History Main / PinballScoring

20th May '16 10:59:28 AM talewind
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* [[http://maru9.saikyou.biz/huya2/index.html A certain]] ''VideoGame/Touhou'' Mahjong fangame is notable for its utterly stupid scores - coming both from dealing its players broken starting hands and from its even more broken abilities. The highest score on the official ranking is a hand with 160 fu and ''88529402 han'', a score with 26650009 digits.

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* [[http://maru9.saikyou.biz/huya2/index.html A certain]] ''VideoGame/Touhou'' ''VideoGame/{{Touhou}}'' Mahjong fangame is notable for its utterly stupid scores - coming both from dealing its players broken starting hands and from its even more broken abilities. The highest score on the official ranking is a hand with 160 fu and ''88529402 han'', a score with 26650009 digits.
12th Apr '16 1:59:58 AM Arcorann
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* When ''Series/WhoWantsToBeAMillionaire'' really took off in Germany, suddenly all kinds of video games around this quiz appeared. Some actually used as advertising that you not only could earn DM1,000,000 but ten or thousand times as much. Virtual money in the same game setting. Great selling point guys.

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* When ''Series/WhoWantsToBeAMillionaire'' really took off in Germany, suddenly all kinds of video games around this quiz appeared. Some Cue a knock off competitor actually used as advertising that you not their game with "You can win 10,000,000 DM in our game, instead of only could earn DM1,000,000 but ten or thousand times as much. Virtual 1 million, so it's better" - even though, unfortunately, you never get to get any actual money in the same game setting. Great selling point guys.regardless of your prowess.



* During the heighth of popularity of "Wer wird Millionär", Germany's "Who Wants to Be a Millionaire" edition, there was also a computer quiz game based on it. Cue a knock off competitor actually advertising their game with "You can win 10,000,000 DM in our game, instead of only 1 million, so it's better" - even though, unfortunately, you never get to get any actual money regardless of your prowess.



* In ''[[VideoGame/StreetPassMiiPlaza Mii Force/StreetPass Squad]]'', scores are done in multiples of 10. You then get 1 point for each squad member you bring to the end of the stage. The game keeps an individual score for each stage (or, in Arcade Mode, where you play through them all in order, these points are not given until you clear the final stage), you're required to carry at least 1 squad member to the end since they supply your firepower, and being a [=StreetPass=] game, you have a maximum of 10 squad members. Thus, the ones digit in your scores, or anyone else's, indicates how many people they held onto by the end of the stage, with a 0 indicating having picked up a full house and not losing anyone. For a schmup though, scores are pretty low, never exceeding six digits per stage.

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* In ''[[VideoGame/StreetPassMiiPlaza Mii Force/StreetPass Squad]]'', scores are done in multiples of 10. You then get 1 point for each squad member you bring to the end of the stage. The game keeps an individual score for each stage (or, in Arcade Mode, where you play through them all in order, these points are not given until you clear the final stage), you're required to carry at least 1 squad member to the end since they supply your firepower, and being a [=StreetPass=] game, you have a maximum of 10 squad members. Thus, the ones digit in your scores, or anyone else's, indicates how many people they held onto by the end of the stage, with a 0 indicating having picked up a full house and not losing anyone. For a schmup shmup though, scores are pretty low, never exceeding six digits per stage.
11th Apr '16 9:43:31 PM aye_amber
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->''"Scoring is quite unique in pinball; the game is notorious for being generous with "points," a unit of measurement analogous to the haypenny, the microsecond, and the nanometer -- they are all units of measurement that are too utterly small to be of any use whatsoever."''
-->-- [[http://rinkworks.com/lights/ Lights and Noises]]

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->''"Scoring is quite unique in pinball; the game is notorious for being generous with "points," a unit of measurement analogous to the haypenny, hay-penny, the microsecond, and the nanometer nano-meter -- they are all units of measurement that are too utterly small to be of any use whatsoever."''
-->-- [[http://rinkworks.-->--[[http://rinkworks.com/lights/ Lights and Noises]]



