Types of scoring systems...

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sfried
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Types of scoring systems...

Post by sfried »

I don't know if there's a list of the various kind of scoring mechanics used in shmups in the main FAQ thread...

From what I'm getting, there are, from relatively eraly to more recent:
Waves
Max Power-Up Bonuses
Kill Combos
Coins/Collectathons
Grazing
Bombs & Item usage

I noticed newer shmups to put alot of emphasis on grazing and all of these more "recent" scoring mechanics attributed to danmakku and combine them with the usual combo system or coin collecting, but I always wondered whatever happed to the usual elimination of normal successive waves, since newer shooters now use a combo system for people to systematically "create" their own waves (i.e. Ikaruga).
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shoe-sama
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Post by shoe-sama »

you get collecting and combos switched around

max powerup bonuses are not a scoring system

boss milking and/or infinite loops/stages (probably better term for 1st) is missing, should be 2nd
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Re: Types of scoring systems...

Post by 320x240 »

sfried wrote:but I always wondered whatever happed to the usual elimination of normal successive waves, since newer shooters now use a combo system for people to systematically "create" their own waves (i.e. Ikaruga).
We've got Rapid Hero for that. Modern games need more waves full of popcorn-enemies though.
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Post by moozooh »

I think chaining needs its own class, since there's time-based enemy chaining (DDP), type-based enemy chaining (RSG/Ikaruga), time-based item chaining (Mountain of Faith), cumulative item chaining (Raiden Fighters Jet), etc.
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Rob
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Re: Types of scoring systems...

Post by Rob »

sfried wrote: Waves
boss milking and/or infinite loops/stages
Ah, the "blow up shit" scoring system.

I made a topic about this on the older board, and I think I divided it into three categories:

-mixed/secondary (misc. separate bonuses, like ground medals)
-enemy-based (chaining, proximity, destruction %, etc.)
-bullet-based (bullet canceling, reflecting, scraping)

Something like that. You can list every possible way to score points, but I don't think it gets much more complicated than that.
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Post by stanski »

main one you forgot:

-doing stupid shit that no one knows until they watch a super-play and is counter-intuitive to shmup playing (see: secrets in the raiden series games and omega fighter special boss suiciding).

edit: moozooh, you forgot message chaining in RFJ, and suicide chaining in battle bakraid
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Post by moozooh »

Suicide chaining, that's a good one. :D
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sfried
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Post by sfried »

moozooh wrote:Suicide chaining, that's a good one. :D
Well, that's new...

Let's see:

Type-based/Symetrical enemy chaining (x number of type 1, x number of type 2, x number of type 1) RSG, Ikaruga

Formation-based/Asymetrical enemy chaining (x number of type 1, y number of type 2, z number of type 1) Iridion II, Rapid Hero?, Cho Ren Sha?

Bullet-based systems (grazing, reflecting, canceling, etc.) Various danmakku
-Juggling (enemies are retained to further combo) Trigger Hearts Excellia, Cotton 2/Boomerang

Collectathons (coins, ground medals, etc.) Touhou, Twinbee

Power-up aquisitional bonuses (simply collecting a powerup gets you some more points) R-Type?

Suicide-chaining (?) Every Extened, Raiden?, Omega Fighter?
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Post by Ixmucane »

Chaining has a temporal horizon, ranging from a single frantic attack followed by lack of targets (Bangai-O) to many seconds of skillful maintenance (most examples) to permanent (Giga Wing).
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Post by ReKleSS »

Proximity systems (Raiden 3, Ketsui)

and esprade's sticky bubble system, no idea how to classify that.
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