Moemon table has been updated. Some scoring has been changed, and a few other things, too. Try this new one, please make comment, too. Also, it is free for making any modifications you want to make (under CC-BY-SA or GNU GPL), but please no locking.
Here is a description of the scoring, as it is currently implemented:
In-game scoring:
Bonus scoring per balls:
Bonus scoring at end of game:
Description of modes:
Please tell me if it is confusing, or anything else. I would also like to see any variations of this game, so if you want to, you can modify it and post the modified version, too (as a separate file, with different filenames, please). Change anything you want, the only condition is that everyone else has the same permission off of the modified version, too.
Here is a description of the scoring, as it is currently implemented:
In-game scoring:
- Ball saver = 1 point
- Kickback = 15 points (190 points in recovery mode)
- Kickbacks in EVO mode = 150 points + mode advance
- Slingshots = 1 point
- Spinners = 1 point
- One spinner spinning after the other in a short time interval = 15 points + spin timer + dizzy timer
- Bonus hole = 250 points
- GET mode complete = 15555 points + time bonus
- EVO mode complete = 16555 points + time bonus
- ATK mode complete = 17555 points + time bonus
- All white lights complete = 1000 points
- Bumpers = 2 points (50 for flashing bumpers)
- All green lights complete = 1000 points (+500 if both gates are already open)
- Drop targets = 100 points
- Completed group of drop targets = 1000 points
- Outlanes = 1200 points if in normal mode
Bonus scoring per balls:
- Each reel value = points in its numeric value, 5x if final ball
- Each unique non-blank reel value = 250 points
- Level reach bonus = square of level times 15
Bonus scoring at end of game:
- Mode completion bonus = multiply the number of times each mode was completed all together, adding 1 to each mode to get the total, then x5
- Unique element bonus = 25x square of number of different element types per left reel values
- Attack level bonus and level reach bonus = multiply together
Description of modes:
- Normal mode: Flippers adjust arrow reels. Slingshots adjust which mode will be entered. If balls enters BONUS hole, that mode will be started.
- GET mode: Right reel value is set at random. Spin the spinners on the side of the flashing yellow lights. Once all yellow lights are fully lit, you must drop any group of drop targets, and then enter BONUS hole to complete mode and copy right reel value to the left reel value.
- EVO mode: Right reel value is set according to evolution (in general, +1 or +0, unless form is #133 in which case the right will be #134,#135,#136 at random). Hit the drop targets which are indicated. Once you do it enough times, you enter BONUS hole to complete mode and copy right reel value to the left reel value.
- ATK mode: Right reel value is not changed. Your HP decreases over time according to table of elements. If it reaches zero or negative, left reel value is deleted and mode fails. Opponent HP is decreased according to table of elements by hitting bumpers, BONUS hole, drop targets, white lights, green lights. When opponent HP is zero or negative, hit BONUS hole to complete mode and copy right reel value to the left reel value. If either reel value is #132 then you use the diagonal table of elements (both elements are treated as the same).
- Recovery mode: Ball saver goes for less time than normal. Light all green lights to return to normal mode.
Please tell me if it is confusing, or anything else. I would also like to see any variations of this game, so if you want to, you can modify it and post the modified version, too (as a separate file, with different filenames, please). Change anything you want, the only condition is that everyone else has the same permission off of the modified version, too.
Last edited: