History Main / ScoringPoints

17th Nov '17 3:22:11 AM Cryoclaste
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* While later SpyroTheDragon games featured gems that were actually used as currency, in the first game, they served no purpose outside of a point counter. The only times your gem count affected gameplay were as PlotCoupons- you needed a certain number to advance to some of the homeworlds, and also to access the bonus level- which contained nothing but more gems, and a few trick enemies you had to kill to get even more gems. Essentially, they were worthless unless you were striving for HundredPercentCompletion.

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* While later SpyroTheDragon ''Franchise/SpyroTheDragon'' games featured gems that were actually used as currency, in the first game, they served no purpose outside of a point counter. The only times your gem count affected gameplay were as PlotCoupons- you needed a certain number to advance to some of the homeworlds, and also to access the bonus level- which contained nothing but more gems, and a few trick enemies you had to kill to get even more gems. Essentially, they were worthless unless you were striving for HundredPercentCompletion.
22nd Oct '17 12:37:35 AM LucaEarlgrey
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** Most later ''DDR'' games also have the option to enable "EX Score", in which Marvelous is worth 3 points, Perfect is worth 2, Great is worth 1, and everything else is worth 0, putting far more emphasis on getting Marvelouses and not Perfects.
22nd Oct '17 12:37:18 AM LucaEarlgrey
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** Most later ''DDR'' games also have the option to enable "EX Score", in which Marvelous is worth 3 points, Perfect is worth 2, Great is worth 1, and everything else is worth 0, putting far more emphasis on getting Marvelouses and not Perfects.
6th Aug '17 10:48:59 PM Luigifan
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But, as games began to develop plot, even the [[ExcusePlot excuse kind]], gamers changed. They became more interested in things like the ending {{c|utscene}}inematic, the new areas and [[PowerCopying powers]] to explore, [[BreadEggsMilkSquick the new hookers to kill on every corner]], and OneHundredPercentCompletion; Most games nowadays use "[[CosmeticAward achievements]]" to track these kinds of things. Those things are also sometimes measured in "points", but of the permanent kind; this trope is about a score counter that resets itself after each GameOver.

As games moved from the arcades to the home consoles and home computers, initially many games still had points there, even the ones that had endings, but as said above, players didn't care and went for the ending. It helps that in the home version, you couldn't show your high scores to everyone until the days of internet, and also, many games that came in cartridges couldn't even save your high scores after you turned off your console unless the cart had a save battery.

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But, as games began to develop plot, even the [[ExcusePlot excuse kind]], gamers changed. They became more interested in things like the ending {{c|utscene}}inematic, the new areas and [[PowerCopying powers]] to explore, [[BreadEggsMilkSquick the new hookers to kill on every corner]], and OneHundredPercentCompletion; Most most games nowadays use "[[CosmeticAward achievements]]" to track these kinds of things. Those things are also sometimes measured in "points", but of the permanent kind; this trope is about a score counter that resets itself after each GameOver.

As games moved from the arcades to the home consoles and home computers, initially many games still had points there, even the ones that had endings, but as said above, players didn't care and went for the ending. It helps that in the home version, you couldn't show your high scores to everyone until the days of the internet, and also, many games that came in cartridges couldn't even save your high scores after you turned off your console unless the cart had a save battery.



* Points might, sometimes, add to something useful, [[EveryTenThousandPoints like extra lives]]. But, as soon as SuperMarioBros, these were often replaced by another variable, [[OneHundredCoins like "coins", "rings" or "crystals"]].

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* Points might, sometimes, add to something useful, [[EveryTenThousandPoints like extra lives]]. But, as soon as SuperMarioBros, these were often replaced by another variable, [[OneHundredCoins like "coins", "rings" "rings", or "crystals"]].
30th Jul '17 1:06:00 PM StFan
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[[quoteright:256:[[Franchise/SuperMarioBros http://static.tvtropes.org/pmwiki/pub/images/high_scores.gif]]]]

