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Pinball Scoring

 Pinball Scoring
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More Zeroes, More Fun!
In most sports and a number of video games, Scoring Points is the best way to keep track of your success. But when you think about it, what is a point? Can you quantify its value? Is a point in one game necessarily as valuable as a point in another game? Think about such things long enough, and you may come to the conclusion that a point is really nothing more than a bizarre variation of currency, easily redeemed for fame and glory.
And like currency, it can be subject to Ridiculous Future Inflation.
Some games are simply more generous with their scoring systems than others. Some games will give you 10 points for an action that would earn you 100 points in another. Zeros are particularly easy to append to scores, and many games (especially old ones) do exactly that: display extra trailing zeroes that are never counted internally. Yet in the end, the extra powers of 10 are meaningless and serve only to make one's performance look that much more impressive.
If the game is in Japanese or Chinese, scores will sometimes have digit separator kanji to keep scores readable. 万 (man) is ten thousand, å„„ (oku) is one hundred million, and, if you're lucky, you may see å…† (chou), or one trillion.note (East Asian languages subdivide numbers four digits at a time, rather than three like in the West.)
There is a practical variant of this technique, in which the smaller digits, meaningless for scoring as many points as possible, are used to count something specific. Examples include number of combos hit, or times you continued when your game would otherwise be over. When used this way, the score is really more like two scores placed end to end.
One reason these inflated point counts happen is due to a handful of natural human biases. We like big numbers, yet are also somewhat bad at them, especially in comparison on the fly. 10 is more than 1. 10,000 is basically the same as 1,000 (as far as a ratio goes), but it seems like a lot more at first glance. Even when we start to break it down, we can trigger various human faults over how much we're getting and how much there is actually. It's very likely that early pinball designers inflated scores purely for the ability to state that you can earn more points than a competitor's and thus players of said machine were better despite, as this trope points out, it being an arbitrary distinction. Of course, once we start doing this sort of inflation, we also tend to move our internal definition of 'average'; a pinball machine that gave you scores in the 10s would, at first glance, look and feel much less impressive without some sort of context to justify it.
Meanwhile, the extremely quick succession of hundreds of small numbers on a scoring readout or on a screen has both a purely visual appeal and utility. Not only does it communicate a feeling of achievement, but it also makes the whole process more dynamic and provides important feedback (not unlike flashing lights and other telltales in pinball and action games - the feedback even scales, with more decimals places flashing meaning better result). The ultrafast numbers also connect with a host of stereotypes - from a frantic rush of a million-dollar jackpot to nail-biting sports programmes where one-thousandths of a second decide the winner. Finally, from game design standpoint, more granular points allow for more intricate scoring rules. Soccer has 1s, basketball has 2s and 3s, but in a videogame, you can land a hit that satisfies six different conditions and is multiplied by two different modifiers, plus a randomized factor. This means that a score doesn't have to be legible, but after the game, it must cumulatively measure the exact merit of a current playstyle - with sports-like precision of fractions of a percent.
Idle games tend to take this to the extreme, with typical games like Cookie Clicker often having counts eventually ranging from the quintillions to the decillions. Some games come very close to the 1.8 × 10308 limit of a CPU's 64-bit rational number register, displaying such numbers in programmer's notation like 1.8e308; other games like Antimatter Dimensions have custom code to go beyond this limit, and even the exponent becomes subject to pinball scoring, with numbers like 1e200,000,000 becoming commonplace. Idle games released in the early 2020s have used notations that include more Es to raise 10 to additional powers of 10 and then the exponent as a way or the F notation to show how many times the number is raised to the power of 10, like Exponential Idle letting you gain over ee40,000 dollars (that's 10^(10^40,000)), or The Prestreestuck instead making the point limit F1.8e308 (the number next to F showing that it's 10^(10^(10^(10^(10... repeat 1.8e308 times). This has the effect of undermining the "idle" component, as a year's worth of passive play might be equal to only an hour's worth of active play, as upgrades increase the rate of increase exponentially, though this can also be bypassed by using multiple currencies and having the ones with more sensible numbers grow through idle play.
The point-value equivalent of Rank Inflation. Compare Money for Nothing, where this applies to currency instead of points. The same reasons apply, though; we feel special and powerful if we can casually buy something that costs 1500 (whatevers)... even if the relative value would make it equivalent to a 15 point item using a reduced currency count. See also Advanced Tech 2000, another area in which extra 0s are added for the Rule of Cool.
 Pinball Scoring
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The NES version of Teenage Mutant Ninja Turtles: The Arcade Game is an odd example: the Japanese version of the game uses Pinball Scoring, while the American version uses the same "one point per enemy" scheme as the arcade version. The points scheme is different in other ways, too: in the Japanese version, some enemies give more than 100 points, and you get extra lives at different point values. Funnily enough, TMNT 3 used Pinball Scoring in both regions, and TMNT4 used it in neither (nor did the arcade game it was based on, although Ubisoft's Re-Shelled remake does this in a limited capacity, with about 10-50 points for each enemy defeated).
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Distorted Travesty gives Awesome points for... well... just about everything, so you're going to end up with a lot of 'em. They actually do something too: the more you have, the more XP enemies give out.
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Tatsunoko vs. Capcom measure damages in this manner. If you've been playing or watching the Japanese version, and have some knowledge of kanji, you'll notice that damages start in the ten thousands and can rise to the billions. The English translation for non-Japanese regions revealed it in all its glory - a magazine screenshot shows Ryu landing a Hadoken for 19 hits and 8.655 billion damage. Yeah.
Both it and Marvel Vs Capcom 2 and 3 measure scores in the same overinflated manner. There, it's just a simple matter of multiplying the values by 1,000.
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Hellsinker appears to be very low-scoring at first; a casual player can score maybe 1,000-2,000 Spirits, while competent players can achieve quintuple-digit scores and world-class players can get a little over 130,000. Even most early '80s Shoot Em Ups don't have world records that low. However, on post-stage Score Screens and on the replay screen, scores have four more darkened digits to the right, so either the Spirits counters on the HUD and ranking tables divide scores by 10,000 or those darkened digits are decimal places, making this one of the few games in existence that downplay you score.
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In Sonic The Hedgehog 3, one could rake in score by grinding robots — the points for destroying robots without landing from a jump steadily increased, capping at 10,000 for the thirteenth and after. In the final level, you could sit in an alarm that summons robots, do a stationary spin dash, and destroy every robot that was summoned for a full 10 minutes — the vast majority of which were worth 10,000 points. You got a life every 50,000 points, so this maxed out your lives counter too.
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Epic Pinball has a number of scoring systems depending on which table you play (points can be awarded in sizes ranging from 1 to 5 digits for just low-valued events, depending on the table). On the Super Android table (which starts at 10,000 points for the pop bumpers — whose value increases by 30,000 by hitting a particular sequence of targets, without limit), you can score over 3 billion points.
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The Disgaea series does this for both damage and character stats. The damage can go into the octillions range with the right setup, and stats other than HP (Which has no known limit) cap at 99,999,999 million, at least until Disgaea D2, where the developers decided it wasn't good enough and let them go into the hundreds of millions range. Disgaea 6 then multiplies the level cap by 10,000 and inflates XP gain to scale.
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The smallest value of points you can score in Geometry Wars is 5 points, before multipliers.
In Geometry Wars: Galaxies, all scoring is done in multiples of 25.
In Galaxies and Retro Evolved 2, every enemy drops "geoms" when killed, which increase your score multiplier by one, which does not reset if you die. After collecting them (and it's hard to not collect them after a while) your score will start to increase geometrically. This is especially apparent in Retro Evolved 2, where extra lives are no longer given after a fixed amount of points, but after every power of ten.
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A kids' Bible game show titled "Kids on the Move." The first round was a variation of Hit Man (here's a short film, now answer some questions based on the film's dialogue) with questions worth 35,000 points each. The next round was a stunt round played by a different team outside the studio) which offered 250,000 points, and the final round (unscramble this Bible verse within 60 seconds) had a total of 500,000 points on the line (250,000 for solving the verse, 100,000 for identifying the book, chapter, and verse number, and 150,000 for solving the verse in a faster time).
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Metroid Prime Pinball caps at 199,999,990. Hackers discovered this quickly; legitimate players followed.
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That's My Jam: Points awarded start at 1,000 for the first round of the first game and go up to 200,000 for the last round of "Slay It, Don't Spray It." There are never less than 1,000 points awarded at a time. The total amount of points in an episode is approximately 395,000; the scoring would be identical if it was 395, but having thousands of points sounds more impressive. But The Points Mean Nothing anyway.
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The "Space Cadet" table of Full Tilt! Pinball was also capped - at 999,999,950. You can never score in increments of less than 50.
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In Harry Potter the Fictional Sport Quidditch has goals that are 10 points each rather than 1. The only other way to score (catching the Golden Snitch) is worth 150 points, meaning the trailing zeros are totally irrelevant.
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Between Modern Warfare 1 and 2, every XP event you get has a zero added onto its original value (TDM kills are worth 100 instead of 10, etc.). Unlike the original, the remastered edition of Modern Warfare 1 uses the x10 scoring.
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Done with a combo counter in Jojos Bizarre Adventure All Star Battle. One of Jolyne's Heat Attacks is shown as a thousand-hit combo (the scene it references has her use her Stand to hit someone repeatedly, with her declaring she hit them a thousand times).
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Final Fantasy XII has a superboss with an initial HP total over 50,000,000! The damage cap is still at 9999, and only Quickenings and some Espers can break it, making the battle mostly a matter of endurance and trying to use fast but weak attacks that are less penalized by the cap. It gets even worse when the boss's HP falls below 50% and it activates a passive ability that reduces all incoming damage by 30% after the cap is applied, effectively lowering that cap to 6999.
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In the MMORPG Final Fantasy XIV, player stats kept increasing exponentially over time, with tanks' health around 10,000 HP just before the first expansion at level 50, to roughly 200,000 HP at level 80 in patch 5.5 of Shadowbringers. 24-man raid bosses had over 400 million HP, threatening to cause all sorts of programming issues, were the trend to continue, so patch 6.0 introduced a "stat squish", reducing item stat gains between levels 50 and 80, resulting in HP and damage numbers reduced to roughly 30% of their previous values.
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All stats in World of Warcraft over the course of its history have increased exponentially from each expansion to the next. In Vanilla having 3000 HP was a big deal, but by the time of the fourth expansion (Mists of Pandaria) raiding players could easily reach above 600k (with tanks well past a million). How and when to do something in order to stop it from going out of control was an ongoing discussion for a while, until a Pandaria raid boss forced the issue with mechanics that could bring his health beyond the technical max value. explanation Health values in WoW are stored as signed 32-bit integers, which have a maximum positive value of 2147483647 (2.147 billion). Exceed that value in a computer program where only positive values are expected and you are bound to run into some issue or another. In this case, the boss's health was reverted to minus 1 and he was impossible to kill. The end boss of the expansion had to avoid this issue while simultaneously being a challenge for players in even stronger gear, so encounter designers had him heal and/or gain increased maximum health no less than five times on the highest difficulty level, bringing his total effective health up to a staggering 4 billion. With the fifth expansion, Warlords of Draenor, exponential scaling was removed for nearly all old content in order to reduce numbers across the board. This is most commonly known as the 'item squish'.
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In Kirby's Pinball Land most ways to score points are 'only' in hundred or thousand increments. The highest individual payoffs are 50,000 from defeating a boss, 77,700 from a top-level jackpot, or the maximum of 99,990 in a bonus stage. The score loops back to zero after exceeding 99,999,990 points, which was probably just left in the game as it usually takes several days of play to reach it.
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Sonic Colors is like this in the Wii version. The DS version goes by most previous Sonic games with ranks, going into the tens of thousands for points in levels. Sonic Colors Wii goes well into the millions.
Having said that, though, mundane activities such as going through scenery or killing enemies bring reasonable amounts. What gets the score way up are the end of act bonuses and the wisps. (For instance, Sweet Mountain Act 3 can get you upwards of 600,000 points from Wisps alone.)
In fact, Sonic Colors Wii is unique among Sonic games in that the point bonuses received from finishing a stage quickly are relatively tiny (in most stages, at least). If you intend to play for score, you must look for whatever can get you large amounts of points and often just leave Sonic in one small area to milk all the points you can get from there, or going far, far out of your way to nab Red Rings, which score big. This is also the only Sonic game where defeating enemies gives you points starting at 1,000 instead of the normal 100.
