High Score Table - Planetoid

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topcat96
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Re: High Score Table - Planetoid

Postby topcat96 » Tue May 09, 2017 1:54 pm

o
Wouter Scholten wrote:So, what do you think, watchable, interesting, or too low res to make anything of it?


Can't view, it's a private video
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Image

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Wouter Scholten
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video

Postby Wouter Scholten » Tue May 09, 2017 2:27 pm

Hmm, I'm fairly sure I made it public but I guess that wasn't saved when uploading and doing the settings simultaneously, but anyway, fixed.

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leenew
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Re: High Score Table - Planetoid

Postby leenew » Tue May 09, 2017 3:19 pm

Wow! That is brilliant play =D>
I learned some new words today :lol:

Well done Wouter :mrgreen: :mrgreen: :mrgreen:

Lee.

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sydney
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Re: High Score Table - Planetoid

Postby sydney » Tue May 09, 2017 3:27 pm

After just 4 minutes of that video I realised I've been playing it wrong all this time.

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Wouter Scholten
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Re: High Score Table - Planetoid

Postby Wouter Scholten » Fri May 19, 2017 1:40 pm

sydney wrote:After just 4 minutes of that video I realised I've been playing it wrong all this time.


You didn't first have a cup of tea? :)

I've got 1 keyboard working though the space bar is a bit heavy going on this one but managed to improve it a bit with some grease. With that non-optimal situation still a new high score for 2017: 739400
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More on tactics etc. for Planetoid

Postby Wouter Scholten » Fri May 19, 2017 7:53 pm

A few notes:

- I never use hyperspace as the H-key is too far away (and all around it that also work are still too far away) from the other keys. Not just that, you won't know where you end up and there is a 1/7 or so chance of dying just by using it.

- Reversing makes bullets and bombs go away as off-screen = gone... Also when not on screen aliens can't shoot at you so keep you back at them then reverse and shoot if you are under pressure (typically at 700K+ this method is needed to kill off everything from let then right then left etc.)

- Not putting down a man can work well for a while to make sure you keep one man, but this makes it harder to manoeuvre as you must then stay above the surface.

When playing really well I use smart bombs only from ca. 300K points up, I think the maximum of smart bombs/lives that I had when getting 800K+ scores is about 35 bombs/30 lives, today I got to about 33/26 or so (and reached wave 46 or 47).

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Wouter Scholten
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Planetoid: 797275

Postby Wouter Scholten » Mon May 29, 2017 2:46 pm

I finally got to a rhythm where I can go to 900k+. In a few earlier games I got 37 bombs/30 lives (definitely better than in 1996) but blew it later on. This game I got to ca. 34/27 and I knew I could improve on my 1996 high score, but I was too careless, I shot the last man twice. Got to wave 48 or 49 and 797275.
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Re: Planetoid: 797275

Postby Wouter Scholten » Mon May 29, 2017 4:04 pm

Wouter Scholten wrote:I finally got to a rhythm where I can go to 900k+. In a few earlier games I got 37 bombs/30 lives (definitely better than in 1996) but blew it later on. This game I got to ca. 34/27 and I knew I could improve on my 1996 high score, but I was too careless, I shot the last man twice. Got to wave 48 or 49 and 797275.


Correction: 1 of the 2 times that I lost the last man was at wave 46 when I couldn't pick him up, they drop too fast from ca. wave 42-45 so you need to use a tab bomb and fly under him to catch him, can't shoot the raider then move down, that's too slow... This is one of the issues that makes it difficult at these high scores.

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Wouter Scholten
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Planetoid video: 767275

Postby Wouter Scholten » Sun Jun 04, 2017 8:34 pm

I've uploaded a new video, again some swearing I'm afraid as it didn't go well at all. With not well I mean compared to what I feel I can do. Score was not bad I suppose, 767275. I wanted to go to 800K+ but I experimented with different tactics, and after 300K it didn't go well in lots of respects. Anyway, have a look if you're interested, here:

Note: Recorded with S2, in 2 parts as the S2 just stopped after an hour...

https://youtu.be/g4uBLFhFQD4
https://youtu.be/fcWp4y83Ico

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Wouter Scholten
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Planetoid: 812450

Postby Wouter Scholten » Tue Jun 06, 2017 10:21 pm

Another improvement, could have gone much higher but I was experimenting with new tactics. My 2017 high score is now 812450.

