Follow TV Tropes

Following

History Main / ScoringPoints

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/AbsentedAgeSquarebound'': Whether the player completes a dungeon, leaves it before completion, or dies, they get a score that gets converted to DP. Each Arcade Mode dungeon records the highest score the player achieved, though Story Mode dungeons don't keep track of the highest score.
Is there an issue? Send a MessageReason:
Added an example from the work page.

Added DiffLines:

* ''VideoGame/VibRibbon'': Confusingly, your score is described during play by a series of shapes at the top of the screen, which is converted to a numerical value at the end. It's possible to convert this in your head, but usually you get distracted by the levels.

Added: 201

Changed: 11

Is there an issue? Send a MessageReason:
Wick. Why are they called that, anyways?


* However, the scoring in ''VideoGame/GuitarHero'' and ''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).

to:

* However, the The scoring in ''VideoGame/GuitarHero'' and ''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).


Added DiffLines:

* ''VideoGame/SpinRhythmXD'': The default scoring system applies. However, if you get a perfect full combo, you'll get a bonus for it as well as a bonus for accuracy (beyond the basic "Perfect" range).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Action-Adventure Games]]
* Each main game in the ''Franchise/BatmanArkhamSeries'' features challenge maps where you can fight a couple waves of enemy (generally four) and get points based on what your highest combo was and the variety of moves you used. If you get high enough points, you can also earn up to three medals, which you need for 100% completion. Of all the bonuses to your points, the biggest is the Flawless Freeflow bonus, which you get for completing a round in a single combo without taking damage.
* Many of the short side-quests in ''VideoGame/SpiderManPS4'' and ''VideoGame/SpiderManMilesMorales'' give players a score based on how quickly they beat it, how many enemies they beat, and other factors relevant to the challenge. These side-quests include the enemy bases you have to clear out of {{Mook}}s and the fights and races enemies like Taskmaster and Screball set up for Spider-Man to defeat. The higher your score, the more tokens you get, which you can use to buy upgrades and new costumes.
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Sports are frequently all about scoring points, usually by getting a ball into a designated area. For example, you can score +2 and +3 in basketball depending on whether you shoot the ball from behind a pre-determined line. Other ways of scoring points exist, like getting the ball to bounce off the opponent's court half inside a set of drawn out lines, like in racket sports and volleyball. It's actually easier to count off sports that ''don't'' use scoring based around points than those that do.

Changed: 29

Is there an issue? Send a MessageReason:
None


Nowadays, this is an UndeadHorseTrope. Most games stripped score out entirely except if scoring is relevant -- such as games with short, replayable levels, most commonly {{Shoot Em Up}}s and {{Rhythm Game}}s, where beating another's high score or getting a good rank/grade is a big part of the game. Then there were the [[EndlessGame endlessly repeating games]] where score was the only practical way to measure success: Creator/{{Activision}}'s UsefulNotes/{{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 Video Game}}s are also very score-heavy; you'd be hard-pressed to find a ''VideoGame/{{Bejeweled}}'' or ''Videogame/{{Peggle}}'' player who ''isn't'' trying to beat their best scores. {{Roguelike}}s, also, interestingly enough, often have a score system of some sort; since the FinalDeath elements often make players want to keep track of their best runs, though often [[MinimalistRun low scores are sought after here]].

to:

Nowadays, this is an UndeadHorseTrope. Most games stripped score out entirely except if scoring is relevant -- such as games with short, replayable levels, most commonly {{Shoot Em Up}}s and {{Rhythm Game}}s, where beating another's high score or getting a good rank/grade is a big part of the game. Then there were the [[EndlessGame endlessly repeating games]] where score was the only practical way to measure success: Creator/{{Activision}}'s UsefulNotes/{{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 Video Game}}s are also very score-heavy; you'd be hard-pressed to find a ''VideoGame/{{Bejeweled}}'' or ''Videogame/{{Peggle}}'' player who ''isn't'' isn't trying to beat their best scores. {{Roguelike}}s, also, interestingly enough, often have a score system of some sort; since the FinalDeath elements {{permadeath}} often make players want to keep track of their best runs, though often [[MinimalistRun low scores are sought after here]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/{{Overcooked}}'', you score points on every level, which are tallied up on the ScoreScreen. They're justified in-universe as being the money you make from cooking: Each dish is worth a flat number of points (its cost), and you get bonus points for making it quickly (tips for speedy service).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{SALVATOR}}'': Each soul that returns to Earth after being freed from [[SoulJar an asteroid]] is worth 10 points.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/IntelligentQube'' gives points based on how well you stick to the set's par score (shown in the corner of the screen). Capturing the cubes required in the par number of moves gets you a "Brilliant!" and 5,000 points. Getting ''under'' par gives you a "True Genius!" and ''10,000'' points. Going over par but not missing any blocks (or capturing any Forbidden Blocks) gets you a mere "Perfect!" and 1,000 points.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Virtual VideoGame/{{Hydlide}}'' has a kill-based point system. These are not ExperiencePoints; you gain stat increases exclusively by defeating bosses. Instead, these points are used as ''money'' at various in-game shops. They are also used as ammunition for various sword special abilities.


