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Re: How do you define beating a game that uses passwords?
A lot of games kill you if your isn't high enough, by proxy. Missile Command comes to mind. If you don't get a certain score by blasting the incoming missiles, you die.
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Re: How do you define beating a game that uses passwords?
dsheinem wrote:
That would be awesome, though. A game where hitting certain scores (e.g. any score that ends in a certain number, any score that fails to meet some minimum level passage requirement, any score that ties an existing high score, etc.) would kill you or make you lose the game would be a pretty interesting (and potentially frustrating, obviously) mechanic. You'd have to concern yourself constantly with what your score was, in addition to navigating the gameworld itself...
^ That would be awesome. Stuff like Ketsui is coming to mind, where your score determains whether you will enter a second loop, and what version of that loop you will enter. A game that used this throughout, and not just at the end of a loop, would be really cool.
Actually, Triggerheart Exelica has a boss on the 1st, 3rd, and 5th stages that will only come out of you have collected enough multiplier items, so thats pretty close.
Last edited by dunpeal2064 on Fri Apr 19, 2013 10:59 am, edited 1 time in total.
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Re: How do you define beating a game that uses passwords?
But is this related directly to the score, or is it just that you didn't kill enough stuff to live, which would be visible via your score? I think those are different things.Luke wrote:A lot of games kill you if your isn't high enough, by proxy. Missile Command comes to mind. If you don't get a certain score by blasting the incoming missiles, you die.
Re: How do you define beating a game that uses passwords?
I only gave it a couple of minutes though, but I'm fairly sure it would not be a fun mechanic. It would seriously constrain the design of the scoring mechanism and even the game itself - if the game is too fast paced you can't reasonably do the math to know how you should act, which would make the game too random. Being dependent on previous scores is also not a quality in my opinion as it involves metagaming directly into the game (e.g. in order to have the best chances at a score you may want to do it either with reset scores, or with some previous prepared runs to set the high-score table in a less risky way).dsheinem wrote:That would be awesome, though. A game where hitting certain scores (e.g. any score that ends in a certain number, any score that fails to meet some minimum level passage requirement, any score that ties an existing high score, etc.) would kill you or make you lose the game would be a pretty interesting (and potentially frustrating, obviously) mechanic. You'd have to concern yourself constantly with what your score was, in addition to navigating the gameworld itself...dunpeal2064 wrote:
This is very different from a high score, as I can't think of ANY game that kills you based on score. Score is only to show your progress on one credit.
If it has scoring items or different scores for eliminating enemies, you then add a lot of memorisation. Lots of memorisation + intensive amounts of math sounds more like (certain types of) work than like an awesome game.
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Re: How do you define beating a game that uses passwords?
This sounds like a shmupper's wet dream.Ivo wrote: Lots of memorisation + intensive amounts of math sounds more like (certain types of) work than like an awesome game.
Re: How do you define beating a game that uses passwords?
Speed: The Gamedsheinem wrote:That would be awesome, though. A game where hitting certain scores (e.g. any score that ends in a certain number, any score that fails to meet some minimum level passage requirement, any score that ties an existing high score, etc.) would kill you or make you lose the game would be a pretty interesting (and potentially frustrating, obviously) mechanic. You'd have to concern yourself constantly with what your score was, in addition to navigating the gameworld itself...
If your score goes below 55, BOOM!!!
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Re: How do you define beating a game that uses passwords?
Ah yes, forgot about that one as I just play a new game each time. Still a rare occurrence though.Ivo wrote: A specific example for passwords keeping score is Devil Crash
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Re: How do you define beating a game that uses passwords?
If your score isn't high enough at the end of each level in Sewer Shark, Game Over.
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ZeoDefender
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Re: How do you define beating a game that uses passwords?
I hate score and this is coming from a shmup fan. Most useless gameplay element since the weapon in Dr Jekyll and Mr Hyde.
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Re: How do you define beating a game that uses passwords?
What about Radiant Silvergun, which levels your weapons based on scoring? That is definitely not a useless gameplay element.ZeoDefender wrote:I hate score and this is coming from a shmup fan. Most useless gameplay element since the weapon in Dr Jekyll and Mr Hyde.