Scoring for Aquarush
Posted: Tue Jan 24, 2006 10:08 am
I just tested Aquarush and confirmed roncli's recording:
http://marp.retrogames.com/index.cgi?mo ... xlines=999
The game is still far too heavy for my poor computer. Gameplay is around 60% and the explosions drag it down to 40% of full speed. Roncli's recording seems to be 100% during gameplay, though.
There is no built in scoring, only elapsed time for each level, which would suggest scoring it like some racing games. Roncli's suggestion is
100,000 x cleared levels + (100,000 - total time for cleared levels x 100)
I don't really see the point of the last 100,000 factor, otherwise it seems fine. My suggestion is thus:
100,000 x cleared levels - total time for cleared levels x 100
If you clear all levels, the game is nice enough to show you the total time afterwards (as well as the times for the individual stages).
Splitting the game, like Roncli suggests, is against MARP policy, as far as I know. There are three modes with 8, 10, and 12 levels, but gameplay is the same in all of them.
http://marp.retrogames.com/index.cgi?mo ... xlines=999
The game is still far too heavy for my poor computer. Gameplay is around 60% and the explosions drag it down to 40% of full speed. Roncli's recording seems to be 100% during gameplay, though.
There is no built in scoring, only elapsed time for each level, which would suggest scoring it like some racing games. Roncli's suggestion is
100,000 x cleared levels + (100,000 - total time for cleared levels x 100)
I don't really see the point of the last 100,000 factor, otherwise it seems fine. My suggestion is thus:
100,000 x cleared levels - total time for cleared levels x 100
If you clear all levels, the game is nice enough to show you the total time afterwards (as well as the times for the individual stages).
Splitting the game, like Roncli suggests, is against MARP policy, as far as I know. There are three modes with 8, 10, and 12 levels, but gameplay is the same in all of them.