* ''VisualNovel/FleuretBlanc'' uses this as an instance of PlayingThePlayer. The points are worthless and you only even see them at the end of the day, yet upon seeing the obvious gameplay mechanic many players feel an irrational urge to make the numbers go up. Combined with the CentralTheme of obsession and hoarding, [[YouBastard this can lead to some uncomfortable self-reflection.]]

to:

* ''VisualNovel/FleuretBlanc'' uses this as an instance of PlayingThePlayer. The In ''VisualNovel/FleuretBlanc'', the points are worthless and you only even see them at the end of the day, yet upon seeing the obvious gameplay mechanic many players feel an irrational urge to make the numbers go up. Combined with the CentralTheme of obsession and hoarding, [[YouBastard this can lead to some uncomfortable self-reflection.]]
Is there an issue? Send a MessageReason:
None


* Points might, sometimes, add to something useful, [[EveryTenThousandPoints like extra lives]]. But, as soon as ''VideoGame/SuperMarioBros1'', these were often replaced by another variable, [[OneHundredCoins like "coins", "rings", or "crystals"]].

to:

* Points might, sometimes, add to something useful, [[EveryTenThousandPoints like extra lives]]. But, as soon as ''VideoGame/SuperMarioBros1'', these were often replaced by another variable, [[OneHundredCoins like "coins", "rings", or "crystals"]]."crystals", [[LawOfOneHundred which usually give you an extra life for every 100 you collect]].
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{SWAT4}} scores each mission on a 100 point scale, with points awarded for minimizing casualties - officers ''and'' suspects - and following proper procedures in making arrests and collecting evidence. Major penalties are incurred for violating the rules of engagement. Depending on the difficulty level, a certain minimum score is required to progress to the next mission.

to:

* ''VideoGame/{{SWAT4}} ''VideoGame/{{SWAT4}}'' scores each mission on a 100 point scale, with points awarded for minimizing casualties - officers ''and'' suspects - and following proper procedures in making arrests and collecting evidence. Major penalties are incurred for violating the rules of engagement. Depending on the difficulty level, a certain minimum score is required to progress to the next mission.



* ''VideoGame/XWing'' and its sequels, ''VideoGame/TIEFighter'' and ''VideoGame/XWingAlliance'' use the cumulative scores of each mission to determine player promotions and other awards. The first two games keep the scoring system largely hidden, only reporting a score during debriefings, while ''X-Wing Alliance'' updates the player's score in real time. All of the games impose a 90% penalty deduction for activating cheats - even momentarily; ''Alliance'' also deducts a lesser amount of points whenever one of the player's wingmates are killed.

to:

* ''VideoGame/XWing'' and its sequels, ''VideoGame/TIEFighter'' and ''VideoGame/XWingAlliance'' use the cumulative scores of each mission to determine player promotions and other awards. The first two games keep the scoring system largely hidden, only reporting a score during debriefings, while ''X-Wing Alliance'' updates the player's score in real time. All of the games impose a 90% penalty deduction for activating cheats - even momentarily; ''even momentarily''. ''Alliance'' also deducts a lesser amount of points whenever one of the player's wingmates are killed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{SWAT4}} scores each mission on a 100 point scale, with points awarded for minimizing casualties - officers ''and'' suspects - and following proper procedures in making arrests and collecting evidence. Major penalties are incurred for violating the rules of engagement. Depending on the difficulty level, a certain minimum score is required to progress to the next mission.


