History Main / ScoringPoints

22nd Jan '16 10:27:58 PM nombretomado
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** Likewise, its spiritual successor ''MockTheWeek''.
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** Likewise, its spiritual successor ''MockTheWeek''.''Series/MockTheWeek''.

** {{QI}} is a prime example of this, as the difficulty is compounded by the fact that points (plus or minus) seem to be awarded arbitrarily by both the scorer and StephenFry.
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** {{QI}} ''Series/{{QI}}'' is a prime example of this, as the difficulty is compounded by the fact that points (plus or minus) seem to be awarded arbitrarily by both the scorer and StephenFry.Creator/StephenFry.
18th Jan '16 11:23:07 AM SiennaCiShan
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* Parodied in ''VideoGame/SkullGirls". One of the fighters, Cerebella, has a move that if used to kill or on a defeated opponent, will score her 2000 points. It's the only move to score any points and the game doesn't keep track of how many you have.
24th Dec '15 1:01:15 PM PrimeEvil
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"Sonic 1" didn't reward you for time.
** ''VideoGame/SonicTheHedgehog'' and ''VideoGame/SonicTheHedgehog2'' used to reward players who got high scores in stages by giving them a continue after a certain number of points at the end of the Act. It would change in ''VideoGame/Sonic3AndKnuckles'' by rewarding them after getting a perfect in Special Stages.
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** ''VideoGame/SonicTheHedgehog'' and ''VideoGame/SonicTheHedgehog2'' used to reward rewarded players who got high scores in stages by giving them a continue after a certain number of points at the end of the Act. It would change in ''VideoGame/Sonic3AndKnuckles'' by rewarding them after getting a perfect in Special Stages.
5th Dec '15 11:42:41 AM nombretomado
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* Return of scoring points in first-person-shooters appeared in ''SeriousSam'' series. In Serious Sam XBOX and Serious Sam II and in certain co-op modes in ''III'', score actually provides the player extra lives.
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* Return of scoring points in first-person-shooters appeared in ''SeriousSam'' ''VideoGame/SeriousSam'' series. In Serious Sam XBOX and Serious Sam II and in certain co-op modes in ''III'', score actually provides the player extra lives.
4th Dec '15 10:33:46 PM superkeijikun
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** ''VideoGame/ShadowTheHedgehog'' has a unique end-level scoring system based on its [[MoralityGauge morality system]]: in addition to a regular score counter for defeating enemies and collecting rings, there are "Hero" and "Dark" scores, which are earned based on which enemies you defeat. If you complete a "Hero" mission in a stage, your "Hero" points are added to your score, while your "Dark" points deduct your score. The inverse is true if you complete a "Dark" mission. Completing the neutral mission will only factor in your regular score and a time bonus. And just like the previous console games, there are rankings.
14th Nov '15 4:44:34 PM ScorpiusOB1
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* In ''VideoGame/SilentHunter'', the equivalent is the tonnage of the ships you send to meet Davy Jones. At base are converted to renown points that you can use to hire better officers and/or improve your boat.
10th Nov '15 11:22:31 AM morenohijazo
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** GTA 1 and GTA 2 in particular emphasize the need to acquire enough points before the player can move on to a new story arc or city. It even keeps tabs of the five highest scores the player amasses in each level. Note that saving a game also took money. No donation, no salvation. 50,000, which was a lot. And it's only in GTA 2 that you can save. ** GTA San Andreas 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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** GTA 1 ''VideoGame/GrandTheftAutoClassic'' and GTA 2 ''VideoGame/GrandTheftAutoII'' in particular emphasize the need to acquire enough points before the player can move on to a new story arc or city. It even keeps tabs of the five highest scores the player amasses in each level. Note that saving a game also took money. No donation, no salvation. 50,000, which was a lot. And it's only in GTA 2 ''GTA 2'' that you can save. ** GTA San Andreas ''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.
30th Oct '15 5:22:08 PM nombretomado
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* However, the scoring in ''GuitarHero'' and ''RockBand'' is ruined by the fact that comboing notes will multiply the point value of each additional note you hit; a screwup in mid-song will do more damage to your score than if it were at the beginning or end of the song. The aforementioned ''In The Groove'', as well as the DDR series from ''[=SuperNOVA=]'' onwards, ''DJMAX Portable'', among some other Rhythm Games use percentage-based scoring systems that don't care where in the song you did your best (and worst).
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* However, the scoring in ''GuitarHero'' ''VideoGame/GuitarHero'' and ''RockBand'' ''VideoGame/RockBand'' is ruined by the fact that comboing notes will multiply the point value of each additional note you hit; a screwup in mid-song will do more damage to your score than if it were at the beginning or end of the song. The aforementioned ''In The Groove'', as well as the DDR series from ''[=SuperNOVA=]'' onwards, ''DJMAX Portable'', among some other Rhythm Games use percentage-based scoring systems that don't care where in the song you did your best (and worst).
25th Oct '15 8:06:24 AM kknizaa
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* 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 ''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.

