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An actual discussion of credits

 
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exodus




Joined: 19 Jul 2005

PostPosted: Tue Jan 08, 2008 10:05 am    Post subject: An actual discussion of credits Reply with quote

Like many, I was fooled by the (now deleted) post about the importance of credits - so let's talk about it!

This is not much of an issue anymore, but in the past, arcade games were often ported to console - arcade games are inherently different, because they're made to suck quarters away from you. Earlier attempts to port these games gave you limited lives, with the ability to earn more, and that became the standard for quite some time. Others, like SNK's ports, gave unlimited credits, and simply relied on difficulty to keep you going.

Nowadays, the concept of 'lives' barely exists - even a game like New Super Mario Bros. has lives, but does it really? If it's throwing lives at you to the point where you can easily beat the game with 30 left (or something, I don't know, I didn't like it) - what is the point of having 'lives'?

So what works and what doesn't? To me the concept of lives works in some of those older games that require learning the level, and memorization. Not many of us have the patience for that anymore, unless it's well integrated into the design, or the levels branch enough to where it's enjoyable to explore in different ways (I'm thinking of sonic games here. Don't make any 3D Sonic jokes, I'm not talking about those).

As far as credits go, I think they're still compelling in arcade games. Recently I played a Data East arcade game called Cliffhanger Edward Randy (going to make a dedicated post about it later), and the 'just one more try' thing still works on me, though that game's simple once out figure out the trick.

In a way, I feel like achievements on the 360 are the new 'just one more game' type of incentive. Keeps you going, but for a specific goal, this time (if you care to meet the goal). But it also fosters some of that OCD game design that I'm not a fan of.

what do you all think?
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Roosty




Joined: 06 Dec 2007
Location: California

PostPosted: Tue Jan 08, 2008 11:27 am    Post subject: Reply with quote

I think lives in most genres of games have become an antiquated mechanic. I think as games move more and more into the "living room" of middle America, games are slowly no longer a niche hobby, but another form of entertainment. As a piece of entertainment, I think games have a obligation to the player to provide entertainment in the least frustrating way possible.

(Another argument for another post: Do games deserve to be "taken away" from niche gamers who were the ones providing the sole revenue to these developers for a not insignificant amount of time?)

So, for argument's sake, let us say that most genres of games are made today to be used as entertainment for the masses. If this is the case, what good is it to punish the player who wishes to be entertained? If the player only ever sees the first three levels of ten levels you've put into your game, was their experience worth the money they spent on the game? Was the experience worth the developer's years of work? If only a small margin of players saw the last level in a game, doesn't that make the last worth less than the first level? How does a developer justify the amount of time and money spent on making the last level of a game when only a few people were able to experience it?

If we are to make an analogy to another form of entertainment (for example books) the design decisions made in game's past would seem, for lack of a better word, silly. Imagine reading a book and you got to the third chapter only to reach a word you didn't understand. Now, you have to start reading the book over again. So now you know what the word in Chapter 3 means and you get past it, but a word you don't know pops up in Chapter 6. And now you have to start the book all over again.

I think there are for sure alot of game still that could benefit from the use of lives and the additional challenge but I think as hardcore gamers, we're likely now in the minority.

As a final thought in an overlong post there are a number of games I love that while playing, didn't ever really notice or care I had infinite lives. Ratchet and Clank, Jak and Daxter, Uncharted, Call of Duty 4 and God of War.
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exodus




Joined: 19 Jul 2005

PostPosted: Tue Jan 08, 2008 11:36 am    Post subject: Reply with quote

They certainly do seem outdated, but they also have their uses...I think those uses are not being explored right now, aside from in games that are just too lazy to modernize design-wise. They're also used as an artificial extender of gameplay, which is rather pathetic.

