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* ''{Hellsinker}}'' probably have the most complex scoring system of any ShootEmUp to date while at the same time averting PinballScoring.

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* The third-person-shooter ''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 [[this page http://www.penny-arcade.com/2008/1/25/]]), 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''.

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* The third-person-shooter ''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 [[this page http://www.penny-arcade.com/2008/1/25/]]), 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''.''GeometryWars'' and ''ProjectGothamRacing''.



''ProjectGothamRacing''.

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* The third-person-shooter ''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 [[this page http://www.penny-arcade.com/2008/1/25/]]), 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

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* The third-person-shooter ''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 [[this page http://www.penny-arcade.com/2008/1/25/]]), 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
''GeometryWars''.
* {{Gungrave}}.
* The first DieHard game in Die Hard Trilogy, including the other two.

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[[AC: ThirdPersonShooter]]
* The third-person-shooter ''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 [[this page http://www.penny-arcade.com/2008/1/25/]]), 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



* The third-person-shooter ''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 [[this page http://www.penny-arcade.com/2008/1/25/]]), 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 ''ProjectGothamRacing''.

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* The third-person-shooter ''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 [[this page http://www.penny-arcade.com/2008/1/25/]]), 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 ''ProjectGothamRacing''.

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[[AC: FirstPersonShooter]]
* ''[[Wolfenstein3D Wolfenstein 3D]]'', the TropeCodifier for the FirstPersonShooter, had ScoringPoints and a [[VideoGameLives Lives]] system as baggage from earlier video games. Later FPS games, starting with ''{{Doom}}'', removed these.
* Return of scoring points in first-person-shooters appeared in Serious Sam series. In Serious Sam XBOX and Serious Sam II, score actually provides the player extra lives.
* Points are used to determine the winning and losing team in VS mode in ''Left4Dead''. The infected team also gains points as they attack the survivors, but they contribute nothing to the competition, thus they are mostly for show.
** Not in the second game. As it is much easier for both teams to get the exact same score on a level (if both teams make it to the end with everyone alive), the game gives an extra 25 points to the team that did more damage as Infected.



[[AC:RailShooter]]
* The ''TimeCrisis'' series went the opposite direction of the ''Mega Man'' example. Originally a game in which the goal was to [[{{Speedrun}} beat it as fast as possible]], ''2'' introduced a point system that put much emphasis on accuracy and combos and less on time. Although you get time bonuses, they typically don't amount to a whole lot.
* In the LightGunGame ''Police Trainer'', most of the MiniGame-like stages have point quotas. Meet the quota and the stage will be marked cleared. If you don't, you'll lose one life.




[[AC:Unsorted - Please help categorize]]
* ''Computer Space'', probably the earliest to calculate score.

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[[AC:Unsorted - Please help categorize]]
* ''Computer Space'', probably the earliest to calculate score.
[[AC: WideOpenSandbox]]



* In ''TotalOverdose'', kills are scored on quality, style and sheer ballsiness, and multiplied by the killing streak maintained for a period of time. Upgrades are unlocked by reaching high scores, upgrades such as more health, more adrenaline, dual weapons, unlimited ammo and Loco Moves. Global scoring becomes irrelevant early on, but Mission scores remain important to unlocking upgrades for survivability in later missions.

[[AC:Unsorted - Please help categorize]]
* ''Computer Space'', probably the earliest to calculate score.



* The ''TimeCrisis'' series went the opposite direction of the ''Mega Man'' example. Originally a game in which the goal was to [[{{Speedrun}} beat it as fast as possible]], ''2'' introduced a point system that put much emphasis on accuracy and combos and less on time. Although you get time bonuses, they typically don't amount to a whole lot.
* Return of scoring points in first-person-shooters appeared in SeriousSam series. In Serious Sam XBOX and Serious Sam II, score actually provides the player extra lives.



* In ''TotalOverdose'', kills are scored on quality, style and sheer ballsiness, and multiplied by the killing streak maintained for a period of time. Upgrades are unlocked by reaching high scores, upgrades such as more health, more adrenaline, dual weapons, unlimited ammo and Loco Moves. Global scoring becomes irrelevant early on, but Mission scores remain important to unlocking upgrades for survivability in later missions.



