixing Game, and the page publishes it openly: each accepted round is worth max(0, 200 − round(total deviation × 10)). The "total deviation" in that formula is the sum of the three absolute percentage-point gaps between the actual shares and the target shares, and the round only scores when that total is at or below 6.00. A perfect share match produces 0.00 percentage points and earns the full 200; any value above 6.00 collapses the round score to 0 and is logged as a miss instead of a score.
Consider the verified example published in the contract: an actual mix of 4:6:9 against a target of 2:3:5 produces 4/19 ≈ 0.2105, 6/19 ≈ 0.3158, and 9/19 ≈ 0.4737, while the target shares are 2/10 = 0.2000, 3/10 = 0.3000, and 5/10 = 0.5000. The absolute gaps are 0.0105, 0.0158, and 0.0263, which sum to 0.0526, or about 5.263 percentage points. Round 5.263 × 10 = 52.63, so the score formula returns 200 − round(52.63) = 200 − 53 = 147. That single worked number is enough to confirm the formula at a non-trivial input, and the same arithmetic is what the page runs every time you press Shake.
The boundary at 6.00 percentage points is exact, not approximate: 6.00 × 10 = 60, round(60) = 60, and 200 − 60 = 140 still scores, while 6.01 already falls outside the threshold and posts a miss. A round therefore sits on a clean numeric edge rather than a fuzzy range, and the interface shows the projected round score for the current sliders before you submit so you can see the consequence of pressing Shake.
| Scenario | Total deviation | Pass or miss? | Round score |
|---|---|---|---|
| Perfect share match | 0.00 percentage points | Pass | 200 |
| Verified example: 4:6:9 vs 2:3:5 | ≈ 5.263 percentage points | Pass | 147 |
| Exactly at the threshold | 6.00 percentage points | Pass | 140 |
| Just past the threshold | > 6.00 percentage points | Miss | 0 |
| All-zero submission | Not applicable | Invalid | Not judged |
The Three Streams and Their Input Range
Cocktail Mixing Game ships exactly three streams, and every brief in the run uses the same three names: Lumen Drop, Cloud Ribbon, and Comet Fizz. None of those labels refer to a real ingredient, beverage, or preparation technique; they are invented game tokens, and the activity itself is zero-proof, so there is no alcoholic component, health claim, or serving guidance attached to any of the round names. The streams are interface dials only — what changes the score is the integer value you assign to each one, not the name.
The accepted range for each slider is 0 through 10 inclusive, and the values must be integers — fractions or decimals are not part of the input. The all-zero tuple (0, 0, 0) is explicitly invalid and is not judged, so every accepted mix has at least one positive stream. Within the 0–10 range, two distinct integer triples can represent the same ratio: 2:3:5 and 4:6:10 are equivalent because each component of the second triple is a scalar multiple of the first, and the game reduces submitted integers by their greatest common divisor before judging. That reduction is what makes the comparison scale-independent, so a 2:3:5 submission against a 2:3:5 target reports 0.00 percentage-point deviation, and a 4:6:10 submission against the same target reports an identical 0.00 percentage-point deviation.
| Stream | Type | Allowed input | Notes |
|---|---|---|---|
| Lumen Drop | Fictional interface stream | Integer 0–10 | GCD-normalized with the other two |
| Cloud Ribbon | Fictional interface stream | Integer 0–10 | GCD-normalized with the other two |
| Comet Fizz | Fictional interface stream | Integer 0–10 | GCD-normalized with the other two |
| (0, 0, 0) | Invalid tuple | — | Rejected before judging |
How to Submit a Mix in the Cocktail Mixing Game
- Read the visible three-part target displayed at the top of the round — the three numbers you see are the target parts the game will compare your mix against.
- Adjust Lumen Drop, Cloud Ribbon, and Comet Fizz using the native range controls, keyboard arrows, or touch input, keeping each value as an integer between 0 and 10. The reduced ratio, per-component percentage-point gaps, total deviation, and projected round score update live as you move the sliders.
- Press the Shake button — by mouse click, by Enter, or by Space — to submit the current values to the judge. The same pure judgment function runs regardless of how Shake was triggered.
- Read the round outcome in the on-screen summary: pass or miss, the accepted round score, the previous accepted score, and the current miss count. Accepted scores add to the run total; misses only update the miss counter.
- If the round passes, the game clears the miss history and opens the next brief with a fresh three-part target. If it misses, decide whether to retry the same round (your first miss is repairable) or restart the run entirely.
- Continue through all five briefs. A run that passes every round with zero deviation closes at exactly 1,000 points.
Miss Logic: Repair, Equivalent Ratios, and the Deadlock Rule
The miss rule is asymmetric: one above-threshold miss is repairable, two distinct above-threshold misses end the run. The distinction matters because the game normalizes each submission by its greatest common divisor before storing the miss signature, so a 4:6:10 submission against a 2:3:5 target reduces to 2:3:5 and shares that signature with any other 2:3:5 submission — submitting 2:3:5 again does not count as a second distinct miss. A submission that is scalar-equivalent to a miss already on record simply re-triggers the same miss; only a normalized signature that does not match an earlier one consumes the second miss slot.
Once a second distinct above-threshold miss is recorded, the run deadlocks: judging freezes, additional slider updates and Shake presses are no longer accepted, and the only way forward is to Restart, which restores the first visible target, the zero-input state, no misses, and a zero score. Accepted rounds also clear the miss history before opening the next brief, so a run that misses once, recovers with a pass, and then misses again on a later brief is treated as if the first miss never happened. The Boss screen freezes judging for the same reason — slider updates, Shake, and Restart are explicitly blocked while the overlay is up, because a visual overlay alone does not disable focused native controls.
The 1,000-Point Route: Five Perfect Rounds
The published maximum is exactly 1,000, and the arithmetic that produces it is on the page: a perfect share match in any round is worth 200, and a perfect run covers five rounds. Five rounds × 200 points per round = 1,000 points, which matches the ceiling the verifier checks against. Lower final totals are normal — a mix that scores 147 in round one, 200 in round two, and 200 in round three, for example, accumulates 147 + 200 + 200 = 547 points with two rounds still to play — and the interface shows the previous accepted score so each accepted round's value stays visible.
To reach the ceiling, every accepted mix in every round must report 0.00 percentage points of total deviation. Because the comparison is share-based and scale-independent, that means each accepted triple must be a scalar multiple of its visible target — for example, against a 2:3:5 target, a 2:3:5 submission or a 4:6:10 submission both reduce to the same ratio and both score 200. The exact target values for each of the five briefs depend on the round being played and are not listed ahead of time, so the precise figure should always be confirmed against the page itself; readers who want a deeper walkthrough of the share arithmetic can open the 6.00-point deviation rule guide.
Controls, Boss Screen, and Restart Behavior
Every input device feeds the same controlled values. Native range controls keep their default Arrow-key behavior, pointer drags and touch input feed the same controlled values as the keyboard, and the Shake button is wired to the same pure judgment function whether it is pressed by click, Enter, or Space. There is no hidden second solution field — the values you see in the sliders are the values that get judged, which is why the live reduced ratio and projected round score match what Shake will record.
The Boss control is shared with the rest of the site's games and covers the interface after a double Escape. Because a visual overlay alone does not disable focused native controls, Cocktail Mixing Game explicitly blocks slider updates, Shake, and Restart while the Boss screen exists. Restart, when it is allowed, is deterministic: it restores the first visible target, sets all three sliders back to zero, clears the miss counter, and resets the score. Completed and deadlocked states freeze the judging permanently until Restart is pressed.
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