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History Main / ScoringPoints

9th May '16 5:18:59 PM KamenRiderOokalf
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* The original ''VideoGame/MegaMan'' had a score counter, which was completely useless. (Particularly since the game was so NintendoHard that you'd usually get a few game overs, losing all your points.) It even had power-ups that did nothing but add points at the end of the level. For obvious reasons, later games in the franchise dropped the score counter entirely.

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* The original ''VideoGame/MegaMan'' ''VideoGame/MegaMan1'' had a score counter, which was completely useless. (Particularly since the game was so NintendoHard that you'd usually get a few game overs, losing all your points.) It even had power-ups that did nothing but add points at the end of the level. For obvious reasons, later games in the franchise dropped the score counter entirely.
28th Apr '16 3:35:48 AM ThatBitterTase
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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.

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* Parodied in ''VideoGame/SkullGirls".''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 The game doesn't keep track have a score system, but that's the amount of how many points you have.get for killing an enemy with the same move in ''VideoGame/{{Battletoads}}''.
12th Apr '16 3:26:09 AM Sabrewing
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* Despite being modeled much closer to a game like ''Franchise/TheLegendOfZelda'', both ''VideoGame/StarTropics'' and its sequel ''Zoda's Revenge'' have score counters which grade your performance in the various dungeon areas. They never impact anything.
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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** ''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.
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