* ''{{Peggle}}'' developers Popcap Games noted that playtesters were strangely dissatisfied with their performance in the game. Popcap found that when some zeros were added to the scoring system, the game was much more satisfying.
* In the {{Orisinal}} game ''[[http://www.ferryhalim.com/orisinal/g3/bells.htm Winterbells]]'', your score doubles every time you hit a bird. This can lead to scores in the quadrillions without much difficulty.
** Each time you hit a bell, you get the amount of points you got for the last bell plus 10. So when you hit the first bell, you get 10 points, and when you hit a second bell, you get 20 more points, for a total of 30. This can result in incredibly high scores further in the game when you're getting over 1000 points per bell. This trope also appears in other {{Orisinal}} games.

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* ''{{Peggle}}'' ''VideoGame/{{Peggle}}'' developers Popcap Games noted that playtesters were strangely dissatisfied with their performance in the game. Popcap found that when some zeros were added to the scoring system, the game was much more satisfying.
* In the {{Orisinal}} VideoGame/{{Orisinal}} game ''[[http://www.ferryhalim.com/orisinal/g3/bells.htm Winterbells]]'', your score doubles every time you hit a bird. This can lead to scores in the quadrillions without much difficulty.
** Each time you hit a bell, you get the amount of points you got for the last bell plus 10. So when you hit the first bell, you get 10 points, and when you hit a second bell, you get 20 more points, for a total of 30. This can result in incredibly high scores further in the game when you're getting over 1000 points per bell. This trope also appears in other {{Orisinal}} Orisinal games.
21st Mar '16 4:13:49 PM nombretomado
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* In an episode of ''BoyMeetsWorld'', when the High School Quiz Show dumbs itself down to appeal to the LowestCommonDenominator, among the changes include all point values being multiplied by 1 million.

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* In an episode of ''BoyMeetsWorld'', ''Series/BoyMeetsWorld'', when the High School Quiz Show dumbs itself down to appeal to the LowestCommonDenominator, among the changes include all point values being multiplied by 1 million.
18th Mar '16 8:39:21 PM Hossmeister
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27th Feb '16 4:59:15 PM RisefromYourGrave
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* Microsoft's Xbox LIVE currency, "MS Points", have an odd breakdown (80 points is a dollar) but the ones column never changes from a zero regardless of what you're buying. "[[BraggingRightsReward GamerScore]]" (earned from getting Achievements) is different (there are Achievements with values that aren't exact 10s and ones that aren't multiples of 5 are bound to [[LastLousyPoint drive players crazy]] with uneven numbers).

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* Microsoft's former Xbox LIVE Live currency, "MS "Microsoft Points", have had an odd breakdown (80 points is a dollar) dollar), but the ones column never changes from a zero regardless of what you're buying. "[[BraggingRightsReward GamerScore]]" (earned from getting Achievements) is different (there are Achievements with values that aren't exact 10s and ones that aren't multiples of 5 are bound to [[LastLousyPoint drive players crazy]] with uneven numbers).
20th Jan '16 12:58:39 PM rjung
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* Somebody coded ''Psycho Pinball'' wrong; no good pinball game should have a Score {{Cap}}. The score loops back to zero after 999,999,990 - you can count the billions in your head, but it's not the same. (Looping the jackpots on the ''Trick Or Treat'' table is the easiest way to get there.)

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* Somebody coded ''Psycho Pinball'' ''VideoGame/PsychoPinball'' wrong; no good pinball game should have a Score {{Cap}}. The score loops back to zero after 999,999,990 - you can count the billions in your head, but it's not the same. (Looping the jackpots on the ''Trick Or Treat'' table is the easiest way to get there.)
11th Jan '16 1:20:57 PM phoenix
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* Capcom's ''Pinball/FlipperFootball'' ([[TheBeautifulGame "Football" in the sense of the world outside the US]]) is another exception. Every time you shoot a goal (by hitting drop targets in the back and then getting your ball through them), you score a point. Every time the ball drains, the opposing team scores a point (you have unlimited balls, but the game [[TimedMission lasts a fixed amount of time]]).