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[[quoteright:256:[[Franchise/SuperMarioBros [[quoteright:256:[[VideoGame/MarioBros http://static.tvtropes.org/pmwiki/pub/images/high_scores.gif]]]]
5th Jul '17 6:47:00 PM nombretomado
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* ''{{beatmania}} IIDX'' has two different scoring systems. The more visible one (known to fans as the "money score", since it actually was presented as a cash value -- the DJ's "pay" -- in early 5-key games) maxes out at 200,000 points per song and has a small combo factor that maxes out after 10 notes. Even though songs commonly have significantly more than 1000 notes, this is still enough to render the money score unsuitable for comparison. On top of that, there are several bonuses that may be awarded, including one for a full combo and one for completing the song with the '''minimum''' lifebar needed to pass. (Due to the mechanics of this game, it '''is''' possible to achieve both, and doing so while hitting the best judgment on every note would in theory net a money score somewhat over 210,000.) The other score (known as the "EX score") is based solely on judgments (2 points per Just Great, 1 point per Great) and determines the grade awarded. All rankings, official and non, use this score. Since difficulty in this game is largely about weathering a sudden spike of notes at the end, EX score is usually taken more seriously than whether or not you actually pass the song.

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* ''{{beatmania}} ''VideoGame/{{beatmania}} IIDX'' has two different scoring systems. The more visible one (known to fans as the "money score", since it actually was presented as a cash value -- the DJ's "pay" -- in early 5-key games) maxes out at 200,000 points per song and has a small combo factor that maxes out after 10 notes. Even though songs commonly have significantly more than 1000 notes, this is still enough to render the money score unsuitable for comparison. On top of that, there are several bonuses that may be awarded, including one for a full combo and one for completing the song with the '''minimum''' lifebar needed to pass. (Due to the mechanics of this game, it '''is''' possible to achieve both, and doing so while hitting the best judgment on every note would in theory net a money score somewhat over 210,000.) The other score (known as the "EX score") is based solely on judgments (2 points per Just Great, 1 point per Great) and determines the grade awarded. All rankings, official and non, use this score. Since difficulty in this game is largely about weathering a sudden spike of notes at the end, EX score is usually taken more seriously than whether or not you actually pass the song.
11th Jun '17 5:39:55 AM Morgenthaler
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* Creator/{{Sierra}} had an age-old tradition of giving out points whenever the player did something positive, often for completely arbitrary reasons to inspire players to come back to the game later to try and [[HundredPercentCompletion get all the points]]. For their more comedic games, the developers would deliberately give goofy, arbitrary scores for some actions, most {{egregious}}ly; in Al Lowe's ''FreddyPharkasFrontierPharmacist'', which has a maximum score of 1,000 points, and you get 500 points for [[MundaneMadeAwesome opening a locked door at the very start of the game]]. Congratulations, you're already halfway done! There were also points for picking up some items that would do nothing but kill you if you hung onto them, such as the spinach dip in ''VideoGame/LeisureSuitLarry 2'' and the unstable ordnance in ''VideoGame/SpaceQuest 4''.

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* Creator/{{Sierra}} had an age-old tradition of giving out points whenever the player did something positive, often for completely arbitrary reasons to inspire players to come back to the game later to try and [[HundredPercentCompletion get all the points]]. For their more comedic games, the developers would deliberately give goofy, arbitrary scores for some actions, most {{egregious}}ly; in Al Lowe's ''FreddyPharkasFrontierPharmacist'', ''VideoGame/FreddyPharkasFrontierPharmacist'', which has a maximum score of 1,000 points, and you get 500 points for [[MundaneMadeAwesome opening a locked door at the very start of the game]]. Congratulations, you're already halfway done! There were also points for picking up some items that would do nothing but kill you if you hung onto them, such as the spinach dip in ''VideoGame/LeisureSuitLarry 2'' and the unstable ordnance in ''VideoGame/SpaceQuest 4''.



* ''ToejamAndEarl'' gave the player 1 point for every tile on the map that's flipped over and 2 points for every present opened. The score actually served a practical purpose, though, acting as ExperiencePoints to let the player level up and increase their maximum health. ''Panic on Funkotron'' retained a practical scoring system, though this time it awarded the player extra lives EveryTenThousandPoints.