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Whether it was intentional or not, in the first Super Bomberman, the tens digit can be an indicator of the number of bombs the player can place plus one. Picking up a Bomb power-up is worth 10 points. Nothing else in the game can change the lowest two digits of the score, as every enemy kill and every power-up that is not a Bomb scores some multiple of 100 points.
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Technically, the lowest score you could earn for doing something in Super Mario Bros. was 50, for breaking a normal brick as Super Mario (or for each tick of time you have left at the end of a stage). Still, why stomping a Goomba was worth 100 points, rather than 2, is a mystery for the ages.
The points scored for smashing bricks in Super Mario Bros. 3 and Super Mario World is even lower — 10 points each.
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The points scored for smashing bricks in Super Mario Bros. 3 and Super Mario World is even lower — 10 points each.
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Some CinemaSins homages on YouTube will double their score every time they see something particularly annoying, going from a score of, say, thirty and ending up with several hundred.
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Total Overdose is notable for an FPS, having a point system that simply represents points scored and aren't a form of currency. Initially, exploration is rewarded with these, unlocking upgrades at arbitrary increments. Later these global points become irrelevant, but mission totals remain important for scoring performance and unlocking additional upgrades.
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BlazBlue has a scoring algorithm that can lead to scores ranging in the trillions. It's very easy to score a billion points before the end of the first round of your first battle.
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Almost all Super Robot Wars games use this too. Even at the beginnings of them, your units will have 4-digit to low 5-digit max HP and be dealing 4-digit damage.
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Playing Gottlieb Pinball Classics (a simulation of classic tables from the Gottleib Pinball company) is an education in how many zeroes pinball tables have gained over the decades, from 1 point per bumper bounce and a three-digit score counter to 10,000 points per bounce and a digit counter stretching off towards a billion.
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In the Neopets flash sidegame The Return of the Return of Dr. Sloth, high scores rise exponentially with play skill, though it is one of the lower scoring of games with this distinction. The current high scoreboard has only one entry in the hundred billions.
This game has not only a score multiplier but a score multiplier multiplier!
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Giga Wing (pictured) has this because of how the game's score multiplying system works. A good player can easily get a score multiplier in the millions (meaning that the point value of every destroyed mook is multiplied by a million), and decent final scores start in the trillions. In fact, this aspect of the scoring system is touted in the Attract Mode.
Giga Wing 2 and Giga Wing Generations push the envelope, with the latter allowing you to have upwards of twenty digits.
Spiritual Successor Mars Matrix doesn't have scores quite as absurd as Giga Wing, but features the same score multiplier mechanic. Very skilled players can get 999,999,999,990 points.
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Pinball Scoring
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Somebody coded Psycho Pinball wrong; no good pinball game should have a Score Cap. The score loops back to zero after 999,999,990 - you can count the billions in your head, but it's not the same. (Looping the jackpots on the Trick Or Treat table is the easiest way to get there.)
That being said, even Physical Pinball Tables with digitally-managed scoring have Score Caps, as the programming requires it to avoid weird glitches and bugs. It's just that said caps are typically very, very high. They're way out of reach for all but the most dedicated players, and even then, only a select few games have ever had this limit reached (such as the aforementioned Johnny Mnemonic at 999,999,999,990). It does happen often enough that pinball jargon has a phrase for it, the aptly-named "over the top" scoring.
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Pinball Scoring
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Guitar Freaks and Drum Mania had outrageous scoring up until V6; the value of each note is multiplied by your current combo, leading to mostly 8 or 9 digit scores for decently-skilled players. A hard enough Nonstop course could max out the 10-digit score counter. As of the releases of V7 and XG, the maximum score on any song is around 1,000,000.
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Pinball Scoring
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Blood Bowl costs and rewards are all in multiples of 10,000 gold.
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Pinball Scoring
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In one of the Children in Need episodes of QI, Stephen gave the final scores in millions to fit in with the charity theme. Somehow Alan losing with -29,000,000 is much funnier than with -29.
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Pinball Scoring
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The HP and damage of the first Valkyrie Profile can get into this range. Damage easily gets into the high tens of thousands (and hundreds of thousands if properly done), with many millions of HP for high-end bosses, for no apparent reason other than dramatic effect.