* Points are used to determine the winning and losing team in VS mode in ''Left4Dead''. The infected team also gains points as they attack the survivors, but they contribute nothing to the competition, thus they are mostly for show.
** Not in the second game. As it is much easier for both teams to get the exact same score on a level (if both teams make it to the end with everyone alive), the game gives an extra 25 points to the team that did more damage as Infected.



* In the LightGunGame ''Police Trainer'', most of the MiniGame-like stages have point quotas. Meet the quota and the stage will be marked cleared. If you don't, you'll lose one life.



* ''[[Wolfenstein3D Wolfenstein 3D]]'', the TropeCodifier for the FirstPersonShooter, had ScoringPoints and a [[VideoGameLives Lives]] system as baggage from earlier video games. Later FPS games, starting with ''{{Doom}}'', removed these.

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[[AC:BeatEmUp]]
* ''MadWorld'' uses points to determine your progress in a level. At certain score plateaus, new areas or power-ups will be opened in the level. You need a minimum score to face the level's boss. The score itself is justified as being the scoring system of the ShowWithinAShow LethalGame''Deathwatch''.
* The [=PS2=] port of ''[[{{Ptitlepx5t7yuj}} Teenage Mutant Ninja Turtles: Turtles in Time]]'' removes the score counter, reflecting how useless it was.
** Like TMNT II & III on the Nintendo Entertainment System, the Super Nintendo port had the points actually be useful, giving you extra lives at certain multiples. This certainly encouraged you to do the "throw the enemy at the screen" move as much as possible, as it was the highest-scoring method of defeating them.
*** There is a vitality bonus in the SNES Turtles in Time and the Sega Genesis Hyperstone Heist at the end of each stage after defeating a boss. So that certainly helped in grabbing for extra lives.
* Cash bags and gold bars exist to grant bonus points, and a high enough score earns you an extra life. In StreetsofRage 3, earning 40,000 points on a single life grants you a star, which upgrades your blitz attack. The harder the difficulty, more points you get at the end of each round. This applies to all of the games.
* ''TheWarriors'' had points you could earn for just about anything you do. Punched someone in the face? Points. Smashed a window? Score. Mugged someone? Even more points. Smashed a bottle on the ground? [[OverlyLongGag You get the picture]]. However, high scores are needed to unlock bonus content in the game. Luckily, if you happen to die and restart from a checkpoint, you still retain your score from that point.



* The [=PS2=] port of ''[[{{Ptitlepx5t7yuj}} Teenage Mutant Ninja Turtles: Turtles in Time]]'' removes the score counter, reflecting how useless it was.
** Like TMNT II & III on the Nintendo Entertainment System, the Super Nintendo port had the points actually be useful, giving you extra lives at certain multiples. This certainly encouraged you to do the "throw the enemy at the screen" move as much as possible, as it was the highest-scoring method of defeating them.
*** There is a vitality bonus in the SNES Turtles in Time and the Sega Genesis Hyperstone Heist at the end of each stage after defeating a boss. So that certainly helped in grabbing for extra lives.



* In ''StreetsOfRage 3'', earning 40,000 points on a single life grants you a star. Each star, which you can have 3 of, upgrades your blitz attack. Losing a life takes away a star, and you will need to get 40,000 more points to get it back.



* ''MadWorld'' uses points to determine your progress in a level. At certain score plateaus, new areas or power-ups will be opened in the level. You need a minimum score to face the level's boss. The score itself is justified as being the scoring system of the ShowWithinAShow LethalGame''Deathwatch''.



* ''TheWarriors'' had points you could earn for just about anything you do. Punched someone in the face? Points. Smashed a window? Score. Mugged someone? Even more points. Smashed a bottle on the ground? [[OverlyLongGag You get the picture]]. However, high scores are needed to unlock bonus content in the game. Luckily, if you happen to die and restart from a checkpoint, you still retain your score from that point.

