F-Zero (Nintendo Super System) - two things

Discussion about MARP's regulation play

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Metrackle
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F-Zero (Nintendo Super System) - two things

Post by Metrackle » Sun Feb 19, 2006 10:09 pm

First, this game needs splits for the Knight, Queen, and King Leagues.

Second, this game also needs a time-based scoring system to severely reduce the chances of ties.
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Re: F-Zero (Nintendo Super System) - two things

Post by The TJT » Tue Feb 21, 2006 2:50 pm

Metrackle wrote: Second, this game also needs a time-based scoring system to severely reduce the chances of ties.
Suggestions please...

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Re: F-Zero (Nintendo Super System) - two things

Post by Metrackle » Tue Feb 21, 2006 4:19 pm

My suggestion:
Each race finished= 100000+(60000-time in seconds*)
*Multiply minutes by 6000 and multiply seconds by 100. 9'59"99 would be 59,999 (54000+5999).
Each life remaining (only count if finished) = 100000 (X2 if intermediate; X3 if expert)

Example (using Knight League):
Mute City I: 2'01"35 = 100000+(60000-12135) = 147865
Big Blue: 2'10"98 = 100000+(60000-13098) = 146902
Sand Ocean: 2'46"21 = 100000+(60000-16621) = 143379
Death Wind I: 2'09"43 = 10000+(60000-12943) = 147057
Silence: 2'13"93 = 10000+(60000-13393) = 146607
Finished on expert with two lives remaining: 631810 + 200000(3)
Final score: 1231810
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Post by mahlemiut » Tue Feb 21, 2006 5:42 pm

I still say Zwaxy needs to add support for timers to the scripts. Determining fake scoring systems for these is a right pain.
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Post by The TJT » Tue Feb 21, 2006 6:24 pm

mahlemiut wrote:I still say Zwaxy needs to add support for timers to the scripts. Determining fake scoring systems for these is a right pain.
Yeah, it's pain allright.

This game is pretty long, and players are using strange crash-drive again- tactics(to maximize score I suspect). Metrackle's suggestion for special rule seems good. Anyone oppose?

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Post by The TJT » Thu Feb 23, 2006 7:38 pm

Special rules added for
F-Zero (Nintendo Super System)
(nss_fzer)


Players or editors can edit scores accordingly.

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Re: F-Zero (Nintendo Super System) - two things

Post by ZID » Sun Nov 21, 2010 2:55 pm

Hi, MARP rules can be similars that HARP rules?

I won in Expert Mode and I could play in Master Mode, but when you reset MAME Master Mode disappear. Is possible play in Master mode in Nintendo Super System? Maybe with NVRAM? I don't know

And what is the game name for Queen League (course B) or King League (Course C)?

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Re: F-Zero (Nintendo Super System) - two things

Post by gameboy9 » Sun Nov 21, 2010 7:25 pm

Zid's suggestion is this: Take the points scored, and add 60K - 10K bonus for each life lost if you win. The stages are multilplied by the difficulty if you win. Time is the time added up on the stages. On HARP, it's a "most stages, most points, least time" victory condition. So emphasis is on winning, then fast time.

Unfortunately, I don't think that's going to work here, because you have to put all of that in one scoring number. I guess Metrackle's suggestion is going to be the best one... until Zwaxy adds time and victory sorting conditions to the databases...
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Re: F-Zero (Nintendo Super System) - two things

Post by ZID » Sun Nov 21, 2010 10:13 pm

I like metrackle's suggestion, but score is ignored.
The question is
- added score to metrackle's suggestion and
- score is more important that one life (for prevent leeching)

For example:

Each race finished = 100000+(60000-time in seconds*)
Each life remaining (only count if finished) = 100000 (X2 if intermediate; X3 if expert)
Score (only count if finished) X 10 (X2 if intermediate; X3 if expert)

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Re: F-Zero (Nintendo Super System) - two things

Post by gameboy9 » Mon Nov 22, 2010 8:33 am

You know... I was thinking about this while I was trying to sleep last night, and I think there IS a way to get this accomplished:

Your score = xxyyyzzzzz, where x = the number of stages (doubled or tripled if you beat the game in standard or expert mode), y is your score in hundreds of points (you can divide the score by 100 and still get an integer), and z = 100,000 minus your time in 1/100 of a second throughout all completed stages. (I haven't seen greater than 15 minutes, which = 100,000 - 90,000 = 10,000 points)

So... food for thought. :) We'll have billions of points, but all elements would be factored in. :)
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Re: F-Zero (Nintendo Super System) - two things

Post by ZID » Mon Nov 22, 2010 10:03 am

Oh it's great!

Definitely is an improvement. I like your score system :)

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Re: F-Zero (Nintendo Super System) - two things

Post by ZID » Tue Nov 26, 2013 8:34 am

Metrackle wrote:First, this game needs splits for the Knight, Queen, and King Leagues.
Does anyone know anything about this? I finished League Knight and want to play Queen and King Leagues.

Then, when I finished the game on Expert Level (in MAME, Nintendo Super System) the game allows me to play in Master. Could I play on Master level and considered a second loop?

http://replay.marpirc.net/r/nss_fzer

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Last edited by ZID on Wed Dec 04, 2013 4:48 pm, edited 1 time in total.

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Re: F-Zero (Nintendo Super System) - two things

Post by Phil Lamat » Sun Dec 01, 2013 3:55 pm

The trick was mentioned there :
http://www.gamefaqs.com/snes/588351-f-zero/cheats

Looks like there isn't any code/tip to access directly to Master mode.
As if we count it as another loop, I don't really know ...
Maybe a vote ? or Barry to decide ?

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Re: F-Zero (Nintendo Super System) - two things

Post by ZID » Sun Dec 01, 2013 5:20 pm

Thanks for reply!

I think that another loop (more difficult) is normal for many arcade games. And this game is short, one loop is about 10 minutes. But no problem if it does not change anything, at least I can complete it in Expert Mode and get 6 extra lives is a interesting challenge for me :wink:

I worry more Super Soccer because I would like to complete 1CC but four hours ... #-o

Whatever, thanks for your time :D

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