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* ''ToejamAndEarl'' ''VideoGame/ToejamAndEarl'' gave the player 1 point for every tile on the map that's flipped over and 2 points for every present opened. The score actually served a practical purpose, though, acting as ExperiencePoints to let the player level up and increase their maximum health. ''Panic on Funkotron'' retained a practical scoring system, though this time it awarded the player extra lives EveryTenThousandPoints.
3rd Jun '17 11:56:48 AM nombretomado
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* Parodied in the comedy skit show "WhoseLineIsItAnyway." Drew Carey, the host, would randomly hand out various kinds of "points" (like Wonder Points, Low Fat Points, etc) during the show to the comedians on stage, guest comedians and even the audience and the viewers at home because it's "the show where everything's made up and the points don't matter." At the end of the show, the person with the "highest" point total (entirely based on RuleOfFunny[[note]]Everyone "won", and whoever's idea got the funniest result was aired.[[/note]]) would decide the type of skit they would perform for the ending act.

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* Parodied in the comedy skit show "WhoseLineIsItAnyway." ''Series/WhoseLineIsItAnyway''. Drew Carey, the host, would randomly hand out various kinds of "points" (like Wonder Points, Low Fat Points, etc) during the show to the comedians on stage, guest comedians and even the audience and the viewers at home because it's "the show where everything's made up and the points don't matter." At the end of the show, the person with the "highest" point total (entirely based on RuleOfFunny[[note]]Everyone "won", and whoever's idea got the funniest result was aired.[[/note]]) would decide the type of skit they would perform for the ending act.
21st May '17 5:47:11 PM nombretomado
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* ''WiiSports'', but mainly because they are based on real sports that are point-based.
* ''BackyardSports''. In most games, the reason is obvious, as they are sports games. But in the minigames and ''Backyard Skateboarding'', the amount of points can unlock new things.
* ''TonyHawksProSkater'' always has a couple of score-based objectives for every level of Career mode. On competition levels, you're graded not only on score but variety and perfection (i.e. no bailing) as well.

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* ''WiiSports'', ''VideoGame/WiiSports'', but mainly because they are based on real sports that are point-based.
* ''BackyardSports''.''VideoGame/BackyardSports''. In most games, the reason is obvious, as they are sports games. But in the minigames and ''Backyard Skateboarding'', the amount of points can unlock new things.
* ''TonyHawksProSkater'' ''VideoGame/TonyHawksProSkater'' always has a couple of score-based objectives for every level of Career mode. On competition levels, you're graded not only on score but variety and perfection (i.e. no bailing) as well.
19th May '17 6:26:58 PM ViperAcidZX
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* ''Mega Man''[='=]s own spiritual successors, ''VideoGame/MightyNo9'' and ''VideoGame/AzureStrikerGunvolt'', feature score attack elements.
** In ''Mighty No. 9'', players earn points for defeating enemies by using the [[DashAttack AcXelerate Dash]] (less if they're defeated by other means), and performing feats during stages (e.g. defeating an arena of enemies quickly, clearing platforming sections quickly), but getting some of these bonuses can be problematic due to the [[SchizophrenicDifficulty schizophrenic nature]] of some of the stages. Absorbing multiple enemies at once in mid-air rewards a score multiplier bonuses that increases up to 3x until the player lands. At the end of a stage, players are given bonus points based on their performance during the stage in these categories: how quickly the stage was beaten, how much damage was taken, enemies defeated, Xel absorption average, and 100% absorption chains, and graded from D to S.
** In ''Azure Striker Gunvolt'', players earn points for defeating enemies, however players can earn extra points through the Kudos system. A counter appears that increases as players deal damage to enemies, quickly clear platforming sections, finishing a boss with an offensive skill, defeating a mid-boss quickly, and defeating multiple tagged enemies at once with Gunvolt's flashfield. However, if the player is hit, regardless if they take damage or prevade the attack, then their Kudos drops to 0. Players can cash in their Kudos by passing a checkpoint or using an offensive skill such as Astrasphere. It's sequel implements a difficulty system for Kudos; Gutless, which prevents Kudos from being lost from taking a hit until banked, but rewards less points; Cautious, which retains Kudos until banked or taking 3 hits; and Fearless, which plays similarly to its predecessor but [[HardModePerks earns much more Kudos in return]]. Based on how quickly you clear the stage, you're given a multiplier bonus (or penalty) to your final score and graded D to S+, which affects how much items you can receive at the stage's end.


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* The PC-98 game ''VideoGame/{{Rusty}}'' features a scoring system similar to the early side-scrolling entries of the ''Castlevania'' series where players score points from defeating enemies, and can pick-up items that rewards extra points towards the player's score. Clearing a stage also rewards bonus points for time remaining and how much MP the player has left over.
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