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* Capcom's ''Pinball/FlipperFootball'' ([[TheBeautifulGame ([[UsefulNotes/AssociationFootball "Football" in the sense of the world outside the US]]) is another exception. Every time you shoot a goal (by hitting drop targets in the back and then getting your ball through them), you score a point. Every time the ball drains, the opposing team scores a point (you have unlimited balls, but the game [[TimedMission lasts a fixed amount of time]]).
25th Oct '15 7:51:49 AM kknizaa
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* Baseball almost completely averts pinball scoring, since each player who bats represents only one potential run. The number of runs that can score on any one play is equal to the number of runners on base plus the batter. (The grand slam, baseball's highest scoring play, is worth ''exactly'' four runs.)
* Hockey and soccer/football avert this trope completely in terms of actual game score. One goal equals one point for the team.
* American football:
** Although there is a play that awards a team one point, it is only available after that team gets a touchdown, which is worth six points.
** The lowest standalone scoring play is the safety (where the ball handler is taken down in his team's own end zone), which is worth two points.
* Tennis has a bizarre 15-30-40-game point system. Forty used to be 45, but was too hard to say quickly. The points corresponded to degrees on a circle--thus, if you won 4 units of 15 degrees 6 times (enough to win a set), you made it around the circle. This weird symbolism exists because Europeans in the 17th century were obsessed with geometry.
** Or because a clock was used for scoring, the hands being moved manually. Or because of an older game where winning a point let you move forward, first to 15 feet then 30 and finally 40.
** Although it has to be said, in a game in which you have a game score, a set score, and a match score to keep track of, it's actually a good idea to count at least one of them different from the two others, to easier keep track. Not sure if this was intentional, or just a happy side effect.

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* Baseball almost completely averts pinball scoring, since each player who bats represents only one potential run. The number of runs that can score on any one play is equal to the number of runners on base plus the batter. (The grand slam, baseball's highest scoring play, is worth ''exactly'' four runs.)
* Hockey and soccer/football avert this trope completely in terms of actual game score. One goal equals one point for the team.
* American football:
** Although there is a play that awards a team one point, it is only available after that team gets a touchdown, which is worth six points.
** The lowest standalone scoring play is the safety (where the ball handler is taken down in his team's own end zone), which is worth two points.
* Tennis has a bizarre 15-30-40-game point system. Forty used to be 45, but was too hard to say quickly. The points corresponded to degrees on a circle--thus, if you won 4 units of 15 degrees 6 times (enough to win a set), you made it around the circle. This weird symbolism exists because Europeans in the 17th century were obsessed with geometry.
**
geometry. Or because a clock was used for scoring, the hands being moved manually. Or because of an older game where winning a point let you move forward, first to 15 feet then 30 and finally 40.
** Although it has to be said, in a game in which you have a game score, a set score, and a match score to keep track of, it's actually a good idea to count at least one of them different from the two others, to easier keep track. Not sure if this was intentional, or just a happy side effect.



* In [[VideoGame/DanceDanceRevolution DDR 3rd Mix]], endless mode have exponential scoring, with an maximum of 10^72-1. This is 72 little nines spanning the entire width of the screen ! You need about a full day of continuous play to get there but it has been done.

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* In [[VideoGame/DanceDanceRevolution DDR 3rd Mix]], endless mode have exponential scoring, with an maximum of 10^72-1. This is 72 little nines spanning the entire width of the screen ! screen! You need about a full day of continuous play to get there but it has been done.



** Hell, in ''any'' of the DDR games before [=SuperNova=], you have this trope. A 10-foot song garnered a maximum of 100,000,000 points.

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** Hell, in ''any'' of the DDR games before [=SuperNova=], you have this trope. A 10-foot song garnered a maximum of 100,000,000 points.
25th Oct '15 6:41:44 AM kknizaa
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* Capcom's ''Pinball/FlipperFootball'' ([[TheBeautifulGame "Football" in the sense of the world outside the US]]) is another very notable aversion. Every time you shoot a goal (by hitting drop targets in the back and then getting your ball through them), you score a point. Every time the ball drains, the opposing team scores a point (you have unlimited balls, but the game [[TimedMission lasts a fixed amount of time]]).