When I have time, I want to think of a scenario in which lives are good or necessary.
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mrnutz




Joined: 12 Dec 2007
Location: Los Angeles, CA, USA

PostPosted: Tue Jan 08, 2008 12:05 pm    Post subject: Re: An actual discussion of credits Reply with quote

exodus wrote:
Nowadays, the concept of 'lives' barely exists - even a game like New Super Mario Bros. has lives, but does it really? If it's throwing lives at you to the point where you can easily beat the game with 30 left (or something, I don't know, I didn't like it) - what is the point of having 'lives'?


Having lives that run out definitely feels retro. But it absolutely has its places in the gaming landscape. I've sunk many hours into Geometry Wars: Galaxies on the Wii (7 hours the first day alone) because they got the "just one more try" hook perfectly. The excitement of not losing all your lives before hitting that Gold score is intoxicating. They integrated an online scoreboard that makes you feel like you're in a planetwide arcade. Best of all, just about the second your game is over, you've restarted, so you don't even have time to be disappointed.

Basically, I think lives make sense in certain game designs. GW:G proves that those designs are as fun and relevant as ever.

Interesting comment about NSMB, btw. A friend of mine absolutely hates that game. I didn't really find it compelling and don't remember where I left off.
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Deets




Joined: 06 Dec 2007

PostPosted: Tue Jan 08, 2008 12:09 pm    Post subject: Reply with quote

This seems like a good time to mention Cursor over here.

I like a lot of arcade games, and I like trying to finish them on 1-credit, but I can usually only maintain interest if I have some freedom in how I pursue that goal. Playing from stage 1 every time is monotonous and generally irrelevant to the rest of the game after a certain point.

Space Giraffe has an interesting solution to this problem - the game has 100 levels, and playing through all of them from the beginning takes something like 5 or 6 hours - a huge pain in the ass, to be sure. The solution then, is the "start bonus" - every time you finish a stage with 3 or more lives, your current cumulative score from every stage previous at that time is recorded, and the next time you begin a new game from that stage it gets added to your score at the end of the level. The result is that you can slowly develop a 1-credit-clear score and explore the game at your leisure without having to play a terrifying 6-hour game - although there's an achievement for that, too. I think it's an elegant solution to a lot of arcade design issues that players have just kind of accepted due to their ubiquity.
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exodus




Joined: 19 Jul 2005

PostPosted: Tue Jan 08, 2008 12:21 pm    Post subject: Reply with quote

I really liked the start bonus idea in Space Giraffe...I can't say I've played it extensively though. I can only imagine how upset Minter will get if Tempest outsells Space Giraffe, but I guess we'll see...

But yes, it really does keep you from having to play through all 100 levels in one go, while still letting you feel like you're getting "real" points for your trouble. It also sort of means you can replay the game in chunks, to increase your start bonus, yes?

I should try Geometry Wars Galaxies - but I haven't had the urge to plug in my Wii yet.
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TheMunter




Joined: 11 Dec 2007

PostPosted: Tue Jan 08, 2008 1:24 pm    Post subject: Reply with quote

exodus wrote:
They certainly do seem outdated, but they also have their uses...I think those uses are not being explored right now, aside from in games that are just too lazy to modernize design-wise. They're also used as an artificial extender of gameplay, which is rather pathetic.

When I have time, I want to think of a scenario in which lives are good or necessary.


would a puzzle game with a limited number of attempts count? I'm kinda thinking of Crush on the PSP, I'd played it a little and now can't remember if the above is true or not.
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NPC




Joined: 07 Dec 2007
Location: Rocklin, CA

PostPosted: Tue Jan 08, 2008 1:25 pm    Post subject: Reply with quote

When it comes to arcade ports, I like the old idea of gradual credits(ex: Ikaruga). It forces players to replay parts of the game until they are truly worthy of progressing. This gives them the full "experience" and makes them understand the true mechanics of the game. The same thing could be done with "lives" I guess.

If a game is throwing lives at you, then the "game" was probably designed to highlight other aspects besides the actual gameplay. This isn't a bad thing, it's just more "video" than it is "game". Besides that I think the reason why modern games are drifting towards this more recently is because developers want the casual player to easily access all of their game. If the game even appears to be too difficult some may walk away. In the case of modern Mario games there are a lot of lives being thrown at you. Though luckily the gameplay at its core is still there.

