Favorite Cave scoring system.
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Imhotep
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I voted Progear because bullet cancelling is connected to survival AND score and feels intuitive and satisfying. Generally, I don't like 'artificial' systems which add something to the basic shooting/bombing/collecting/dying shooting game mechanics, that's why I enjoy/admire Ÿagawa's games the most.
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Rob
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Yeah, I picked Guwange but basically the same sort of thing. Progear would be pick two.Imhotep wrote:I voted Progear because bullet cancelling is connected to survival AND score and feels intuitive and satisfying.
-Swapping Dangun and ESP Ra.De.'s votes would make more sense.
-DonPachi series 16% [ 13 ] <-- confused or lying
-I like Cave but I don't play for score. 12% [ 10 ] <-- honest voters
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moozooh
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Rob
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moozooh
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Doesn't sound logical at all. Why would anyone be confused by simplicity? It's the fact that it's so simple that makes people play for score just because it's fun and intuitive: collect every item and don't die. As simple as possible. Doesn't require significantly more effort and memorization than playing for survival alone. Which is still very hard, as you know.Rob wrote:People are confused by Dangun's simplicity.
With its inane boss milking? No way I'd believe that. Not particularly intuitive, too.Rob wrote:Ra.De. is more in line with the top two picks.

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
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Randorama
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Dangun played properly is about destroying everything before it appears on screen and chain discomen, for the ones still to cast their votes.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."
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I.M. Banks, "Consider Phlebas" (1988: 43).
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unsane
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Rob wrote:Seems easier and more freeform than it is. Far more.
Randorama wrote:Dangun played properly is about destroying everything before it appears on screen and chain discomen, for the ones still to cast their votes.
Yeah as i play this one more i'm starting to see that to maximise score you need to memorize the whole damn game. Appeal is dropping drastically.
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Zebra Airforce
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EOJ
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Dandy J
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Davey
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Two thoughts on this:unsane wrote:Rob wrote:Seems easier and more freeform than it is. Far more.Randorama wrote:Dangun played properly is about destroying everything before it appears on screen and chain discomen, for the ones still to cast their votes.
Yeah as i play this one more i'm starting to see that to maximise score you need to memorize the whole damn game. Appeal is dropping drastically.
1.) You have to memorize the levels to get the biggest chains, but you can still maintain level long chains even if you don't have the levels totally memorized. For a Cave game, that's pretty forgiving.
2.) You have to play the game a lot just to be able to survive (I did, at least). As a side effect, you kind of end up memorizing enemy positions without actively thinking about it. To chain well in DDP, you have to specifically focus on chaining. One nice thing about Feveron is that the basis of scoring (kill everything as fast as you can) is also beneficial towards surviving.
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Rob
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A very small market and here it would be less (not a judgment). People will enjoy replays but most won't make more than a brief attempt. People who just want to blow shit up outnumbered by the most "score for its own sake" robotic memorization scoring system: puh-lease. That's all I'm saying.Zebra Airforce wrote:Obviously there is a market for restrictive scoring systems, or someone wouldn't have spent the time counter-stopping Dimahoo, or getting rediculous scores in RSG and Ikaruga.
Lumping them all together probably doesn't help, but does anyone love chaining in DDP and not DOJ or the other way around?
Some. At least we can see that DDP, despite being #1 in the top 25 for years, is not the most preferred as far as Cave scoring systems go. It seems it's popular in spite of enemy chaining. Case closed.Thus, people like to chain.
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Twiddle
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Twiddle
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EOJ
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I wouldn't "close a case" until I had more than 100 or so votes from a single forum. And let's keep in mind that when you combine DDP with Mushi's votes - both chaining systems - you get a number currently second only to Ketsui.Rob wrote:Some. At least we can see that DDP, despite being #1 in the top 25 for years, is not the most preferred as far as Cave scoring systems go. It seems it's popular in spite of enemy chaining. Case closed.Thus, people like to chain.
(DDP is not my favorite scoring system by the way- it's actually quite low on the list for me)
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Dandy J
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when you combine ketsui and espgaludas votes you get a number that is alotEOJ wrote: I wouldn't "close a case" until I had more than 100 or so votes from a single forum. And let's keep in mind that when you combine DDP with Mushi's votes - both chaining systems - you get a number currently second only to Ketsui.
(DDP is not my favorite system by the way)
<BEOWOOF> my lifes like battle garegga every time i kill man life becomes harder and the only solution to making things easier is killing ymself.
<SCRUNBABBY> my lifes like gwangs
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<SCRUNBABBY> my lifes like gwangs
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EOJ
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Dandy J
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what if you combined all the votes it would be more than raizing and psikyo put together
<BEOWOOF> my lifes like battle garegga every time i kill man life becomes harder and the only solution to making things easier is killing ymself.
<SCRUNBABBY> my lifes like gwangs
<SCRUNBABBY> cause .. theres lots of wangs
<SCRUNBABBY> my lifes like gwangs
<SCRUNBABBY> cause .. theres lots of wangs
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EOJ
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Hibou
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I picked Progear. It's a fun scoring system, wihch I find lets more room to personal approach and judgement than others. I also find it a bit more flexible than usual: if at some places you're in trouble (or just not comfortable enough to let the ennemies shoot billions bulltet), you can try to shoot them asap, and take the diamonds two screens later without ruining the whole run.
Plus, it's a scoring system with no known "perfect goal" (like the max-chains in DDP). It always lets some room for improvment and keeps the interest in the first stages even while you're learning the later ones. I like that a lot.
Plus, it's a scoring system with no known "perfect goal" (like the max-chains in DDP). It always lets some room for improvment and keeps the interest in the first stages even while you're learning the later ones. I like that a lot.
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professor ganson
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moozooh
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Ketsui's system is just very sensible, as I see it. Having played Blue Wish Resurrection, which is basically a carbon copy of Ketsui's scoring system, it's almost entirely based on a good risk/reward proportion that lets you adjust your play style by your skill level and knowledge of the game, and have your scores scale almost linearly thanks to that. It's not very punishing and definitely not as anal as something like DOJ or Mushihime-sama, so it's easy to pick up.

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
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LUNardei
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