History Main / ScoringPoints

21st Sep '16 1:31:34 AM LucaEarlgrey
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* ''VideoGame/{{maimai}}'' uses accuracy-based scoring, and weighs each type of note differently: up to 500 points for hitting a Tap note, 1,000 for a Hold note, and 1,500 points for a Slide note. Breaks are weird, in that not only can you get up to 2600 points per note, but each of the combo-incrementing judge ranks has a few "sub-ranks" that have a slight influence on your score (50-150 points). Score is also expressed as an "Achievement" percentage, and you need an Achievement rating of 80% or higher to clear the Song. Achievement can go slightly above 100% depending on how you hit Break notes; it's even possible to get 100% ''without'' getting an "All Perfect" as a result.
21st Sep '16 1:26:15 AM LucaEarlgrey
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* ''VideoGame/PopNMusic''[='=]s scoring acts similar to that of current ''VideoGame/DanceDanceRevolution'' games. The maximum score on a song is 100,000 points, and each worth is worth a fixed amount of points. Getting a COOL gets you 100% of the note value, GREAT gets you 70%, GOOD gets you 40%, and BAD gets you nothing.[[note]]In older games, the ratio is 100:50:10:0 instead. If [=COOLs=] are not enabled, in these games, GREAT gives you 100% of the note value, GOOD 50%, and BAD 0%.[[/note]]

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* ''VideoGame/PopNMusic''[='=]s scoring acts similar to that of current ''VideoGame/DanceDanceRevolution'' games. The maximum score on a song is 100,000 points, and each worth is worth a fixed amount of points. Getting a COOL gets you 100% of the note value, GREAT gets you 70%, GOOD gets you 40%, and BAD gets you nothing.[[note]]In older games, the ratio is 100:50:10:0 instead. If [=COOLs=] are not enabled, in these games, GREAT gives you 100% of the note value, GOOD 50%, 20%, and BAD 0%.[[/note]]
21st Sep '16 1:25:33 AM LucaEarlgrey
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* ''VideoGame/GrooveCoaster'' has a chain-based scoring system, which combined with the game doubling how much your chain increases with each hit once you hit 10 chain, means that a single mistake can warrant a restart. Its arcade charts and releases are somewhat better about this: you can get up to 850,000 points for hitting notes accurately, up to 100,000 points for your maximum chain, and 50,000 points if you clear the song, resulting in a maximum score of 1,000,000.
8th Sep '16 5:46:43 PM MandL27
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* Racing games often have a variant of this, a "Best times" or "Time attack" function, this is when the game counts how much time you took to finish the race, and of course, the lowest, the better, sometimes there's even a TimeTrial mode, where you race alone so other cars won't disturb you, even other genres like plataformers have Time Attack modes and sometimes the game counts how much time you took to clear it whole, some games have huge communities focused on getting best times.

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* Racing games often have a variant of this, a "Best times" or "Time attack" function, this is when the game counts how much time you took to finish the race, and of course, the lowest, the better, sometimes there's even a TimeTrial mode, where you race alone so other cars won't disturb you, even other genres like plataformers have Time Attack modes and sometimes the game counts how much time you took to clear it whole, some the whole thing. Some games have huge communities [[{{Speedrun}} focused on getting best times.
times]].
2nd Sep '16 4:14:39 PM TheGameMaster
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** ''VideoGame/GrandTheftAutoSanAndreas'' completely destroys this by having a save point right next to a casino, resulting in money only being limited by how much time you're willing to spend saving and loading the game instead of actually playing it. Money as scoring has been gradually replaced by the 100% completion award and some achievements that aren't tracked such as having fancy, usually unique, cars in your garages, made harder by the games their tendency to forget some of the cars in your garage sometimes. Also something that you can impress people with is showing off what bugs you found that aren't listed on the many websites/forums about the game. Stuff that you discovered on your own. Personally, i had a save that upon loading allowed you to make a tank go from standstill to catapulted into the air without using any cheats. Anyways, the amount of money doesn't matter much anymore.