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In DoDonPachi Daifukkatsu, a moderately good player can easily get a score in the billions, a skilled player can get a score in the tens of billions, while the world record is over a trillion. This is mainly due to the way the chaining system works - your score is roughly proportional to the sums of the squares of your individual chains, and getting hit or using a bomb immediately breaks your chain. As a result, maintaining one big chain for the entire duration of stage 5 can net you well over 100 billion points for the stage, while if you break your chain intermittently, you'll earn something closer to 1 billion points.
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Air Zonk in the original Japanese version has indicators for 兆 (1 trillion) and 億 (100 million) in the score after the fourth and eighth digits. The score is displayed as 0000兆0000億�ん. In the American version, there are not these indicators, so the scores are effectively lowered by a factor of 100 million.
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Space Jam: A New Legacy involves a basketball gaming app, and thus it's not a regular 2 points for a regular shot and 3 for a distant one, instead there are all sorts of bonuses, such as style, special movements, and minigames, often showing up at random. The Tune Squad ends the first quarter losing by hundreds of points!
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In Mii Force/StreetPass Squad, scores are done in multiples of 10. You then get 1 point for each squad member you bring to the end of the stage. The game keeps an individual score for each stage (or, in Arcade Mode, where you play through them all in order, these points are not given until you clear the final stage), you're required to carry at least 1 squad member to the end since they supply your firepower, and being a StreetPass game, you have a maximum of 10 squad members. Thus, the ones digit in your scores, or anyone else's indicates how many people they held onto by the end of the stage, with a 0 indicating having picked up a full house and not losing anyone. For a shmup though, scores are pretty low, never exceeding six digits per stage.
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Mysterious Stones, a 1984 Indiana Jones-inspired treasure-hunting arcade arena shooter. Levels are littered with items worth between 10 to 150,000 points. Each level has a treasure room at the center with a selection of three treasures, and the treasure grabbed from there is appraised at the end of each level - this can be worth up to 10,000,000 points. If the correct treasure is grabbed from each level note Hints can be found which reveal the correct treasure to take, a colossal 100,000,000 points is awarded, and the player is also presented with either a phone number to call or a mail address to write to note The Japanese version gives a phone number, and the US version gives the address of Data East's US office, to get a special prize.
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Pinball Scoring
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Some of the more popular boards in BigJon's Press Your Luck fan game feature insane spaces like $10 Million and Quintuple Your $$ + One Spin crammed into every conceivable nook and cranny, making scores in the hundreds of billions not unheard of. Then the Malfunction space comes along and possibly dishes out negative hundred-billion scores, presenting the mind-bogglingly stupid scenario where hitting a Whammy actually becomes a godsend.
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Pinball Scoring
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Super Mario RPG's "Beetle Mania" Mini-Game. Shooting a shell causes it to explode into stars. If a star hits another shell, that shell explodes too, for 2^n points, where n is how many shells down the chain started by the shell you shot the shell is. So you think you've accomplished something by exceeding the default high score of 5,000 points...and then you fire one shot at a huge cluster of shells and your score jumps up by 200,000 points or more. The points for each shell are capped at 9,999, but scores in the millions are possible for anyone with reasonably fast Button Mashing skills.
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In an episode of Boy Meets World, when the High School Quiz Show dumbs itself down to appeal to the Lowest Common Denominator, among the changes include all of its single-digit point values being multiplied by one million. Eventually, the show gets rebooted into Huh! That's Cool! with its final question worth one trillion million points.
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Pinball Scoring
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Pretty much every Sega racing game that had points was like this. Lots of others, too (Space Harrier, After Burner, Wrestle War, etc.)
 Pinball Scoring / int_8e2406ea
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Pinball Scoring
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In the Orisinal game Winterbells, your score doubles every time you hit a bird. This can lead to scores in the quadrillions without much difficulty.
Each time you hit a bell, you get the number of points you got for the last bell plus 10. So when you hit the first bell, you get 10 points, and when you hit a second bell, you get 20 more points, for a total of 30. This trope also appears in other Orisinal games.
