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Lemmings talk: part deux
Posted: Wed Mar 13, 2002 11:11 am
OK - let's try this again. How should we:
a. Determine that the game is over and
b. how should we score the game?
I await suggestions... we're allowing multiple credits now, though.
Posted: Wed Mar 13, 2002 11:39 am
Well, I'm happy with the +1 per lemming scoring, and maybe -40 per continue used.
The game should end: either after a fixed number of credits, after a fixed amount of time has been spent on a level, or when the player has to continue because of their mistake (nuke) - not due to time constraints.
The problem I see is that it will be difficult to score/verify these options.
I've been working on a cheat code to enable longer playability in Lemmings by always giving you extra time on completion of a level. So far I have:
lemmings:0:10A3B3:00:000:1UP Always earn Extra time
But, this always adds 2 minutes for completion of each level, which isn't good, as the game crashes if the time goes over 5 minutes! The players would need to time waste before completing a level to avoid crashing - which isn't normal Lemmings play. I am unable (yet) to find a way of reducing the amount of time added, or to stop the game crashing when over 5 minutes, but maybe this could be a consideration for further Lemmings MARP challenges.
If more than one credit is allowed, then I would favor a fixed number of credits (all which must be 'inserted' at start of game play).
Posted: Wed Mar 13, 2002 1:42 pm
Okay, let's see how THIS scoring idea works.
- 100 points per level completed
- -1 point per lemming lost
- -10 points per credit used
Game is over when (some reasonable number - I say 250) lemmings total have been lost. Using the nuke counts as losing 25 lemmings.
Posted: Thu Mar 14, 2002 7:59 pm
why don't we just say start with 99 credits - when you run out of credits, you're done. If you fail to complete a level according to the game, you're done.
MARP Score = 1/lemming saved. Easy, no? If you finish the game, 100 bonus lemmings / credit remaining.
Posted: Thu Mar 14, 2002 9:56 pm
How about adding to that a change of settings to 5 minutes (the maximum possible, 10 minutes 'game time') per credit?
Posted: Thu Mar 14, 2002 10:34 pm
Yes - that will work. 99 credits - 5 minutes / credit. I just checked the playbackability, and it works great.
You can go over 10 minutes, I got 10:12, but it looked like 0:12. Don't worry, it will roll back over to 9:59 when it gets there.
Let me see if I can't change this to a seven day poll...
Posted: Fri Mar 15, 2002 7:30 am
Posted: Fri Mar 15, 2002 8:12 pm