Showing posts with label scoring. Show all posts
Showing posts with label scoring. Show all posts

Monday, November 7, 2011

Does the Visual Intensity setting affect your score?

Question

Setting the visual intensity as low as it can go definitely makes Beat Hazard easier, but does it affect your score at all?

Does a lower-than-default intensity lower your score? Inversely, does setting it higher than 100% give you bonus points?

If so, how many bonus points exactly? Because I have a pretty good idea of how many points I'm going to risk a seizure for.

Answer

Yes, it does. There's not a set amount of bonus points that it gives. What it does is use a scoring modifier to adjust the percentage of total points you can score based on 100% Visual Intensity as default.

The scale is as follows:

Visual Intensity: 50%/75%/100%/150%/200%

Scoring Modifier: 80%/90%/100%/110%/120%

So for setting your Visual Intensity on 75%, you'll score 90% of total points you would've received had you been playing on 100%. If you set it on 200%, you'll score 120% of total points you would've received, and so on.

Information is from these two Steam threads. One of the Beat Hazard developers, Starg, is very active there.

Monday, August 15, 2011

How Many Ways Can I Run Over Those Raptors?

Question

So I'm playing the web version of Raptor Safari, and it dawns on me that I've been slaughtering raptors in a large variety of different ways, all of which have been generating different amounts of score. Which brings me to the question:

Does anyone have a complete list of all of the different ways you can snuff out a raptor, and approximate score values that are generated for successful completion of each method?

Here is a taste of some of the different methods.


Roadkill

Roadkill


Epic Roadkill

Epic Roadkill


Clean Hit

Clean Hit (Hitting a Raptor with just the Spikey-thing, without throwing it.


Toss

Toss (Hitting a Raptor with just the Spikey-thing after releasing it.)


Wheeee

Wheeee!

Answer

I'll post some kills you haven't mentioned, as well as acts that do not seem to count as special kills. This list gets updated as I find new ways to maim raptors. Pictures will be added if I remember to capture the moment. You can see the points for each kill in the pictures, so they approximate how much each kill is worth. Kills are sorted from being on average worth the least to the most.

Special Kills


Flying Raptor! (Launch a raptor into to air after killing them.) Boosting helps with these kills, notice the poor chap near the bottom left. Points are awarded based on distance (not pictured, this is before the Flying Raptor! finished). Because you can add this to any kill I recommend trying for it every time:

Wheee!


Killed! (Kill a raptor with an impact without hitting them with your car.) As Gnome Slice pointed out, driving a crate into a raptor will get this kill.

Weird.


Clothesline! (Kill a raptor with your chain.) Not worth many points as it's very easy to do, even easier than tossing:

Give 'em the chain.


Raptor on Raptor! (Hit one raptor into another.) Fun fact, you can stick more than one raptor on your spiky ball then toss all of them. Bonus points for more throwing more than one (see below the picture for how to do this), but no new shiny text. You can see I hit one with three others in the picture, and it's worth a decent number of points. However, it's hard to drive with three raptors on your jeep:

One big family.

To chain raptors, kill how ever many raptors you want on your chain by tossing a new ball per raptor. Then drop one last ball out and roll over each of them collecting a longer and longer chain. You have to do this because each ball can only stick to two raptors at a time, so this uses a ball per raptor to get the job done. Then you can swing around a ridiculous chain of death to nail other raptors, but it's not worth as many points and it is fun.


Siamese Raptors! (Hit a raptor with the spiky ball when another raptor is stuck on your spiky ball). Worth slightly more points than Raptor on Raptor!, but also difficult to do. Raptors omitted from the picture to save their dignity:

Ouch.


Pushed In! Live Specimen! (Push a raptor into the exporting beam. Live Specimen is achieved if you don't kill them in the process.) Pushed In! provides a meager number of points, but Live Specimen! is high into the tens of thousands. You can herd raptors like cattle into the beams to get Live Specimen! with ease:

Beamed!


Jumpkill! (Jump and land on top of a raptor.) Points are proportional to the distance you traveled and are well worth the effort:

Aftermath of landing on a raptor. Where'd he go?


Holy Pterosaur! (Kill one of the three flying Pterosaurs.) This is allegedly difficult to do. This video shows a great way of getting all three. If you're awesome, you kill them with your spiky ball:

Flying can't save you now!

Figure that one out.


Now, for kills that don't seem to count:

  • Backing up into a raptor. Don't waste 10 minutes like I did trying to do it.

  • Ramming a raptor into a rock or tree. It counts as whatever special kill you performed with no bonus to smashing them into terrain. Will test a little more when I can sandwich a raptor closer to a cliff-side.

Sunday, August 7, 2011

How is the efficiency bonus calculated at the end of Adventure Mode in Peggle?

Question

When you complete level 11-5 to finish Adventure Mode, in addition to the standard end-of-level scoring, you also get an efficiency bonus based on the number of retries you had.

How is that bonus calculated? There are a number of levels where it's fairly easy to get a high score (like 5-1), and I'd like to know if it makes sense to "give up" on a level (either by restarting or by trying high-risk shots) when you have a low score rather than simply finishing the level and moving on.

Answer

I've completed Adventure Mode on three occasions when I remembered to make a note of the bonus, and there is definitely a pattern to it:

  • 44 retries, 1.2 million points
  • 40 retries, 2.0 million points
  • 29 retries, 4.2 million points

From that, I assumed that you lost 200,000 for each retry, and that a "perfect" game with no retries would give you 10 million points. I was not able to get official confirmation, but this thread mentions both the 10 million bonus with no retries and other comments that would match that pattern (9.6 million with 2 retries, 5.8 million with 21 retries, 8.4 million with 8 retries). There is one comment that doesn't seem to match, but it's not specific (14 retries, 8+ million), so that could easily have been a math error (calculating efficiency bonus after the fact instead of recording what was on the screen).

Keeping in mind that in addition to the end-of-game efficiency bonus, you get a 100,000-point end-of-level bonus for completing a level on the first try, 50,000 on the second try, or 25,000 on the third try ... that means that if you choose not to complete a level on try 1, you are passing up 250,000 points (200K for the retry, 50K for the completion bonus), so restarting means that you have to make up that many points the second time through.

So in general, it does not make sense to restart a level to try to get a higher score. With few exceptions, you're simply not going to make up the points you lose by retrying the level.

Thursday, July 14, 2011

Angry Birds: score is always 3,977,990

Question

I played all (available) levels of Angry Birds Summer PigNic and always get 3,977,990 as a score, for all levels (score displayed top right side).

Please see the screenshot below (today's level)

Summer PiGnic 1-11

The score takes about 3 mn (three minutes) to be displayed - counting from 1 to 3,977,990.

What does that score mean? Is it be a bug or a kind of limit feature?

Answer

I believe that's your highest score so far for a set of levels, presumably the Trick or Treat levels. As for why it shows and counts it every time ... that's either a bug or a really dumb decision made by Rovio. It doesn't happen on the Android version.

Note that the highscore for the level is shown below it on the yellow tab, and the current score below and left of that on the green area.