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Pinball Scoring / int_9192d0f0
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Pinball Scoring
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In Pokémon, all Pokémon have HP that is a multiple of 10, and damage is always done in multiples of 10 as well, making the extra 0 at the end of damage or HP totals effectively irrelevant.
 Pinball Scoring / int_952797ee
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Pinball Scoring / int_952797ee
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Pinball Scoring
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Absent in many Konami arcade beat-'em-ups of the early 1990s, like The Simpsons and Teenage Mutant Ninja Turtles: The Arcade Game - everything worth a point was worth exactly one point. Even the Final Boss.
The NES version of Teenage Mutant Ninja Turtles: The Arcade Game is an odd example: the Japanese version of the game uses Pinball Scoring, while the American version uses the same "one point per enemy" scheme as the arcade version. The points scheme is different in other ways, too: in the Japanese version, some enemies give more than 100 points, and you get extra lives at different point values. Funnily enough, TMNT 3 used Pinball Scoring in both regions, and TMNT4 used it in neither (nor did the arcade game it was based on, although Ubisoft's Re-Shelled remake does this in a limited capacity, with about 10-50 points for each enemy defeated).
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Pinball Scoring
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Points, the digital currency of DeviantArt, are each worth slightly more than a US penny, so a large number of points may be near worthless in reality. For instance, 1,000 points is equal to 12.5 USD. Although, in some regions of the site, points are viewed as just as or more valuable than tangible currency, and 20 points (25 cents) is considered a lot.
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When Who Wants to Be a Millionaire? really took off in Germany, suddenly all kinds of video games around this quiz appeared. Cue a knock off competitor actually advertising their game with "You can win 10,000,000 DM in our game, instead of only 1 million, so it's better" - even though, unfortunately, you never get to get any actual money regardless of your prowess.
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In DDR 3rd Mix, endless mode have exponential scoring, with a maximum of 10^72-1. This is 72 little nines spanning the entire width of the screen! You need about a full day of continuous play to get there but it has been done.
4th mix's Endless mode has "only" 32 digits, but it takes even longer to counter-stop than 3rd mix. See this video. By comparison, 3rd mix's Endless mode takes around 250-300 stages of straight Perfects.
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Pinball Scoring
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Final Fantasy games normally permit you to hit for up to 9,999 damage. However, Final Fantasy X allows you to apply the "Break Damage Limit" attribute to a weapon, which lets you hit for up to 99,999. For conventional players, this attribute is necessary for superbosses, which can have many times the HP of the penultimate boss (120,000 HP); the last boss in the Monster Arena has 10,000,000 HP!
In Final Fantasy XIII, random encounters frequently have HP scores in the hundreds of thousands.
Final Fantasy XII has a superboss with an initial HP total over 50,000,000! The damage cap is still at 9999, and only Quickenings and some Espers can break it, making the battle mostly a matter of endurance and trying to use fast but weak attacks that are less penalized by the cap. It gets even worse when the boss's HP falls below 50% and it activates a passive ability that reduces all incoming damage by 30% after the cap is applied, effectively lowering that cap to 6999.
In the MMORPG Final Fantasy XIV, player stats kept increasing exponentially over time, with tanks' health around 10,000 HP just before the first expansion at level 50, to roughly 200,000 HP at level 80 in patch 5.5 of Shadowbringers. 24-man raid bosses had over 400 million HP, threatening to cause all sorts of programming issues, were the trend to continue, so patch 6.0 introduced a "stat squish", reducing item stat gains between levels 50 and 80, resulting in HP and damage numbers reduced to roughly 30% of their previous values.
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Puyo Puyo~n in the Dreamcast version allows the player to select a 27x16 grid in Endless mode, which allows for a 108 combo. The points jump up exponentially for each hit of the combo. There are also a ridiculous amount of new icons to represent the literal trillions of garbage blocks that would drop on an opponent for that combo.
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The game show featured in Ergo Proxy has a goal of one million points, and the minimum amount of points given for each question is 30,000.
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Pinball Scoring
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Astro Marine Corps awards points in multiples of 500.
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Awesome Points in The Way of the Metagamer - the smallest possible amount is 100 points.
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Pinball Scoring
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Subverted in the Penn and Teller's Smoke and Mirrors mini-game "Desert Bus". The game shows the score with eight placeholders, but driving the full eight hours from Tucson to Las Vegas or vice versa grants you exactly ONE point, and the cap is 99 (which is displayed as "00000099").