So anyways, it all depends on the type of game IMO.
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TheMunter




Joined: 11 Dec 2007

PostPosted: Tue Jan 08, 2008 1:31 pm    Post subject: Reply with quote

Deets wrote:
This seems like a good time to mention Cursor over here.



That is truly awesome, a great example of a creative use of th "life" mechanic.
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Mister Toups




Joined: 06 Dec 2007

PostPosted: Tue Jan 08, 2008 1:43 pm    Post subject: Reply with quote

I think the concept of extra lives has its place in arcade style games (particularly of the ilk of games like geometry wars or space giraffe). And I think they could still work as a way to ensure difficulty in more linear platformer games such as mario galaxy, if only those games didn't throw extra lives at you like they were candy.

But the direction game design is moving in, I do think that they are largely becoming obsolete. Most linear, plot-based games these days are broken up into set pieces, which are divided by continue points. Lives exist to provide incentive to not screw up -- if you die enough times, then you have to repeat the entire level instead of starting from the beginning. In a game like super mario brothers, this may not be a problem, since the level design is both snappy and deep enough to make multiple playthroughs brief and engaging. But the sad truth is that most games do not have setpieces that hold up well to repetition. Usually, once you play through it once, playing through it again is simply boring and repetitive. Games like Jak and Daxter get this and don't punish failure with significant setbacks, and I think this works in their favor.
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Mister Toups




Joined: 06 Dec 2007

PostPosted: Tue Jan 08, 2008 1:45 pm    Post subject: Reply with quote

Also, I can't recommend playing Space Giraffe enough. It has an obnoxiously high learning curve, but consequently it's one of the most rewarding games I've ever played. One of the best games of 2007, easily. Everyone who is able to should play it.
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mrnutz




Joined: 12 Dec 2007
Location: Los Angeles, CA, USA

PostPosted: Tue Jan 08, 2008 2:27 pm    Post subject: Reply with quote

From the Llamasoft blog:

Quote:
“Space Giraffe is an evolution of the tube shooter, but it’s a huge one – if Tempest 2000 represents the difference between a caveman and a caveman with fire, Space Giraffe is the difference between a caveman and Ben Affleck.” - Yak


Priceless.
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luvcraft




Joined: 06 Dec 2007

PostPosted: Tue Jan 08, 2008 2:48 pm    Post subject: Reply with quote

Our very own Alex Kierkegaard's ruminations on the subject are very enlightening and a good read. They made my brain go think about aspects of arcade vs. console game design that I hadn't thought of before.
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layazero




Joined: 13 Dec 2007

PostPosted: Tue Jan 08, 2008 5:31 pm    Post subject: Reply with quote

I was going to mention Ikaruga, but it already was! (thanks, NPC!). I'd like to elaborate on the fact that I love how you are rewarded for playing more. If you are already a pro, then you can beat the game, and who cares about extra credits? However, if you aren't so good, it forces you to practice and get better, so that while you can eventually get free play, at that point, you might not actually need it.

I was also always enamored with how Resident Evil approached this (they eventually went to free saves, right?). You had a limited number of saves, so you had to use them strategically. It added to the sense of urgency to the game, and helped get you on tilt with the rest of the bizarre situation you were thrown into. What was also great was sometime you had to choose between the ability to save and heal or save or carry more ammo!

HOWEVER! I understand that one could argue that this design is making the game harder through artificial means, which is just lazy design.

Anyway, I think save points are the new "lives" or "credits."
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Roosty




Joined: 06 Dec 2007
Location: California

PostPosted: Tue Jan 08, 2008 5:32 pm    Post subject: Reply with quote

Quote:
“Space Giraffe is an evolution of the tube shooter, but it’s a huge one – if Tempest 2000 represents the difference between a caveman and a caveman with fire, Space Giraffe is the difference between a caveman and Ben Affleck.” - Yak


So... No difference?
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NFG
Admin



Joined: 06 Dec 2007
Location: Brisbane.au

PostPosted: Tue Jan 08, 2008 6:36 pm    Post subject: Reply with quote

Quote:
I think games have a obligation to the player to provide entertainment in the least frustrating way possible.