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* Capcom's ''Pinball/FlipperFootball'' ([[TheBeautifulGame "Football" in the sense of the world outside the US]]) is another very notable aversion.exception. Every time you shoot a goal (by hitting drop targets in the back and then getting your ball through them), you score a point. Every time the ball drains, the opposing team scores a point (you have unlimited balls, but the game [[TimedMission lasts a fixed amount of time]]).



** One rather amazing aversion, based in the Super Mario fandom, actually had single-digit bonuses for most things, and very few large point caches. It wasn't very popular.
* This trope has been [[ZigZaggedTrope zig-zagged]] through pinball's history. In '30s and '40s, scores were displayed with lights on the backglass and an arbitrary number of zeroes would usually be appended to each "unit" of scoring. When rolling counters were introduced sometime in the '50s, this trope was averted completely, with actions starting to score single points and score counters maxing out at 3-4 digits. Scores did begin to steadily increase again though, back to six digits by the time electronic score counters were introduced in TheSeventies, which only accelerated the presence of this trope, which reached its peak in TheNineties with it being possible to score in the billions on most pins. It arguably reversed in 1996 with Tales of the Arabian Nights; most pins since then usually have scores in the millions or tens of millions.

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** One rather amazing aversion, based in the Super Mario fandom, actually had single-digit bonuses for most things, * The size of score has waxed and very few large point caches. It wasn't very popular.
* This trope has been [[ZigZaggedTrope zig-zagged]] through
waned over pinball's history. In '30s and '40s, scores were displayed with lights on the backglass and an arbitrary number of zeroes would usually be appended to each "unit" of scoring. When rolling counters were introduced sometime in the '50s, this trope was averted completely, with actions starting scores simplified down to score single points and score counters maxing out at 3-4 digits. Scores did begin to steadily increase again though, back to six digits by the time electronic score counters were introduced in TheSeventies, which only accelerated the presence of this trope, which reached its peak in TheNineties with it being possible to score in the billions on most pins. It arguably reversed in 1996 with Tales of the Arabian Nights; most pins since then usually have scores in the millions or tens of millions.



* ''VideoGame/KirbysPinballLand'' is somewhat of an aversion of this trope as most ways to score points are 'only' in hundred or thousand increments. The highest individual payoffs are 50,000 from defeating a boss, 77,700 from a top level jackpot, or the maximum of 99,990 in a bonus stage. The score loops back to zero after exceeding 99,999,990 points, which was probably just left in the game as it usually takes several days of play to reach it.
* [[DoubleSubvertedTrope Double Subverted]] in Creator/{{Capcom}}'s ''Pinball/{{Breakshot}}''. The dot matrix displays shows a 7-digit electro-mechanical-style scoring reel, thus making the rollover score a comparatively modest 10 million, but a decent [[WizardMode Cutthroat Countdown]] can do this easily and the multiball ScoreMultiplier can also make 10 million an easy goal to achieve. Mixing the two can possibly score over 100 million, and rotation Cutthroat Countdown with three balls could theoretically be worth up to ''225 million''.
* Intentionally averted in Jersey Jack Pinball's ''Pinball/TheWizardOfOz'' for a {{Retraux}} feel; the score levels are noticeably lower than most other modern-day pinball games, including one-point targets.

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* In ''VideoGame/KirbysPinballLand'' is somewhat of an aversion of this trope as most ways to score points are 'only' in hundred or thousand increments. The highest individual payoffs are 50,000 from defeating a boss, 77,700 from a top level jackpot, or the maximum of 99,990 in a bonus stage. The score loops back to zero after exceeding 99,999,990 points, which was probably just left in the game as it usually takes several days of play to reach it.
* [[DoubleSubvertedTrope Double Subverted]] in In Creator/{{Capcom}}'s ''Pinball/{{Breakshot}}''. The ''Pinball/{{Breakshot}}'', the dot matrix displays shows a 7-digit electro-mechanical-style scoring reel, thus making the rollover score a comparatively modest 10 million, but a decent [[WizardMode Cutthroat Countdown]] can do this easily and the multiball ScoreMultiplier can also make 10 million an easy goal to achieve. Mixing the two can possibly score over 100 million, and rotation Cutthroat Countdown with three balls could theoretically be worth up to ''225 million''.
* Intentionally averted avoided in Jersey Jack Pinball's ''Pinball/TheWizardOfOz'' for a {{Retraux}} feel; the score levels are noticeably lower than most other modern-day pinball games, including one-point targets.