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* ''TheWarriors'' had points you could earn for just about anything you do. Punched someone in the face? Points. Smashed a window? Score. Mugged someone? Even more points. Smashed a bottle on the ground? [[OverlyLongGag You get the picture]]. However, high scores are needed to unlock bonus content in the game. Luckily, if you happen to die and restart from a checkpoint, you still retain your score from that point.
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*** There is a vitality bonus in the SNES Turtles in Time and the Sega Genesis Hyperstone Heist at the end of each stage after defeating a boss. So tha tcerainly helped in getting the extra lives.

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*** There is a vitality bonus in the SNES Turtles in Time and the Sega Genesis Hyperstone Heist at the end of each stage after defeating a boss. So tha tcerainly that certainly helped in getting the grabbing for extra lives.
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*** There is a vitality bonus in the SNES Turtles in Time and the Sega Genesis Hyperstone Heist at the end of each stage after defeating a boss. So tha tcerainly helped in getting the extra lives.
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** Actually, although few remember this today, the game continued into infinity, as we were still in the Atari era of video games, people not only cared but often DID try to play for the high score, although, like in Frogger, it was secondary to completing as many levels as possible. After 8-4, you were challenged to a "more difficult quest", after completing the "more difficult quest", the game looped into infinity on the "more difficult quest" setting.
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** While generally pointless, they did give you an approximate idea of how your civilization compared to others. Also, if no other win condition was met, the game would determine the winner based on score.
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You just won a million points.

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Congratulations! You just won a million points.



Then, sir, you are no gamer. AsYouKnow, keeping score is the most important reason gamers keep playing. As you also know, [[PacManFever it's 1983]].

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Then, sir, you are no gamer. AsYouKnow, keeping score is the most important reason gamers keep playing. As you may also know, [[PacManFever it's 1983]].



* {{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 get all the points. For their more comedic games, the developers would deliberately give goofy, arbitrary scores for some actions, most {{egregious}}ly in [[LeisureSuitLarry Al Lowe's]] ''FreddyPharkasFrontierPharmacist'', which has a maximum score of 1,000 points, and you get 500 points for ''opening a locked door at the very start of the game''. Congratulations, you're already halfway done!

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* {{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 get all the points. For their more comedic games, the developers would deliberately give goofy, arbitrary scores for some actions, most {{egregious}}ly in [[LeisureSuitLarry Al Lowe's]] ''FreddyPharkasFrontierPharmacist'', which has a maximum score of 1,000 points, and you get 500 points for ''opening [[WhatDoYouMeanItsNotAwesome opening a locked door at the very start of the game''.game]]. Congratulations, you're already halfway done!
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* Parodied in the comedy skit show "Whose Line Is It Anyway". 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 "highest" point total would decide the type of skit they would perform for the ending act.

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* Parodied in the comedy skit show "Whose Line Is It Anyway". "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 "highest" point total (entirely based RuleOfFunny[[hottip:*:Everyone "won", and whoever's idea got the funniest result was aired.]]) would decide the type of skit they would perform for the ending act.
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** [[spoiler: [[HighOctaneNightmareFuel f- you for encouraging this troper to get it]].]]

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The truth is, score was never a big deal. Even ''PacMan'' players were more interested in what the new fruit in which level was. About the ''only'' genres where scoring actually was--and still is--relevant to any significant portion of the player base are games with short, replayable levels, most commonly ShootEmUps and {{Rhythm Game}}s, where beating another's high score or getting a good rank\grade is one of the main points. Then there were the endlessly repeating games where score was the only practical way to measure success: Activision's Atari 2600 games always would have specific guidelines in their manuals for what score you should aim to attain to get their special patches or t-shirts for having become a pro at it if you could send them proof. {{Casual Game}}s are also very score-heavy; you'd be hard-pressed to find a ''{{Bejeweled}}'' or ''{{Peggle}}'' player who ''isn't'' trying to beat their best scores.

to:

The truth is, score was never a big deal. Even ''PacMan'' players were more interested in what the new fruit in which level was. About the ''only'' genres where scoring actually was--and still is--relevant to any significant portion of the player base are games with short, replayable levels, most commonly ShootEmUps and {{Rhythm Game}}s, where beating another's high score or getting a good rank\grade is one of the main points. Then there were the endlessly repeating games where score was the only practical way to measure success: Activision's Atari 2600 games always would have specific guidelines in their manuals for what score you should aim to attain to get their special patches or t-shirts for having become a pro at it if you could send them proof. Pinball is a good example that has survived (somewhat) into the modern age. {{Casual Game}}s are also very score-heavy; you'd be hard-pressed to find a ''{{Bejeweled}}'' or ''{{Peggle}}'' player who ''isn't'' trying to beat their best scores.
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N spade was once every 80k


* Averted in ''SonicAdventure 2'', 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 EVERY FREAKING MISSION.

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* Averted in ''SonicAdventure 2'', 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.MISSION]].



** In Super Mario Bros 3, points actually did something. The memory minigame was activated when reaching certain (very high) point totals.
* 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 100% completion.

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** In Super Mario Bros 3, points actually did something. The "N spade" memory minigame MiniGame was activated when reaching certain (very high) point totals.
[[EveryTenThousandPoints Every Eighty Thousand Points]].
* 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 100% completion.
HundredPercentCompletion.
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* The ''Game/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.

to:

* The original ''Game/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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None

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[[AC:AdventureGame]]
* {{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 get all the points. For their more comedic games, the developers would deliberately give goofy, arbitrary scores for some actions, most {{egregious}}ly in [[LeisureSuitLarry Al Lowe's]] ''FreddyPharkasFrontierPharmacist'', which has a maximum score of 1,000 points, and you get 500 points for ''opening a locked door at the very start of the game''. Congratulations, you're already halfway done!
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Games nowadays use "achievements". Now ''those'' are SeriousBusiness.

to:

Games nowadays use "achievements"."[[CosmeticAward achievements]]". Now ''those'' are SeriousBusiness.
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to:

* ''TheWarriors'' had points you could earn for just about anything you do. Punched someone in the face? Points. Smashed a window? Score. Mugged someone? Even more points. Smashed a bottle on the ground? [[OverlyLongGag You get the picture]]. However, high scores are needed to unlock bonus content in the game. Luckily, if you happen to die and restart from a checkpoint, you still retain your score from that point.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In Super Mario Bros 3, points actually did something. The memory minigame was activated when reaching certain (very high) point totals.
Is there an issue? Send a MessageReason:
None


* 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.

to:

* 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.
gems, and a few trick enemies you had to kill to get even more gems. Essentially, they were worthless unless you were striving for 100% completion.
Is there an issue? Send a MessageReason:
None



to:

* 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.

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adding TV reference


** Certain other players go for the ''minimum'' posssible score (while still ascending) - a SelfImposedChallenge in that deliberately and woefully underpreparing while everything tries to kill you is usually not wise.

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** Certain other players go for the ''minimum'' posssible possible score (while still ascending) - a SelfImposedChallenge in that deliberately and woefully underpreparing while everything tries to kill you is usually not wise.


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[[AC:Television]]
* Parodied in the comedy skit show "Whose Line Is It Anyway". 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 "highest" point total would decide the type of skit they would perform for the ending act.
Is there an issue? Send a MessageReason:
None


The truth is, score was never a big deal. Even ''PacMan'' players were more interested in what the new fruit in which level was. About the ''only'' genres where scoring actually was--and still is--relevant to any significant portion of the player base are games with short, replayable levels, most commonly ShootEmUps and {{Rhythm Game}}s, where beating another's high score or getting a good rank\grade is one of the main points (pun not intended). Then there were the endlessly repeating games where score was the only practical way to measure success: Activision's Atari 2600 games always would have specific guidelines in their manuals for what score you should aim to attain to get their special patches or t-shirts for having become a pro at it if you could send them proof. {{Casual Game}}s are also very score-heavy; you'd be hard-pressed to find a ''{{Bejeweled}}'' or ''{{Peggle}}'' player who ''isn't'' trying to beat their best scores.