Added DiffLines:

* ''VideoGame/XWing'' and its sequels, ''VideoGame/TIEFighter'' and ''VideoGame/XWingAlliance'' use the cumulative scores of each mission to determine player promotions and other awards. The first two games keep the scoring system largely hidden, only reporting a score during debriefings, while ''X-Wing Alliance'' updates the player's score in real time. All of the games impose a 90% penalty deduction for activating cheats - even momentarily; ''Alliance'' also deducts a lesser amount of points whenever one of the player's wingmates are killed.
Is there an issue? Send a MessageReason:
None


** Finally there is Platinum Score, introduced in ''O.N.G.E.K.I. R.E.D.'' You get 2 points for getting [[RankInflation Platinum Breaks]], 1 point for non-Platinum Critical Breaks, and 0 points for a Break, Hit, or Miss. And just to make things more NintendoHard, you also lose 2 points for every point of Damage (from hitting the pink bullets) and every Bell you don't collect.

to:

** Finally there is Platinum Score, introduced in ''O.N.G.E.K.I. R.E.D.'' You get 2 points for getting [[RankInflation Platinum Breaks]], Breaks]] (but are worth the same amount of Technical Score as a Critical Break), 1 point for non-Platinum Critical Breaks, and 0 points for a Break, Hit, or Miss. And just to make things more NintendoHard, you also lose 2 points for every point of Damage (from hitting the pink bullets) and every Bell you don't collect.
Is there an issue? Send a MessageReason:
None


** Then there is Technical Score, which omits all the RPGElements. You can gain up to 950,000 points (out of 1,010,000) from hitting notes, with the full amount of that only obtainable by getting all Critical Breaks. The remaining 150,000 is earned from collecting Bell items throughout the chart by moving your team over them.

to:

** Then there is Technical Score, which omits all the RPGElements. You can gain up to 950,000 points (out of 1,010,000) from hitting notes, with the full amount of that only obtainable by getting all Critical Breaks. The remaining 150,000 amount is earned from collecting Bell items throughout the chart by moving your team over them.
Is there an issue? Send a MessageReason:
None


** Finally there is Platinum Score, introduced in ''O.N.G.E.K.I. R.E.D.'' You get 2 points for getting [[RankInflation Platinum]] Critical Breaks, 1 point for non-Platinum Critical Breaks, and 0 points for a Break, Hit, or Miss. And just to make things more NintendoHard, you also lose 2 points for every point of Damage (from hitting the pink bullets) and every Bell you don't collect.

to:

** Finally there is Platinum Score, introduced in ''O.N.G.E.K.I. R.E.D.'' You get 2 points for getting [[RankInflation Platinum]] Critical Breaks, Platinum Breaks]], 1 point for non-Platinum Critical Breaks, and 0 points for a Break, Hit, or Miss. And just to make things more NintendoHard, you also lose 2 points for every point of Damage (from hitting the pink bullets) and every Bell you don't collect.

Added: 835

Changed: 186

Is there an issue? Send a MessageReason:
None


* In ''O.N.G.E.K.I.'', you can gain up to 950,000 points (out of 1,010,000) from hitting notes. The remaining 150,000 is earned from collecting Bell items throughout the chart by moving your team over them.

to:

* In ''O.N.G.E.K.I.'', '':
** First, there is Battle Score, which is based not only on your performance but the amount of damage
you do to the enemy.
** Then there is Technical Score, which omits all the RPGElements. You
can gain up to 950,000 points (out of 1,010,000) from hitting notes.notes, with the full amount of that only obtainable by getting all Critical Breaks. The remaining 150,000 is earned from collecting Bell items throughout the chart by moving your team over them.
** Finally there is Platinum Score, introduced in ''O.N.G.E.K.I. R.E.D.'' You get 2 points for getting [[RankInflation Platinum]] Critical Breaks, 1 point for non-Platinum Critical Breaks, and 0 points for a Break, Hit, or Miss. And just to make things more NintendoHard, you also lose 2 points for every point of Damage (from hitting the pink bullets) and every Bell you don't collect.
Is there an issue? Send a MessageReason:
None


* In ''O.N.G.E.K.I.'', you can gain up to 950,000 points (out of 1,010,000) from hitting notes. The remaining 1.5 million is earned from collecting Bell items throughout the chart by moving your team over them.

to:

* In ''O.N.G.E.K.I.'', you can gain up to 950,000 points (out of 1,010,000) from hitting notes. The remaining 1.5 million 150,000 is earned from collecting Bell items throughout the chart by moving your team over them.