* Points in VideoGame/TeamFortress2 are used to determine who the most valuable players in a particular round are and otherwise don't do anything unless the server settings are such that it determines the winning side based on points under certain circumstances. Other servers have a separate ranking system that's just there for the bragging rights.
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* Points in VideoGame/TeamFortress2 ''VideoGame/TeamFortress2'' are used to determine who the most valuable players in a particular round are and otherwise don't do anything unless the server settings are such that it determines the winning side based on points under certain circumstances. Other servers have a separate ranking system that's just there for the bragging rights.

* Averted in ''VideoGame/SonicAdventure2'', where the score defines the rating, from E to A. What gives the score some sense is the fact that the very last emblems require the player to get an A rating on [[LastLousyPoint EVERY FREAKING MISSION]].
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* Averted in In ''VideoGame/SonicAdventure2'', where the score defines the rating, from E to A. What gives the score some sense is the fact that the very last emblems require the player to get an A rating on [[LastLousyPoint EVERY FREAKING MISSION]].

** In ''VideoGame/SonicColors'', scores of six digits per stage are not uncommon, and are used for grades. Collecting rings, killing enemies, grinding rails, using Wisps, and the end-of-stage ring and time bonuses are ways to raise your score. Do note, however, that each stage has a time limit. If you exceed the time limit, [[StalkedByTheBell a red "TIME'S UP" alert will appear under your score and any and all points you earn from that point on will be nullified]], so don't take too long trying to [[ScoreMilking milk points]].
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** In ''VideoGame/SonicColors'', scores of six digits per stage are not uncommon, and are used for grades. Collecting rings, killing enemies, grinding rails, using Wisps, and the end-of-stage ring and time bonuses are ways to raise your score. Do note, however, that However, each stage has a time limit. If you exceed the time limit, [[StalkedByTheBell a red "TIME'S UP" alert will appear under your score and any and all points you earn from that point on will be nullified]], so don't take too long trying to [[ScoreMilking milk points]].

* ''VideoGame/{{Hellsinker}}'' probably have the most complex scoring system of any ShootEmUp to date while at the same time averting PinballScoring. There are two other scoring systems that have nothing to do with your primary one: one is based on how many enemies you kill, and another is based on how many of those large purple tokens you collect.
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* ''VideoGame/{{Hellsinker}}'' probably have has the most complex scoring system of any ShootEmUp to date while at the same time averting PinballScoring.date. There are two other scoring systems that have nothing to do with your primary one: one is based on how many enemies you kill, and another is based on how many of those large purple tokens you collect.

* ''VideoGame/JudgementSilversword'' and its SpiritualSuccessor ''VideoGame/{{Eschatos}}'' are notable in that the points you earn across playthroughs double as ExperiencePoints. Leveling up will unlock new options such as a sound test, new modes, and cosmetic options. Those who play well and for score will unlock features faster than those who play strictly for survival and/or not as proficiently. * Completely averted in ''VideoGame/RaptorCallOfTheShadows'', where the scoring system is ditched in favor of a [[MoneySpider monetary]] [[RewardingVandalism rewards]] system in order to buy powerups from the Supply Shop known as Harrold's Death Emporium ([[NeverSayDie changed to Harrold's Weapons Emporium in the Windows releases]]). This system is justified since you're working for a giant company generically named [=MegaCorps=].
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* In ''VideoGame/JudgementSilversword'' and its SpiritualSuccessor ''VideoGame/{{Eschatos}}'' are notable in that ''VideoGame/{{Eschatos}}'', the points you earn across playthroughs double as ExperiencePoints. Leveling up will unlock new options such as a sound test, new modes, and cosmetic options. Those who play well and for score will unlock features faster than those who play strictly for survival and/or not as proficiently. * Completely averted in ''VideoGame/RaptorCallOfTheShadows'', where the scoring system is ditched in favor of a [[MoneySpider monetary]] [[RewardingVandalism rewards]] system in order to buy powerups from the Supply Shop known as Harrold's Death Emporium ([[NeverSayDie changed to Harrold's Weapons Emporium in the Windows releases]]). This system is justified since you're working for a giant company generically named [=MegaCorps=].

* {{Gungrave}}.
17th Oct '15 7:25:01 PM nombretomado
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* ''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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* ''PopNMusic''[='=]s ''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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