As to the swarmers overtaking you, as I remembered (as mentioned in an earlier post) somewhere at 700k+ this can be used to ride the wave and shoot them from behind. Can be done a lower scores (and thus game speed) too but then you carefully need to regulate your speed. so I prefer other methods.
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Wouter Scholten
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Planetoid: 857300

Postby Wouter Scholten » Sun Jun 11, 2017 10:40 pm

Same night as the 812k score I did better, 857300 so really close to my 1996 high score of 888150, and I feel sure I can wipe out that old high score. I had no more time as preparing for a trip and I will be away for 4-6 weeks. I made a page about Planetoid with comparisons with Guardian, Williams Defender etc. which could be of interest. I will expand on it when I return. See: http://wouter.bbcmicro.net/bbc/spellen/planetoid.html
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Planetoid: 873,600

Postby Wouter Scholten » Sat Oct 21, 2017 2:56 am

Wouter Scholten wrote:Same night as the 812k score I did better, 857300 so really close to my 1996 high score of 888150, and I feel sure I can wipe out that old high score. I had no more time as preparing for a trip and I will be away for 4-6 weeks. I made a page about Planetoid with comparisons with Guardian, Williams Defender etc. which could be of interest. I will expand on it when I return. See: http://wouter.bbcmicro.net/bbc/spellen/planetoid.html



I will update that page with some more stuff soon. In the mean time I have a new high score for 2017: 873,600. I want to patch Planetoid so it can deal with 8 digit ( 4 byte) scores so that when I make screenshots and videos there won't be interpretation issues for when I go to more than 1 M (which I'm sure I can do, see also my tactics page for some stats about scores). Anyone have issues with that? I will then program this and show the source for the changes.

Edit: I got to wave 52. Shot the last man at wave 50... And before that I shot the last man at wave 30 so I was more than 5 full waves in a mutant fest. So the score could have been far higher. Again I need to take note and change something so that I do not shoot the last man so often! :)
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Patch for Planetoid

Postby Wouter Scholten » Sun Oct 29, 2017 6:55 pm

So I made a patch which fixes some graphical bugs and adds pause/continue if you want it, and it adds escape. I guess pause/escape are a non desirable change for high score competitions and it's of limited value anyway (using it at high scores doesn't work as you slow down quite a bit in responses when taking a break...) So I don't use that. Escape is fair as it is just faster than reloading the game (which I normally do when it is going badly at the start). The patch adds 4 byte scores but only 6 digits shown during game play. I changed the display so I have enough space for 8 digit scores and added a display of the patch version. See more information on my Planetoid page. I will test it a bit more, perhaps I will make a few more changes. Any requests for changes ?
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crj
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Re: High Score Table - Planetoid

Postby crj » Sun Oct 29, 2017 9:06 pm

Back in the day, one of my school friends discovered the hard way that the score wraps at a million...

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Wouter Scholten
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The highest possible score in Planetoid

Postby Wouter Scholten » Mon Oct 30, 2017 2:52 am

crj wrote:Back in the day, one of my school friends discovered the hard way that the score wraps at a million...


That's easy to see just by disassembling...