* Averted in many of the games from Italian pinball Creator/{{Zaccaria}}, which typically use more modest scores than those of other games. ''[[Pinball/TimeMachineZaccaria Time Machine]]'' and ''Pinball/{{Farfalla}}'' are two examples, where a good game will have a score of several hundred thousand points.

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* Averted in many Many of the games from Italian pinball Creator/{{Zaccaria}}, which typically Creator/{{Zaccaria}} use more modest scores than those of other games. ''[[Pinball/TimeMachineZaccaria Time Machine]]'' and ''Pinball/{{Farfalla}}'' are two examples, where a good game will have a score of several hundred thousand points.



[[folder:Anime and Manga]]
* In ''Anime/DragonBallZ'', power levels become more and more like this as the series continues, until the concept is more or less abandoned after the Freeza arc.
[[/folder]]



[[folder:Literature]]
* Averted in the 1985 short story "Arcadus Arcane" by Dennis J. Pimple, in which a diabolical pinball machine awards a single point for each scoring event (the "object" being for the player to reach 666 points...).
[[/folder]]



* Inverted by ''[[Series/SaleOfTheCentury $ale of the Century]]'', where contestants were actually paid their scores in dollars... and each question was worth a measly $5. Of course, the point was to accumulate enough score money to buy the prizes at ridiculously low prices.



* In a roller derby jam, 5 points are awarded for each completed scoring pass through the pack. However, each opposing player passed is worth only 1 point, making this an aversion if the lead jammer calls off the jam while the opposing jammer is still halfway through the pack. (There's a minor complication in that points for "passing" players under penalty happens when the first point is scored that pass. So with two players sitting out penalties, scoring would proceed as "3-1-1" to total 5 for the pass.)



* ''GuitarFreaks'' and ''DrumMania'' played this trope straight up until V6; the value of each note is multiplied by your current combo, leading to mostly 8 or 9 digit scores for decently-skilled players. Averted as of the releases of V7 and XG, where the maximum score on any song is around 1,000,000.

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* ''GuitarFreaks'' and ''DrumMania'' played this trope straight had outrageous scoring up until V6; the value of each note is multiplied by your current combo, leading to mostly 8 or 9 digit scores for decently-skilled players. Averted as As of the releases of V7 and XG, where the maximum score on any song is around 1,000,000.



* Inverted with ''BeatmaniaIIDX'''s "Expert" scoring system; getting a Just Great yields 2 points, a Great yields 1 point, and every note judgement below is worth 0.
** Even the normal scoring doesn't go that high. You can only gain a maximum of 200,000 points.



* ''VideoGame/{{Hellsinker}}'' appears to be an aversion at first; a casual player can score maybe 1,000-2,000 [[ScoringPoints Spi]][[CallAHitPointASmeerp rits]], while competent players can achieve quintiple-digit scores and world-class players can get a little over 130,000. Even most early 80s {{Shoot Em Up}}s don't have world records that low. However, on post-stage {{Score Screen}}s and on the replay screen, scores have four more darkened digits to the right, so either the Spirits counters on the HUD and ranking tables divide scores by 10,000 or those darkened digits are decimal places, making this one of the few true inversions of the trope in existence.