to:

The truth is, score was never a big deal. Even ''PacMan'' players were more interested in what the new fruit in which level was. About the ''only'' genres where scoring actually was--and still is--relevant to any significant portion of the player base are games with short, replayable levels, most commonly ShootEmUps and {{Rhythm Game}}s, where beating another's high score or getting a good rank\grade is one of the main points (pun not intended).points. Then there were the endlessly repeating games where score was the only practical way to measure success: Activision's Atari 2600 games always would have specific guidelines in their manuals for what score you should aim to attain to get their special patches or t-shirts for having become a pro at it if you could send them proof. {{Casual Game}}s are also very score-heavy; you'd be hard-pressed to find a ''{{Bejeweled}}'' or ''{{Peggle}}'' player who ''isn't'' trying to beat their best scores.
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to:

** ''{{Purple}}'' is the same case, and there's even a highscore table!



* ''[[Wolfenstein3D Wolfenstein 3D]]'', the TropeCodifier for the FirstPersonShooter, had ScoringPoints and a {{Lives}} system as baggage from earlier video games. Later FPS games, starting with ''{{Doom}}'', removed these.

to:

* ''[[Wolfenstein3D Wolfenstein 3D]]'', the TropeCodifier for the FirstPersonShooter, had ScoringPoints and a {{Lives}} [[VideoGameLives Lives]] system as baggage from earlier video games. Later FPS games, starting with ''{{Doom}}'', removed these.
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* The [[Game/MegaMan first]] ''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.

to:

* The [[Game/MegaMan first]] ''MegaMan'' ''Game/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.



* The ''TimeCrisis'' series went the opposite direction of the ''MegaMan'' example. Originally a game in which the goal was to [[{{Speedrun}} beat it as fast as possible]], ''2'' introduced a point system that put much emphasis on accuracy and combos and less on time. Although you get time bonuses, they typically don't amount to a whole lot.

to:

* The ''TimeCrisis'' series went the opposite direction of the ''MegaMan'' ''Mega Man'' example. Originally a game in which the goal was to [[{{Speedrun}} beat it as fast as possible]], ''2'' introduced a point system that put much emphasis on accuracy and combos and less on time. Although you get time bonuses, they typically don't amount to a whole lot.
Is there an issue? Send a MessageReason:
None


The point is, it seems media believe that high scores are still not only a relevant aspect of gameplay, they are the most relevant. When games were [[KobayashiMario impossible to "win"]] and had to be played on a quarter-by-quarter basis in the arcade, that made some sense, as people would want proof they played, and played well. That proof usually was putting their initials (or a dirty word) in the oh-so-coveted number one score.

to:

The point is, it seems media believe that high scores are still not only a relevant aspect of gameplay, they are the most relevant. When games were [[KobayashiMario impossible to "win"]] and had to be played on a quarter-by-quarter basis in the arcade, that made some sense, as people would want proof they played, and played well. That proof usually was putting their initials (or ([[VideogamePerversityPotential or a dirty word) word]]) in the oh-so-coveted number one score.
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** Most expert players play for a minimum score, indicating efficient play - to these, high scores mean you over-prepared, a mark of inexperience.

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** Most expert players play for value a minimum reasonably low score, indicating efficient play - to these, high scores mean you over-prepared, a mark of inexperience.
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* NetHack has a point-scoring mechanic. There are four mindsets about these:
** Most expert players play for a minimum score, indicating efficient play - to these, high scores mean you over-prepared, a mark of inexperience.
** Certain players go for the highest possible score, to the extreme ends of farming for items and kill-count until their score is at the absolute maximum.
** Certain other players go for the ''minimum'' posssible score (while still ascending) - a SelfImposedChallenge in that deliberately and woefully underpreparing while everything tries to kill you is usually not wise.
** And the large majority of players don't care about score at all.
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* The standard rules for [[{{Calvinball}} Nomic]] include rules for winning by scoring points, but they're deliberately boring to encourage the players to change them (changing the rules is the real [[IncrediblyLamePun point]] of Nomic).

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