How to put a scoring system into cave story:
- Split areas (maps) into missions or gameplay-specific chapters (Grasstown for example includes "get the key", "jelly hunt", "balrog again", "bomb maker", and "balfrog").
- Give each mission a time limit.
- No backtracking.
- No respawning enemies in an area except upon the start of a new mission.
- Each mission's enemies and items must be different.
- Any part of the map outside of the scope of the mission must be blocked from the player.
- Each enemy must have a score upon defeat that represents the strength of that enemy.
- Give a bonus score for the time it takes to complete each mission.
- Reset the clock back after completing a mission.
- Only save upon completing a mission.
- Bubbler is obtained from Balrog.
- Anything outside of missions (returning from egg corridor for example) can be either skipped or played out with a cutscene.
- Either allow for branching gameplay so that you can go to areas that require backtracking (the graveyard and first cave for example), or restructure some events (ma pignon).
- Oh, and bonuses for skipping items and life capsules (life capsule bonuses increase exponentially).
- Bonus points for the alien medal, lipstick, panties, and other secret items.
- Boss fights are a special type of mission, they have their own timer and scoring system. Though the final bosses at the Balcony all count as one mission and the entirety of hell (including Ballos) is a single mission and scored the same way as a boss fight.
- Ma Pignon's question scene has no timer and is scored by how well you answer the questions. If you leave before checking your inventory then you can't return to the graveyard storeroom and Curly doesn't regain her memory.
- If you are told of Ma Pignon in plantation before the scene where you are knocked out at the teleporter then that scene won't occur until after returning from the fight with ma pignon.
- If you failed to get the mushroom to save Curly by the start of the rocket parts fetch quest then Curly will be missing for the rest of the game.
An example of the missions layout:
First Cave:
exploration, departure
Mimiga Village:
the key, balrog, grave robber
Egg Corridor:
egg corridor, barrier, igor
Grasstown:
get the key, jelly hunt, balrog again, bomb maker, balfrog
Sand Zone:
curly brace, sand zone, omega, arf, toroko
Labyrinth:
the pit, land of the gaudi, pooh black, monster-x, dropping in, balrog once more, teamwork, the core, to safety
Waterway:
waterway, currents, iron head
Mimiga Village:
silent interlude
Egg Corridor:
a flash of light, the sisters, egg zero
Outer Wall:
the great climb
Plantation:
plantation, do you want it, ma pignon, the rocket
Final Cave:
final cave
Balcony:
to the doctor, the final battle, escape
Sacred Grounds:
hell