My first response was "oh, please..." but giving it a little thought I think you've hit upon the crux of the 'gameplay' issue we've struggled with since day one:

The fun/difficulty balance is hard to strike. It's harder now with casual gamers in the mix: they might not want or enjoy a strong challenge as much as an old twitch gamer would.

The harder a game gets the more fun it must be. Robotron is hard, but it's astonishingly good fun. New SMB is too easy, and whatever fun it offers is countered by increasing boredom.

Lives aren't the elemental concept here, instead we might better ask how the concept of 'lives' in a game affects the fun/difficulty curve. Lives in a shooter is like time in a racing game is like hitpoints in an RPG: You give the player a limit to work within and, if the game is fun enough to counter the frustration of the limit, the gameplay is considered balanced.
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exodus




Joined: 19 Jul 2005

PostPosted: Tue Jan 08, 2008 6:38 pm    Post subject: Reply with quote

oh, I forgot about the Resident Evil save system, that was an interesting concept indeed, and did work to increase the tension in a graphically very rudimentary game.

I thought of another interesting implementation - Mars Matrix has you earn points as money, and you can spend those in a shop which gives you things like extra lives, continues, tutorial plays and score attack opportunities for certain levels.

Anyway, if you're only mediocre at shooters, like me, this allows you to play through to a certain point, then die - then go spend points on more lives, then play a bit further, remembering everything I played through the first time, and subsequently getting better - then dying and getting further. It worked because you always got a little better, and maybe you had another life or two, so it was easy to see your progress, which can be tough in other shooters that may be harder to beat.
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paintbucket




Joined: 14 Dec 2007

PostPosted: Tue Jan 08, 2008 8:53 pm    Post subject: Reply with quote

Well, how would we have Zelda, or even Half-Life 2 if we were still using "lives" the way we did? (royal we, heh) Maybe even Within a Deep Forest? Or even, dare I say it, The Sims, Harvest Moon, or Animal Crossing? I am not against lives, though, it would be a lie to say that I really have MAME on any of my computers. There is also no arcade near me that I know of (though I should probably look into this).

I mean, don't get me wrong, I used to go to the arcade all the time, and there is a certain tribalistic thrill to having a limited amount of lives; hell, even the multiplayer Counter-Strike uses a 1-life system (in its vanilla form...without plugins and such which can very drastically change the nature of the game to tell you the truth). And in the long credit threads we've had before, it's been highlighted rightfully how to play through an arcade or arcade-like game to its end on one or at the most a few credits is an act of cumulative skill against exponentially harder targets/puzzles/etc. At the end of the experience, you have more or less ingrained a feat of skill into your muscle memory--at least, the best of these games make you feel this way.

But I also have to believe that lives stemmed from sheer economic investment. You can't have a public game that makes money unless it makes the vast majority of "you" (the player) lose eventually--much like how movies tend to stick to a few hours, about 1-3, as otherwise the audience in all seriousness gets bored. Writing this post, Bemani games ultimately made me realise that there's a reason you usually have about 3 "songs" to play. Nothing would ever, ever get done without lives.

That's not to say that incidentally and tangentially this limitation hasn't spawned a fascinating game mechanic. Indeed like many other discussions we have had, say on the nature of portables, hardware and other external limitations, like many things even in the Real World (™), inadvertently spawn things that are beautiful and amazing.

Let's talk about a game like Planescape Torment. This wasn't even precisely trying to walk over the hump of death, since death and its consequences are so salient in the gameplay, but then again, I can easily see the game being spawned out of discussions of Black Isle on the frustration of D&D and dying. edit: also, who can forget Dragon Quarter?
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Shapermc




Joined: 08 Dec 2007
Location: gamersquarter.com

PostPosted: Tue Jan 08, 2008 9:49 pm    Post subject: Reply with quote

NFG wrote:
New SMB is too easy, and whatever fun it offers is countered by increasing boredom.