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In Bridge, the lowest possible additive to your score is 20 (for each trick bid and made/overtrick made in a clubs or diamonds contract), with 30, 40, and 50 being the other less-than-100 additives. That's in the most commonly played (pretty well universally played, actually) scoring system; older scoring systems involved game at thirty points, with contracts scoring six, seven, eight, nine or ten per odd trick. (if that doesn't make much sense to you, don't worry, it just means that you don't play)
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In Glider PRO, it is impossible for the score not to be some multiple of 100. This was not the case in Glider 4.0, thanks to time bonuses and arbitrary rather than fixed point values for prizes.
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The Katamari-clone The Wonderful End of the World parodies this by giving your score as a very literal count of how many items you've assimilated, with, written after it in brackets, '(billion)'.
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In the original OutRun, you get up to tens of thousands of points per second just for driving, and if you finish, 1,000,000 points for every second you have left on the clock at the end.
Pretty much every Sega racing game that had points was like this. Lots of others, too (Space Harrier, After Burner, Wrestle War, etc.)
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Peggle developers Popcap Games noted that playtesters were strangely dissatisfied with their performance in the game. Popcap found that when some zeros were added to the scoring system, the game was much more satisfying.
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Every Extend Extra Extreme has 20 digit scores. Even the official leaderboards are called the "All-Time Trillionaires' Club".
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The Here and Now versions of Monopoly multiply all the amounts of money from the original game by 10,000, and hence 10,000 is the smallest unit of money. This means that passing Go is worth 2 million dollars (U.S. Edition) or Monos (The World Edition).
Back before the Euro, the French version used a hundred francs for one dollar: passing Go awarded 20,000F. Talk about an exchange rate!
Similarly, the German version started with 20 marks for one dollar (which gave them the odd "400" note). Not the actual exchange rate as well.
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In standard Japanese Mahjong, all hand values are rounded up to the nearest 100 at the end of calculations. As a result, some competitions and games will show scores in thousands, e.g. 7.7 (thousand) instead of 7,700.
The Aotenjou ("blue-sky ceiling", basically "the sky's the limit") rule is this trope applied full force. Normally, hands with 4 or fewer han are scored using an exponential formula with a soft Cap of 8,000 points. Aotenjou uses this formula for everything and removes the usual caps, so a 13-han hand (which would normally hit the hard cap of 32,000 points) is worth over 2 million points.
Depending on the variation of these rules, yakuman hands are either treated as a flat 10 million (child) or 15 million (dealer) or add 13 han. With the former, more restrictive variation, hands with more than 13 han very quickly make a yakuman look cheap. With the latter variation giving the ability to stack yakuman hands, it is possible to get hands over 100 han and with scores well over a nonillion (1030) points.Example scenario East Round 1, 7 honba. The dealer going for an 8th consecutive dealer win has closed kan of East, West, Haku, and Hatsu, and his last tile is a Chun. He declares Riichi with 4 tiles left in the wall. On his next turn, he draws the final tile and pairs up the Chun for the win. Dora and Ura-Dora indicators are 4x South, 4x North, and the other 2 Chun tiles. This would be worth 160 fu and Riichi (1) + Ippatsu (1) + Menzen Tsumo (1) + Yakuhai x 4 (1 x 4) + Haitei (1) + Toitoihou (2) + Shousangen (2) + Suukantsu (13) + Tsuuiisou (13) + Suuankou Tanki-Machi (13 x 2) + Paarenchan (13) + Dora x 40 (1 x 40) = 117 han for a total of 160 x 4 x 6 x 2^117 = 638 undecillion (10^36) points. Incredibly improbable unless you cheat or use an Infinite Improbability Drive, but theoretically possible.
The fu value used in the basic scoring formula itself is rounded up to the nearest 10 (except chitoitsu which is a flat 25).
The exponential part of the formula itself has two added to the han value of the hand, effectively multiplying any winning hand's score by 4 by default. This is called bazoro. Some point tables will even start at 3 han to show these two free han. This apparently was created just because people had originally thought that hands were worth not enough points before it.