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** ''VideoGame/GrandTheftAutoSanAndreas'' completely destroys this by having a save point right next to a casino, resulting in money only being limited by how much time you're willing to spend saving and loading the game instead of actually playing it. Money as scoring has been gradually replaced by the 100% completion award and some achievements that aren't tracked such as having fancy, usually unique, cars in your garages, made harder by the games their tendency to forget some of the cars in your garage sometimes. Also something that you can impress people with is showing off what bugs you found that aren't listed on the many websites/forums about the game. Stuff that you discovered on your own. Personally, i had a save that upon loading allowed you to make a tank go from standstill to catapulted into the air without using any cheats. Anyways, the amount of money doesn't matter much anymore.
18th Aug '16 9:13:22 PM CamelCase
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* You can do this by collecting Score Bubbles (or other collectibles) in ''VideoGame/LittleBigPlanet''.
4th Aug '16 12:49:37 PM Morgenthaler
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* ''VideoGame/TheClub'' has been unfavorably compared to other more action-focused shooters by some. However, as discussed in a PA podcast (link at the bottom of [[http://www.penny-arcade.com/2008/1/25/ this page]]), the aim of the game is more about finding the right pace, maintaining a combo and trying to get a perfect 'lap' in order to maximize your score, making it more comparable to other games by Bizzarre Creations, such as ''GeometryWars'' and ''VideoGame/ProjectGothamRacing''.

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* ''VideoGame/TheClub'' has been unfavorably compared to other more action-focused shooters by some. However, as discussed in a PA podcast (link at the bottom of [[http://www.penny-arcade.com/2008/1/25/ this page]]), the aim of the game is more about finding the right pace, maintaining a combo and trying to get a perfect 'lap' in order to maximize your score, making it more comparable to other games by Bizzarre Creations, such as ''GeometryWars'' ''VideoGame/GeometryWars'' and ''VideoGame/ProjectGothamRacing''.
4th Aug '16 12:48:51 PM Morgenthaler
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* ''GeometryWars'' is entirely about how far can you crank up your score. No less, no more. Actually addictive thanks to its blazing fast pace.
** Its derivative game ''GridWars'' actually granted powerups and extra lives based on getting to certain score amounts.
* ''GigaWing'' is a shmup in which the scoring system is a major attraction of the game...because the scores get [[PinballScoring freaking huge]].

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* ''GeometryWars'' ''VideoGame/GeometryWars'' is entirely about how far can you crank up your score. No less, no more. Actually addictive thanks to its blazing fast pace.
** * Its derivative game ''GridWars'' ''VideoGame/GridWars'' actually granted powerups and extra lives based on getting to certain score amounts.
* ''GigaWing'' ''VideoGame/GigaWing'' is a shmup in which the scoring system is a major attraction of the game...because the scores get [[PinballScoring freaking huge]].
30th Jul '16 4:18:20 AM LucaEarlgrey
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* ''VideoGame/PopNMusic''[='=]s scoring acts similar to that of current ''VideoGame/DanceDanceRevolution'' games. The maximum score on a song is 100,000 points. Getting a GREAT gets you 100% of the amount of points per note, a GOOD gives you 20%, and a BAD gets you no points. This changes if the COOL judgement is enabled, in which case COOL gives you 100%, GREAT 50%, and GOOD 10%. Like in DDR, combo has no influence on your score.

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* ''VideoGame/PopNMusic''[='=]s scoring acts similar to that of current ''VideoGame/DanceDanceRevolution'' games. The maximum score on a song is 100,000 points, and each worth is worth a fixed amount of points. Getting a GREAT COOL gets you 100% of the amount of points per note, a note value, GREAT gets you 70%, GOOD gives gets you 20%, 40%, and a BAD gets you no points. This changes if nothing.[[note]]In older games, the COOL judgement ratio is 100:50:10:0 instead. If [=COOLs=] are not enabled, in which case COOL these games, GREAT gives you 100%, GREAT 100% of the note value, GOOD 50%, and GOOD 10%. Like in DDR, combo has no influence on your score.BAD 0%.[[/note]]
30th Jul '16 4:15:04 AM LucaEarlgrey
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* ''VideoGame/CrossBeats'' has two scoring systems:
** The first is the standard scoring system: Flawless is worth 100 points, Super is worth 50 points, Cool is worth 10 points, and everything else is worth nothing.
** The second is Clear Rate, which is used to determine the amount of Rank Points you get from the song, and is shown only at the end of the song. 80% of your Clear Rate is determined by note judgements (with Flawless and Super both weighing twice as much as Cool), and 20% by max combo.
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