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* ''VideoGame/{{Hellsinker}}'' appears to be an aversion very low-scoring at first; a casual player can score maybe 1,000-2,000 [[ScoringPoints Spi]][[CallAHitPointASmeerp rits]], Spirits, while competent players can achieve quintiple-digit scores and world-class players can get a little over 130,000. Even most early 80s {{Shoot Em Up}}s don't have world records that low. However, on post-stage {{Score Screen}}s and on the replay screen, scores have four more darkened digits to the right, so either the Spirits counters on the HUD and ranking tables divide scores by 10,000 or those darkened digits are decimal places, making this one of the few true inversions of the trope games in existence.existence that ''downplay'' you score.



* Averted in many Konami arcade beat-'em-ups of the early 1990s, like ''VideoGame/TheSimpsons'' and ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' - everything worth a point was worth exactly one point. Even the FinalBoss.

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* Averted Absent in many Konami arcade beat-'em-ups of the early 1990s, like ''VideoGame/TheSimpsons'' and ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' - everything worth a point was worth exactly one point. Even the FinalBoss.



* Averted in the ''PaperMario'' series. Every single point of attack and defense you can eke out are big deals, and the final boss has 99 HP in the first game and 200 HP in the second. This even applies to experience points, as it always takes 100 points to get to a new level. (Weaker enemies drop fewer experience points, then eventually none.)
** ''VideoGame/SuperPaperMario'', which is more like a platformer with RPGElements (rather than the other way around in the first two games), has scoring more in line with traditional Mario platformers. The score functions as ExperiencePoints, with most enemies having values in the hundreds of points. It takes 10,000 points to reach level 2.



* Averted in the ''VideoGame/PennAndTellersSmokeAndMirrors'' mini-game "Desert Bus". Driving the full [[MarathonLevel eight hours]] from Tucson to Las Vegas or vice versa grants you exactly '''ONE''' point. Still, the game shows the score with eight placeholders, so your one point looks like "00000001".

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* Averted Parodied in the ''VideoGame/PennAndTellersSmokeAndMirrors'' mini-game "Desert Bus". Driving the full [[MarathonLevel eight hours]] from Tucson to Las Vegas or vice versa grants you exactly '''ONE''' point. Still, the game shows the score with eight placeholders, so your one point looks like "00000001".



* ''VideoGame/CookieClicker'' is a subversion; while the number of cookies baked can get into the quadrillions or more by the end of the game, the game starts out with the player simply getting one cookie every time they click the Big Cookie.



* Some of the more popular boards in [=BigJon=]'s ''Series/PressYourLuck'' fan game feature insane spaces like $10 Million and Quintuple Your $$ + One Spin crammed into every conceivable nook and cranny, making scores in the ''hundreds of billions'' not unheard of. Then the Malfunction space comes along and subverts the trope by possibly dishing out ''negative'' hundred-billion scores, presenting the [[ViolationOfCommonSense mind-bogglingly stupid scenario]] where hitting a {{Whammy}} actually becomes a godsend.

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* Some of the more popular boards in [=BigJon=]'s ''Series/PressYourLuck'' fan game feature insane spaces like $10 Million and Quintuple Your $$ + One Spin crammed into every conceivable nook and cranny, making scores in the ''hundreds of billions'' not unheard of. Then the Malfunction space comes along and subverts the trope by possibly dishing dishes out ''negative'' hundred-billion scores, presenting the [[ViolationOfCommonSense mind-bogglingly stupid scenario]] where hitting a {{Whammy}} actually becomes a godsend.



* Microsoft's Xbox LIVE currency, "MS Points", have an odd breakdown (80 points is a dollar) but the ones column never changes from a zero regardless of what you're buying. "[[BraggingRightsReward GamerScore]]" (earned from getting Achievements) is an aversion (there are Achievements with values that aren't exact 10s and ones that aren't multiples of 5 are bound to [[LastLousyPoint drive players crazy]] with uneven numbers).

to:

* Microsoft's Xbox LIVE currency, "MS Points", have an odd breakdown (80 points is a dollar) but the ones column never changes from a zero regardless of what you're buying. "[[BraggingRightsReward GamerScore]]" (earned from getting Achievements) is an aversion different (there are Achievements with values that aren't exact 10s and ones that aren't multiples of 5 are bound to [[LastLousyPoint drive players crazy]] with uneven numbers).
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