I like the Kororinpa seemed to have reached the perfect balance that the new SMB failed (I assume you're refering to Super Monkey Ball here, so ignore me if you're talking about New Super Mario Bros).

Kororinpa allows you to spend as much time on a level and die as much as you want just to get to the goal. The other side of the coin is that if you do well by completing the levels quickly or collecting the item on a level you gain access to more of the game. This includes not only extra levels but also more balls (characters?) and more music. So the game is essentially scaled, from the very start, for every competency level of gaming. The problem with this frame of thought is that many people overlooked the extra challenge since it was integrated directly into the levels as opposed to being pushed on you via extra quests or pop-up bubbles forcing it down your throat. So people strolled around the levels and "completed" all of them in a few hours and shouted at the rest of the public about it being too short.

Well, screw them I say! I still don't have any gold medals past the first half of the game.
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NFG
Admin



Joined: 06 Dec 2007
Location: Brisbane.au

PostPosted: Tue Jan 08, 2008 10:56 pm    Post subject: Reply with quote

Sorry shapermc, I was referring to New Super Mario Bros, which exodus mentioned in the first post.

Kororinpa's awesome though, definitely my favourite game of this generation so far.
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Ashura




Joined: 28 Dec 2007
Location: Far East of Eden

PostPosted: Wed Jan 09, 2008 5:06 am    Post subject: Reply with quote

I thought this was, initially, a talk about tokens. I collect tokens, and I have some cool ones (Like a bunch of Namco ones with Pac-Man on them, and Sega City ones) to some weird ones (I have this one with a naked chick with hot boobs on it that I have no idea where I got it.) to random junk mixed in (Car Wash tokens!?)

I also somehow accumlated like 10 dollars worth from the Putt Putt Golf place close to here somehow.
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Gironika




Joined: 06 Dec 2007
Location: Counter-current space

PostPosted: Wed Jan 09, 2008 9:10 am    Post subject: Reply with quote

exodus wrote:
I thought of another interesting implementation - Mars Matrix has you earn points as money, and you can spend those in a shop which gives you things like extra lives, continues, tutorial plays and score attack opportunities for certain levels.

Anyway, if you're only mediocre at shooters, like me, this allows you to play through to a certain point, then die - then go spend points on more lives, then play a bit further, remembering everything I played through the first time, and subsequently getting better - then dying and getting further. It worked because you always got a little better, and maybe you had another life or two, so it was easy to see your progress, which can be tough in other shooters that may be harder to beat.

The games that give you more continues the more you progress (or time you spend with it) work along the same line, I think. A friend of mine played R-TYPE FINAL and started with "human" and it took him some time to finish it, up to the point that he got infinite continues later than me who got them earlier that started with the "kids"-mode (though I can't tell how much "earlier" it was, it felt that way ...) - that was also one of the reasons to play Ikaruga for me, to beat the game before you get infinite continues. And lo and behold, did it with 9 continues and the last credit left.


Another interesting approach in that regard is Border Down, choosing one of three difficulty-settings at the start gives you the chance to go for the easier "green", the medium or the "red" aka hardest challenge.
Being killed demoted you to play the next, harder stage, so if you've started with the easy part and got shot down twice you end up in the hard stage and are forced to react way faster - and being killed in an instant, if you're new to the game.

I've never had the chance to play it properly (had an hour or so) though I suppose you get a feeling how good you are and at one point you'll start out on hard/"red" for maximum terror challenge.


