User:Tada: Difference between revisions

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Tera-Instinct(?)  ONE SHIT(?) scoring (edited yet again):
Tera-Instinct(?)  ONE SHIT(?) scoring (edited yet again):
 
= Scoring =
For any line clear:
For any line clear:
'''Base * (Lines^L) * (Level^2) * (2 ^ S) * Combo'''<br>
'''Base * (Lines^L) * (Level^2) * (2 ^ S) * Combo'''<br>
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*Triple: 5
*Triple: 5
*T*tr*s: 10
*T*tr*s: 10
This is multiplied by 1 + floor(Level / 250), so a t*tr*s cleared between 500-749 would increase the base multiplier by 30.
This is multiplied by 1 + floor(Level / 250), so a t*tr*s cleared between 500-749 would increase the base multiplier by 30.<br>
'''Lines:''' Number of lines cleared.<br>
'''Lines:''' Number of lines cleared in the current clear.<br>
'''L:''' Line exponent.  2.0 + floor(Level / 100) * 0.2, 4.0 for the credit roll.<br>
'''L:''' Line exponent.  2.0 + floor(Level / 100) * 0.2, 4.0 for the credit roll.<br>
'''S:''' floor(Level/100) and see below:<br>
'''S:''' Zero-indexed section number (floor(Level/100)) and see below:<br>
For the fading roll, the section exponent is 10.  For the invisible roll, the section exponent starts at 11, and line clears will increase this by 0.1 for each single, 0.2 for each double, 0.5 for each triple, and 1.0 for each t*tr*s.<br>
For the fading roll, the section exponent is 10.  For the invisible roll, the section exponent starts at 11, and line clears will increase this by 0.1 for each single, 0.2 for each double, 0.5 for each triple, and 1.0 for each t*tr*s.<br>
'''Combo:''' Combo = Combo + (lines - 1) for any clear, set to 1 for no clear.  This increment is done after the score calculation (i.e. any line clear at the start of a combo will always have a combo multiplier of 1).
'''Combo:''' Combo = Combo + (Lines - 1) for any clear, set to 1 for no clear.  This increment is done after the score calculation (i.e. any line clear at the start of a combo will always have a combo multiplier of 1).
== End-of-Game time Bonus ==
Upon reaching level 999, if the player's grade is S9, this bonus is awarded:<br>
'''100,000,000 * Base * Frames'''<br>
Where Base is the Base multiplier after the final line clear.  Frames is equal to the number of frames that the final clear time is under 36,000 (10 minutes), or 0 if the final clear time was greater than or equal to 36,000 frames.


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If a grade of S9 or higher is reached by level 999, then an invisible roll, is earned. Otherwise, the disappearing roll is given, and the player cannot earn any higher grades regardless of score.<br>
The grade cannot go higher than S9 before any credit roll, even if score meets quotas for higher grades.
 
To earn the invisible roll, the following two requirements must be met:
*At least 100,000,000,000 (grade 1) by level 500
*At least 500,000,000,000,000 (grade M) at level 999, after the time bonus is given (if applicable).
Otherwise, the disappearing roll is earned, where the maximum possible grade is S9, regardless of score.


As of this writing, an implementation of this game is in the making.
As of this writing, an implementation of this game is in the making.

Latest revision as of 09:05, 29 June 2009

Tera-Instinct(?) ONE SHIT(?) scoring (edited yet again):

Scoring

For any line clear: Base * (Lines^L) * (Level^2) * (2 ^ S) * Combo

The level is incremented after the score calculation is done.

Base: Increased by the following amounts for each clear:

  • Single: 1
  • Double: 3
  • Triple: 5
  • T*tr*s: 10

This is multiplied by 1 + floor(Level / 250), so a t*tr*s cleared between 500-749 would increase the base multiplier by 30.
Lines: Number of lines cleared in the current clear.
L: Line exponent. 2.0 + floor(Level / 100) * 0.2, 4.0 for the credit roll.
S: Zero-indexed section number (floor(Level/100)) and see below:
For the fading roll, the section exponent is 10. For the invisible roll, the section exponent starts at 11, and line clears will increase this by 0.1 for each single, 0.2 for each double, 0.5 for each triple, and 1.0 for each t*tr*s.
Combo: Combo = Combo + (Lines - 1) for any clear, set to 1 for no clear. This increment is done after the score calculation (i.e. any line clear at the start of a combo will always have a combo multiplier of 1).

End-of-Game time Bonus

Upon reaching level 999, if the player's grade is S9, this bonus is awarded:
100,000,000 * Base * Frames
Where Base is the Base multiplier after the final line clear. Frames is equal to the number of frames that the final clear time is under 36,000 (10 minutes), or 0 if the final clear time was greater than or equal to 36,000 frames.

Grade Requirements
Grade Score
9 0
8 10,000
7 100,000
6 1,000,000
5 10,000,000
4 100,000,000
3 1,000,000,000
2 10,000,000,000
1 100,000,000,000
S1 1,000,000,000,000
S2 2,000,000,000,000
S3 4,000,000,000,000
S4 8,000,000,000,000
S5 16,000,000,000,000
S6 32,000,000,000,000
S7 64,000,000,000,000
S8 128,000,000,000,000
S9 250,000,000,000,000
M 500,000,000,000,000
M 1,000,000,000,000,000
M 2,000,000,000,000,000
M 5,000,000,000,000,000
Gm 10,000,000,000,000,000

The grade cannot go higher than S9 before any credit roll, even if score meets quotas for higher grades.

To earn the invisible roll, the following two requirements must be met:

  • At least 100,000,000,000 (grade 1) by level 500
  • At least 500,000,000,000,000 (grade M) at level 999, after the time bonus is given (if applicable).

Otherwise, the disappearing roll is earned, where the maximum possible grade is S9, regardless of score.

As of this writing, an implementation of this game is in the making.