Added: 210

Changed: 12

Is there an issue? Send a MessageReason:
None


** ''maimai Deluxe'' redoes the Achievement system a little bit. There are now four decimal places (in order to make scoring more like ''Chunithm'' and ''O.N.G.E.K.I.'') and each chart has a fixed maximum Achievement of 101%. [[Over100PercentCompletion The extra 1%]] is obtained by getting [[RankInflation Critical Perfect]]s on Break notes (if you only get regular Perfects on them, you will only go up to 100%). Break notes are the only time Critical/regular Perfect differentiation is used in score calculations; on all other note types, both types of Perfects are valued the same.

to:

** ''maimai Deluxe'' redoes the Achievement system a little bit. There are now four decimal places (in order to make scoring more like ''Chunithm'' and ''O.N.G.E.K.I.'') and each chart has a fixed maximum Achievement of 101%. [[Over100PercentCompletion The extra 1%]] is obtained by getting [[RankInflation Critical Perfect]]s on Break notes (if you only get regular Perfects on them, you will only go up to 100%). Break notes are the only time Critical/regular Perfect differentiation is used in Achievement score calculations; on all other note types, both types of Perfects are valued the same.


Added DiffLines:

* In ''O.N.G.E.K.I.'', you can gain up to 950,000 points (out of 1,010,000) from hitting notes. The remaining 1.5 million is earned from collecting Bell items throughout the chart by moving your team over them.
Is there an issue? Send a MessageReason:
None


** ''Deluxe'' redoes the Achievement system a little bit. There are now four decimal places (in order to make scoring more like ''Chunithm'' and ''O.N.G.E.K.I.'') and each chart has a fixed maximum Achievement of 101%. [[Over100PercentCompletion The extra 1%]] is obtained by getting [[RankInflation Critical Perfect]]s on Break notes (if you only get regular Perfects on them, you will only go up to 100%). Break notes are the only time Critical/regular Perfect differentiation is used in score calculations; on all other note types, both types of Perfects are valued the same.

to:

** ''Deluxe'' ''maimai Deluxe'' redoes the Achievement system a little bit. There are now four decimal places (in order to make scoring more like ''Chunithm'' and ''O.N.G.E.K.I.'') and each chart has a fixed maximum Achievement of 101%. [[Over100PercentCompletion The extra 1%]] is obtained by getting [[RankInflation Critical Perfect]]s on Break notes (if you only get regular Perfects on them, you will only go up to 100%). Break notes are the only time Critical/regular Perfect differentiation is used in score calculations; on all other note types, both types of Perfects are valued the same.

Added: 1617

Changed: 789

Is there an issue? Send a MessageReason:
None


* ''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[[note]]more specifically, 100% is based off of an all-Perfect run where all the Break notes are hit for 2500 points each[[/note]]; it's even possible to get 100% ''without'' getting an "All Perfect" as a result.

to:

* ''VideoGame/{{maimai}}'' ''VideoGame/{{maimai}}'':
** The game
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, percentage with two decimal places, 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[[note]]more specifically, 100% is based off of an all-Perfect run where all the Break notes are hit for 2500 points each[[/note]]; it's even possible to get 100% ''without'' getting an "All Perfect" as a result.
** ''Deluxe'' redoes the Achievement system a little bit. There are now four decimal places (in order to make scoring more like ''Chunithm'' and ''O.N.G.E.K.I.'') and each chart has a fixed maximum Achievement of 101%. [[Over100PercentCompletion The extra 1%]] is obtained by getting [[RankInflation Critical Perfect]]s on Break notes (if you only get regular Perfects on them, you will only go up to 100%). Break notes are the only time Critical/regular Perfect differentiation is used in score calculations; on all other note types, both types of Perfects are valued the same.
** ''Deluxe'' also introduces the Deluxe Score system. All note types are weighed the same, and you get 3 points for a Critical Perect, 2 points for a Perfect, 1 point for a Great, and 0 points for a Good or a Miss.