And coming to an end in some seconds, Einhander deserves to be mentioned as well:
It's a common "one-hit-being-killed"-shoot'em up though if you're lucky you just loose your equipped special weapon, which leaves you in a pinch at some points in the game, though there's still the chance to survive with good manouvering/dodging-skills. Took me some time to notice it but that's a nice touch to the usual mix.
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dai jou bu




Joined: 06 Dec 2007

PostPosted: Wed Jan 09, 2008 9:38 am    Post subject: Reply with quote

Gironika wrote:


Another interesting approach in that regard is Border Down, choosing one of three difficulty-settings at the start gives you the chance to go for the easier "green", the medium or the "red" aka hardest challenge.
Being killed demoted you to play the next, harder stage, so if you've started with the easy part and got shot down twice you end up in the hard stage and are forced to react way faster - and being killed in an instant, if you're new to the game.


That's not quite how the system works in Border Down. Initially choosing the Border you start out in for the first stage does determine the level of difficulty (or rank as it's called in the shmups forums) you'll start off in, but the game does deliberately get harder the longer you don't die as well as for each time you've reached the minimum score threshold (aka free life or Norm Clear) for each stage in order to be able to border up for the next one, while the game's difficulty scales down for each time you die. The game will feel impossible if you've stayed on the Green Border throughout the entire game and haven't died a single time, hence why G.Rev allowed you to "Border Up" at the beginning of each stage so you can deliberately die at the higher border (which you usually want to do right before the respawn checkpoint to maximize score, not to mention the Norm Clear will be a little bit lower since you picked an easier route) so the border you really want to tackle is a little bit easier to manage.

Under Defeat has a more simplified scoring system where you gain more points for destroying stuff on your last life, which means you have to deliberately kill yourself in the beginning of the first stage in order to play for score, which is a rather odd concept and is the reason why I don't like G.Rev's shmups that much if I want to play for score (why would you deliberately throw away two expensive prototype models that could determine if you win the war or not?); they should've just asked you the maximum number of lives you wanted to hold per credit before the game starts if they wanted to implement something like that.
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kitroebuck




Joined: 07 Dec 2007

PostPosted: Wed Jan 09, 2008 10:03 am    Post subject: Reply with quote

This disscussion reminds me of the time Nintendo sued Galoob over the Game Genie. I can't find anything that says this specifically now, but the way I understood it at the time, Nintendo was upset that the Game Genie decreased the value of its games by making them easier to complete in a short amount of time. That is to say, the limited number of credits and constantly starting over at stage one was seen, by Nintendo at least, to be an essential factor in the value of the game. I may have misunderstood this in my youth, but, hey, that's pretty different from today's attitude that measures the length of the game as the time it takes to play from the begining to the end one time.

I was thinking about this while playing the XBLA port of Metal Slug 3. The first thing I did when I got it was set the credit limit to one. I've played it about six times so far and I can finish the first level no miss easily and usually make it well into the third without running out of lives. At the begining of this thread, Roosty asks if later levels are worth less in games with credit limits as fewer people are likely to see them. From a bussiness perspective this is probably the case, but as a player aren't they worth more? I'm kind of kicking myself for credit-feeding my way through this game back in the day, because I can imagine how awesome it would be if my eventual one credit completion were my first completion of this game.
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Kiken




Joined: 07 Jan 2008

PostPosted: Wed Jan 09, 2008 10:09 am    Post subject: Reply with quote

dai jou bu wrote:
Under Defeat has a more simplified scoring system where you gain more points for destroying stuff on your last life, which means you have to deliberately kill yourself in the beginning of the first stage in order to play for score, which is a rather odd concept and is the reason why I don't like G.Rev's shmups that much if I want to play for score (why would you deliberately throw away two expensive prototype models that could determine if you win the war or not?); they should've just asked you the maximum number of lives you wanted to hold per credit before the game starts if they wanted to implement something like that.