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Pokémon Pinball. Scoring in the main game is already pretty ridiculous, but the Game-Breaker Mewtwo bonus stage will give you 50 million points every time you hit him, adding up to around a billion points each time you play it. With a little bit of skill and a lot of patience, scores in the tens of billions or more are possible.
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Touhou has a different scoring system for every individual game. In the first six games, potential scores inflated over time, from 10-20 million in Story of Eastern Wonderland to over 100 million in Lotus Land Story and Mystic Square, to over 600 million in Embodiment of Scarlet Devil. From the seventh game, Perfect Cherry Blossom, all subsequent main games (except the ninth) placed the focus of scoring to raising the value of Point Items, rather than just collecting them; potential scores are in the billions, depending on the game (Wily Beast and Weakest Creature is the highest with a record of 9,999,999,990; Mountain of Faith is only 2.2 billion).
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In Gish, if your score ends with "1", you've gotten a good ending since you'll get a good ending bonus of 1 point.
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In Final Fantasy XIII, random encounters frequently have HP scores in the hundreds of thousands.
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Crimzon Clover has scores that can go as high as 13 digits long. However, the main highlight of the scoring system is the buttloads of multipliers you get—your Break Rate (which increases as you kill enemies), the lock-on multiplier (shown in green), the Break Rate doubling and quadrupling when you Break and Double Break respectively, and the showers of stars you get. Each and every multiplier you get is shown when you kill enemies, and often you'll have moments where you cancel a screenful of bullets into a screenful of numbers.
This is in fact one reason why online scores are often posted using Japanese digit grouping (by powers of 10,000). (The other reason is that the first version only supported Japanese grouping, though a later patch added Western digit grouping by powers of 1000).
Crimzon Clover World Ignition changed the scoring mechanics, which leads to even higher scores than in the original version.
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In Street Fighter games you often earn anywhere from 100 to 1000 points for each hit landed on the opponent. Time and energy remaining bonuses numbered in the thousands. Later games actually exploited the powers of ten scoring scheme to sneak some information in your score: in Alpha 3 at least the game would give the player 1 single point for each continue spent on the current session, meaning that one could see how many times someone on the leaderboard had continued. Assuming they did not continue 100 times or more.
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One amusing bug in the American version of Gran Turismo 2 is that not all the displays were changed - so a simple car wash supposedly costs 5,000Cr even though its real cost is only 50Cr.
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Yu-Gi-Oh! plays with this; the vast majority of monsters have ATK and DEF that is a multiple of 100. Certain monsters have an original ATK and/or DEF that is only divisible by 10, though (typically as a multiple of 50, instead), and cards exist that can halve those values, meaning that there is some meaning to them in niche situations. Yugioh Rush Duel plays this straight, with every monster having an ATK and DEF that's a multiple of 100, and no cards that halve stats, meaning the last two 0's are effectively irrelevant.
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The run-and-gun Shock Troopers has scores only in multiples of 500. The sequel has much more fine-grain scores, utilizing digits down to the tens place. Both games use the ones digit to keep track of the number of continues.
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The Puzzle Bobble clone Puzzle De Pon fits into this trope many ways. Matching bubbles gives you some multiple of 1,000 points depending on how many are in the group (with no points for dropped bubbles), and time bonuses are given out in multiples of 5,000 (for the most part). There are secret spots in some levels that give out an instant 1,000,000 points (given that this is worth about as much as 10 stages played normally, this is nothing short of a Golden Snitch). The bottom three digits are basically the sum of continues, arrow power-ups used, and wasted star bubbles (each adding 1 point). Curiously enough though, the maximum time bonus is 99,999 points, effectively adding 100,000 points and cancelling out one increment of the lower digits...
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The Gummi Ship mode in Kingdom Hearts has large scoring. Rank S+9 can require 4,000,000 or more points. Taking enemy fire increases your score, by one. A nice touch is that instead of glowing white when the score goes up the ones digit glows red instead.
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During single-player games in the Super Smash Bros. series, your score is deducted 99 points for using what the game deems "stale moves" Assuming that no other units digit bonuses exist (and at least one game has such a bonus), the ones digit serves as a count of how many times you have done this. As of Brawl, bonuses have been removed entirely, to the sadness of many. Now the ones digit represents the number of continues used.
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Bigger Is Better
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