Changed: 75

Is there an issue? Send a MessageReason:
None


* ''VideoGame/MegaMan1'' has a score counter, which is completely useless. Aside from the fact that getting a Game Over wipes your score, the game also has enemies that respawned when put offscreen and no time limit, so getting points is as simple as just killing the same Metool over and over until you get bored. It even has power-ups that do nothing but add points at the end of the level. For obvious reasons, later games in the franchise dropped the score counter entirely.

to:

* ''VideoGame/MegaMan1'' has a score counter, which is completely useless. Aside from the fact that getting a Game Over wipes your score, the game also has enemies that respawned respawn when put offscreen and no time limit, so getting points is as simple as just killing the same Metool over and over until you get bored. It even has power-ups that do nothing but add points at the end of the level. And when dying resets your score in a fairly difficult game, why bother? For obvious reasons, later games in the franchise dropped the score counter entirely.
Is there an issue? Send a MessageReason:
None


* 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"]].

to:

* Points might, sometimes, add to something useful, [[EveryTenThousandPoints like extra lives]]. But, as soon as SuperMarioBros, ''VideoGame/SuperMarioBros1'', these were often replaced by another variable, [[OneHundredCoins like "coins", "rings", or "crystals"]].

Changed: 261

Is there an issue? Send a MessageReason:
None


* ''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.

to:

* ''VideoGame/MegaMan1'' had has a score counter, which was is completely useless. (Particularly since Aside from the fact that getting a Game Over wipes your score, the game was so NintendoHard also has enemies that you'd usually respawned when put offscreen and no time limit, so getting points is as simple as just killing the same Metool over and over until you get a few game overs, losing all your points.) bored. It even had has power-ups that did do nothing but add points at the end of the level. For obvious reasons, later games in the franchise dropped the score counter entirely.
Is there an issue? Send a MessageReason:
None


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.

to:

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.
battery[[note]]The same happened in arcades when the cabinet was turned off, except later on when it was possible to save high scores[[/note]].
Is there an issue? Send a MessageReason:
Added Fighting Force.

Added DiffLines:

* ''VideoGame/FightingForce'' has you get points for killing enemies, breaking things, picking up items, etc. basically for kicking ass!
Is there an issue? Send a MessageReason:
Not trying to be Grammar Nazi but "couldn't care less" would make more sense, as it means "don't care".


Opinion varies from gamer to gamer, even in the early days of arcades. On one hand, for example, many ''VideoGame/PacMan'' players were more interested in what the new fruit in which level was and those who play most video games could care less about high scores since they generally dismiss them as mere bragging rights. On the other hand, "high score" ''can'' be SeriousBusiness and there are huge communities of people competing for who gets the better score in some games.

to:

Opinion varies from gamer to gamer, even in the early days of arcades. On one hand, for example, many ''VideoGame/PacMan'' players were more interested in what the new fruit in which level was and those who play most video games could couldn't care less about high scores since they generally dismiss them as mere bragging rights. On the other hand, "high score" ''can'' be SeriousBusiness and there are huge communities of people competing for who gets the better score in some games.
Is there an issue? Send a MessageReason:
None


* The ''Franchise/ProfessorLayton'' series gives you picarats for completing puzzles; getting a wrong answer makes a given puzzle worth fewer picarats the next time you attempt it. This carries over into ''VideoGame/ProfessorLaytonVsAceAttorney'' and also adds Phoenix Wright's trial segments being worth picarats for a successful completion, with bonus picarats awarded for each unused penalty.

to:

* The ''Franchise/ProfessorLayton'' ''VideoGame/ProfessorLayton'' series gives you picarats for completing puzzles; getting a wrong answer makes a given puzzle worth fewer picarats the next time you attempt it. This carries over into ''VideoGame/ProfessorLaytonVsAceAttorney'' and also adds Phoenix Wright's trial segments being worth picarats for a successful completion, with bonus picarats awarded for each unused penalty.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Points are prevalent in the first two ''VideoGame/DukeNukem'' games, and a collection of items do nothing but give points. Outside of being featured in the high score board when you GameOver or complete an episode, they're worthless.

Top