Actually, the difference between keeping your lives and double-suiciding in stage 1-1 of UD is only 400,000 pts max:
The end-stage destruction percentage multiplier is 1 if you have 2 lives remaining, 2 if you have 1 life remaining and 3 if you have 0 lives remaining. The base value is 200 x %... if you've died once, it becomes 400 x % and if you've died twice, 600 x %. This accounts for roughly 6% of the total score obtainable in the game.. so it really isn't that significant. The vast majority of the scoring engine is built around intelligent use of the Weapon Pod.
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Panoptic




Joined: 14 Dec 2007

PostPosted: Wed Jan 09, 2008 10:33 am    Post subject: Reply with quote

I'm surprised nobody has mentioned Zanac yet, with its auto-adjusting difficulty. Did any other Compile games do that?

As an aside, I love the fact that Compile got the NES to throw so much stuff around on the screen; same with what Naxat did with Recca.
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dai jou bu




Joined: 06 Dec 2007

PostPosted: Wed Jan 09, 2008 10:33 am    Post subject: Reply with quote

Kiken wrote:
This accounts for roughly 6% of the total score obtainable in the game.. so it really isn't that significant. The vast majority of the scoring engine is built around intelligent use of the Weapon Pod.


Nonetheless, if you want to play for the best score, you still have to finish it with one life remaining. This is like saying a 6% increase to 1600 points of damage is insignificant when your target can take a total of 1650 points of damage and its next attack will kill you.
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Kiken




Joined: 07 Jan 2008

PostPosted: Wed Jan 09, 2008 3:28 pm    Post subject: Reply with quote

dai jou bu wrote:
Kiken wrote:
This accounts for roughly 6% of the total score obtainable in the game.. so it really isn't that significant. The vast majority of the scoring engine is built around intelligent use of the Weapon Pod.


Nonetheless, if you want to play for the best score, you still have to finish it with one life remaining. This is like saying a 6% increase to 1600 points of damage is insignificant when your target can take a total of 1650 points of damage and its next attack will kill you.


I assume you meant no lives remaining or on your last life.

As stated above.. the Rest tactic applies to such a small percentage of the overall score that it is simply a final step for those who can already No Miss the game to ascend to (you can still score exceedingly well without intentionally utilizing this). Since it's only 1/19 of the score, obviously, the crux of the scoring engine lies elsewhere (it was most likely added very late in development). Unlike in Border Down, where tactical suiciding accounts for what.. upwards of 50% of total scores? Or say Metal Slug... where performing the double-suicide level milk in stage 5 is worth about a million points (~33% of the highest score possible).
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dai jou bu




Joined: 06 Dec 2007

PostPosted: Wed Jan 09, 2008 7:04 pm    Post subject: Reply with quote

Kiken wrote:
assume you meant no lives remaining or on your last life.

As stated above.. the Rest tactic applies to such a small percentage of the overall score that it is simply a final step for those who can already No Miss the game to ascend to (you can still score exceedingly well without intentionally utilizing this).


I've already made my point about this, and you're reiterating what I just said. At this point, we're just going in circles.

Anyway, I was wondering how the credits work in the arcade version of THE iDOLM@STER. I just heard it was really expensive.
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Gironika




Joined: 06 Dec 2007
Location: Counter-current space

PostPosted: Thu Jan 10, 2008 1:36 pm    Post subject: Reply with quote

dai jou bu wrote:
That's not quite how the system works in Border Down. Initially choosing the Border you start out in for the first stage does determine the level of difficulty (or rank as it's called in the shmups forums) you'll start off in, but the game does deliberately get harder the longer you don't die as well as for each time you've reached the minimum score threshold (aka free life or Norm Clear) for each stage in order to be able to border up for the next one, while the game's difficulty scales down for each time you die. The game will feel impossible if you've stayed on the Green Border throughout the entire game and haven't died a single time, hence why G.Rev allowed you to "Border Up" at the beginning of each stage so you can deliberately die at the higher border (which you usually want to do right before the respawn checkpoint to maximize score, not to mention the Norm Clear will be a little bit lower since you picked an easier route) so the border you really want to tackle is a little bit easier to manage.

Eh, and I started out on green all the time in my 5 tries. Never got to the ending of the first stage and now I know why!
Makes me want to pick that one up even more now .... where can one get that game ebay aside?
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