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Double Dragon 3 - and bootleg

Posted: Tue Mar 09, 2004 11:11 pm
by Weehawk
http://marp.retrogames.com/index.cgi?mo ... lines=9999

OK, two ROMsets and no confirmed scores...because there is no scoring system in place.

I do not think all the players have used the same method.

You people who play this game, come up with something.

Posted: Wed Mar 10, 2004 5:30 am
by destructor
viewtopic.php?t=10897&highlight=double

Maybe count frames for this game? Number of opponents are always identical. Only time can be score. But time is displayed incorrect. Count frames (identical as Time Trial) can disolve problem. :idea:

Posted: Wed Mar 10, 2004 5:59 am
by Weehawk
destructor wrote:viewtopic.php?t=10897&highlight=double

Maybe count frames for this game? Number of opponents are always identical. Only time can be score. But time is displayed incorrect. Count frames (identical as Time Trial) can disolve problem. :idea:
I think something using the in-game timer would be preferable.

BTW, how many missions are there? Your inp here:

http://marp.retrogames.com/inp/4/5/8/dt ... _win58.zip

does not finish the game. It appears to be playing back correctly. See snapshot of death below.

Posted: Wed Mar 10, 2004 9:03 am
by destructor
Yes. I don't finish game. I will not play until here not scoring system.

If you want watch finished game then look this inp:
http://marp.retrogames.com/inp/1/5/7/sp ... _win61.zip

Score for this inp is incorrect. Time in testmode don't display time which can be counted as score. I analyze it early.

Posted: Thu Mar 11, 2004 3:46 am
by Weehawk
Okay, there are five missions.

Scoring by mission seems like an obvious way to start, but how to separate players who finish the same number of missions?

Time? Watching a little more closely, the game timer for the various sections acts a little screwy...stops sometimes...counts by ten sometimes...

The health number is a lot easier to track.

How about forgetting time and score this one by missions completed and health left after completing last successful mission?

Maybe (number missions completed times 100,000) plus (health left times 100)

So sompleting four missions with 57 health units left would be 405,700
finishing the game (five missions) with 112 units would be 511,200

Other suggestions?

Posted: Thu Mar 11, 2004 6:06 am
by destructor
After 4 missions you never will have 57 or 112 unit health. It always will be 0 because you die. It's possible to count but only for last finished mission, but it's not fair for players which finish more stages in "died "mission with lower energy then players which died immediately on start "died mission" with higher energy.


My proposals (not all good):

First missions, next killed opponents in mission where you die. Number opponents on every stage is always identical then it's not hard to count.

Sum unit healt after each finished mission.

Sum unit healt after each finished stage.

Sum unit healt after each finished mission + bonus for killed opponents in "died" mission.

Sum unit healt after each finished stage + bonus for killed opponents in "died" stage.

Sum unit health after each finished stage + extra bonus for each finished mission.

Sum unit healt after each finished mission + bonus for each finished mission.

Sum unit health after each finished stage + bonus for each finished stage in "died" mission + bonus for each finished mission.

Sum unit healt after each finished mission + bonus for each finished mission + bonus for ech finished stage in "died" mission.

Bunus for each mission + Bonus for each stage in "died" mission + bonus for each killed opponent in "died" stage.

......

:wink:

Posted: Thu Mar 11, 2004 6:12 am
by Weehawk
destructor wrote:After 4 missions you never will have 57 or 112 unit health. It always will be 0 because you die :D
Healt can be counted only if you finish game.

My proposal:
First missions, next killed opponents in mission where you die. Number opponents on every stage is always identical then it's not hard to count.
If you die in the fifth mission, you completed 4 and had some health points when you finished the 4th. That's what I meant.

Opponents killed in the next mission would be fine, but as a confirmer I don't want to count them. Health points at the end of the last completed mission are just easier to see.

Posted: Thu Mar 11, 2004 6:35 am
by destructor
Ouch. I edit my post above when you write your Weehawk. :o

Posted: Tue Apr 20, 2004 11:49 am
by Phil Lamat
John is right : some players have used different way of scoring, and a scoring based on timer would be too hard (and painful to check)

And the system based on health points is good ;
I edit special rules and apply to all inputs (just dividing your scoring by 100, it is useless)

New Scoring System is now :
(Missions completed)x1000 + health left after completing last successful mission

Posted: Tue Apr 20, 2004 12:32 pm
by Phil Lamat
Note that you also have a timer score at the end of your input if turn dipswitch "test mode" to ON, but it seems to mesure how long is your inp ... which encourage a kind of leeching and is less interesting IMO

Posted: Tue Apr 20, 2004 5:00 pm
by destructor
Better is total sum energy left after each completed mission. Missionx1000 isn't fair if one player finish missions without any energy lost and if other player finish mission with luck.