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Thread: Understanding Play design

  1. #1
    Eye Shooter JamesM's Avatar
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    Default Understanding Play design

    Please explain the difference between Round and Count.
    Most games have 12 or 15 rounds, but what is count?
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    Site Admin Tulsa's Avatar
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    Default Re: Understanding Play design

    I'll use my favorite Thunderzone as an example.

    The number of prize spheres 4&7&15
    確率(通常) 1/353
    Probability (definite change) 1/58.8
    Definite strange thrust ratio & type 1/2 + 1 time loops
    Even coming out ball Approximately 2250
    Round & count 15R ・ 10C


    Now you see the "Even coming out ball" = 2250 (bonus payout)
    Round and count are 15 and 10.

    When in a bonus round you get 15 balls when you get a ball through the trap door. You get 10 balls in the trap door per round 10*15=150 Then you get 15 rounds of these 10 counts, so 150*15 = 2250.
    Meanwhile, somewhere in Oklahoma.

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    Eye Shooter JamesM's Avatar
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    Default Re: Understanding Play design

    Tulsa,
    Is that why the trap door only accepts a certin # of balls before closing?
    ie, after 10 balls, the door closes
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    Site Admin Tulsa's Avatar
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    Default Re: Understanding Play design

    From what I've seen in my play, that's not exactly an accurate assumption. I've seen the trap door opening and closing repeatedly throughout the rounds, after 2 or 3 balls have entered, it closes and then reopens. When you reach 10 in the Thunderzone example is when the game goes to the next round.
    Meanwhile, somewhere in Oklahoma.

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    Eye Shooter JamesM's Avatar
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    Default Re: Understanding Play design

    hm so count is the max # of ball you can put down the trap per round
    then the display drops by one(ie, from 9 to 8) to show how many rounds are remaining.

    It's like Baseball;
    each round is an "at bat"
    the round (inning) is over after the maximum count or time limit, or foul(round canceling pocket)
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  6. #6
    Site Admin Tulsa's Avatar
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    Default Re: Understanding Play design

    You seem to have it. Now while it is the max, I can't say for sure it's the minimum. I have no idea whether they have an internal counter for time and if you don't hit 10 (or whatever count yours happens to be) by X then it moves to the next round. It very well may. Obviously, there's no external time counter showing this if it exists.

    I say this as the "approximate" word is used. It could be the approximate 2250 in the Thunderzone example is allowing for bonuses that continue after a particular individual bonus round. One day on my Thunderzone, it paid out over 16,000 to me. It's this larger payout that I applied to this approximate reference. It may be less too, I do not know for sure.
    Meanwhile, somewhere in Oklahoma.

  7. #7
    Sir Carl slotter's Avatar
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    Default Re: Understanding Play design

    Quote Originally Posted by Tulsa
    I'll use my favorite Thunderzone as an example.

    The number of prize spheres 4&7&15
    確率(通常) 1/353
    Probability (definite change) 1/58.8
    Definite strange thrust ratio & type 1/2 + 1 time loops
    Even coming out ball Approximately 2250
    Round & count 15R ・ 10C


    Now you see the "Even coming out ball" = 2250 (bonus payout)
    Round and count are 15 and 10.

    When in a bonus round you get 15 balls when you get a ball through the trap door. You get 10 balls in the trap door per round 10*15=150 Then you get 15 rounds of these 10 counts, so 150*15 = 2250.
    Thanks for that, Tulsa! Learned something here!
    Last edited by slotter; 03-20-2005 at 01:43 PM.

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    Mr. Pachitalk arbycoffee's Avatar
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    Default Re: Understanding Play design

    Yes, for those that are new, this is a good read
    "This is My Personal Opinion and no others"

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