I think a score of a bit more than 1M, perhaps 1.2M, is about the maximum possible. The game gets faster and faster in case of the landers and mutants which limits what you can do. It's a bit different with shoot speed and the speed of the baiters for various reasons that I could explain, but another time perhaps. The game increases the sprite update number (= updates of sprites per update of your ship) each wave, and this means the game gets really sluggish at very high waves. I applied the following patch to Planetoid's PLANET2 file:

Do
*RENAME PLANET2 O.PLANET2

then apply the following patch, after saving it as "p04" (I omitted line numbers)

Code: Select all

REM Planetoid wave patch for testing
IF PAGE<&4000 PAGE=&4000:CHAIN"p04"
*LOAD O.PLANET2

P%=&29E5
[
JMP &2DC0
]


P%=&2DC0
[
JSR &2759
LDA &8E
STA &90
BEQ P%+9 \ lp_quit
.lp
JSR &23A6 \ next wave ?&8E times extra compared to normal. so make it 49 to start at wave 50.
DEC &90
BNE lp
.lp_quit
LDA #&50 \ 50 lives and smart bombs, to have enough to experience for a while how fast the game is.
STA &37
STA &38
JMP &29E8
]

*SAVE PLANET2 1100+2300


I use JSR &23A6 repeatedly to make sure it would not be an issue if I overlooked anything in my analysis from 1996 (I could have updated all speed variables directly, but I wasn't sure about a few things). This means the game flickers a while at the start, while it goes through each 'next wave' routine that also updates the screen (except score), so just wait a bit and then you can play...

I put the extra value to be added to the starting wave number in ?&8E

So for example:

Code: Select all

?&8E=69
CHAIN"PLANET"


Try it!

Then press BREAK and put a different value in ?&8E and CHAIN"PLANET" again, to experiment.

The game is really sluggish with multiple sprites alive, and landers and mutants are insanely fast. You can barely move your ship, it's so slow even at already wave 70... At waves of scores of 800k+ (say wave 45+) this is already a noticeable issue... I tried also ?&8E=140 and 170 as if those 3.2M and 2.8M high scores from Acorn user are real, then it would mean getting to wave 190 or so. Note that the game will only display and store wave numbers in 2 digits so wave 171 is shown as 71, but the sprite update number is updated per wave and is not BCD, so that can go up to 255...

At high waves (say 70 and up) you can see the ship's white colour slowly cycling between red-white when the ship is hit, from the sprite updates taking up so much CPU time.


Clearly the 2,896,500 and 3,186,450 scores as printed in Acorn user are bogus (as I wrote already many years ago, I think early 2000s, in an email to Dave M, that I found when looking for emails about the topic of high scores). My theory: Possibly the 2,896,500 score was a misprint, possibly the real score was 896,500, and AU mistakenly added the 2. Then the other guy who had scored 653k not long before that, tried it for a few months, felt that that 2.89M score was impossible and either just made up a score or possibly used the Electron version (which is quite different, I presume much slower) on an Electron (or perhaps on a BBC it would also be possible to score 3.18M using the Electron version of Planetoid) instead of, of course, the BBC version on a BBC.

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Wouter Scholten
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Planetoid: 941,950

Postby Wouter Scholten » Sun Nov 12, 2017 7:54 pm

I almost wanted to quit as I lost 1st at an OK score, but the next 2 lives quickly after that. Continued anyway and I got into a rhythm, I experimented as I did a while ago with letting landers at higher waves pick up men too. Got to the highest no. of lives smart bombs ever by a large margin 36l / 44b or even 37/44. Later I wasted a lot of it at wave 45 and 50 by again shooting the last man..., But got to wave 53 with a higher average score per wave than in 1996 so that old score is history. From how this went I can definitely do 1.1-1.2 million. I got the hang of dealing with baiters at almost all levels. That's why I had so many smart bombs. The swarmers are a problem, still.
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Wouter Scholten
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Planetoid: 979,450 wave 56

Postby Wouter Scholten » Mon Nov 27, 2017 3:42 am

Even though I was not playing as well as in my 941k game, in which I wasted a lot of my smart bombs and lives as I was too relaxed from ca. 700k+ (because I knew I was going to improve on my high score from 1996), in this game I was more concentrated. And I passed the highest score on beebgames.com, nice. I got to 'only' 28 lives/38 smart bombs but I knew long ago that that would be good enough for a 1M+ score and if not for wave 47-49 and IIRC 53-54 and also 56 in a mutant fest, (I still shoot my last man too often) I would have done that. Planetoid rocks. It's the best adrenalin rush!
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