Pinball Scoring: Difference between revisions

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{{trope}}
[[File:crimzonclover_numberseverywhere_7093crimzonclover numberseverywhere 7093.jpg|link=Crimzon Clover|frame|NUMBERS, NUMBERS EVERYWHERE!]]
 
{{quote|Scoring is quite unique in pinball; the game is notorious for being generous with "points," a unit of measurement analogous to the haypenny, the microsecond, and the nanometer -- they are all units of measurement that are too utterly small to be of any use whatsoever.|[http://rinkworks.com/lights/ Lights and Noises]}}
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*** ''Microsoft Pinball'' was also capped - at 999,999,950. You can never score in increments of less than 50.
** Playing ''Gottleib Pinball Classics'' ([[Exactly What It Says on the Tin|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.
** ''[[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 -- whosebumpers—whose value increases by 30,000 by hitting a particular sequence of targets, without limit), you can score over 3 billion points.
** 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.
** Kirby's Pinball Land is somewhat of an aversion of this trope as 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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== Live Action TV ==
* Frequently used on [[Game Show|Game Shows]]s, particularly those which don't convert contestants' scores to cash winnings. ''Catch 21'' scores everything in 100-point increments, making the last two digits pointless.
* ''[[wikipedia:Go (game show)|Go]]'' has scores in multiples of 250. The winning team receives $1 a point.
* Taken [[Up to Eleven]] in a kids' Bible game show titled "Kids on the Move." The ''first'' round was a variation of [[Series/Hit Man|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. (If memory serves, it was something like 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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== Sports ==
* Tennis has a bizarre 15-30-40-game point system. Forty used to be 45, but was too hard to say quickly. The points corresponded to degrees on a circle--thuscircle—thus, if you won 4 units of 15 degrees 6 times (enough to win a set), you made it around the circle. This weird symbolism exists because Europeans in the 17th century were obsessed with geometry.
** Although it has to be said, in a game in which you have a game score, a set score, and a match score to keep track of, it's actually a good idea to count at least one of them different from the two others, to easier keep track. Not sure if this was intentional, or just a happy side effect.
* In Quidditch, the [[Fictional Sport]] from ''[[Harry Potter]]'', scoring a goal is worth 10 points, and catching the [[Golden Snitch]] is worth 150 points. There doesn't seem to be a reason for them to not be worth one and 15, respectively.
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** [http://www.newgrounds.com/portal/view/474239 The original Newgrounds version] was updated shortly after release; one of the changes was a more standard scoring system (items give you 1000 points instead of doubling the score).
* Averted in many Konami arcade beat-'em-ups of the early 1990s, like ''[[The Simpsons]]'' and ''[[Teenage Mutant Ninja Turtles]]'' - everything worth a point was worth exactly one point. Even the [[Final Boss]].
** The NES game [[Teenage Mutant Ninja Turtles|TMNT2]] 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'' [[Video Game Remake|remake]] does this in a limited capacity, with about 10-50 points for each enemy defeated).
* ''[[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.
* ''[[Capcom vs. Whatever|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 [[Kamehame Hadoken|Hadoken]] for 19 hits and 8.655 billion damage. Yeah.
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* ''DJMAX Portable'' from the second installment onwards does this with [[Combos]], thanks to the [[Limit Break|Fever]] system (which multiplies how much your combo goes up when you hit a note) and the way hold notes are handled in combos. You can easily get 5,000 combo in a single song, even if the song only has 700 actual notes.
* Inverted with ''[[Beatmania IIDX]]'''s "Expert" scoring system; getting a Just Great yields 2 points, a Great yields 1 point, and every note judgement below is worth 0.
* ''[[Final Fantasy]]'' games normally permit you to hit for up to [[Cap|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 [[Bonus Boss|Bonus Bosses]]es, 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 [[Bonus Boss]] whose HP totals over 50,000,000 HP! The damage cap is still at 9999 but you can do multiple strikes with some weapons to make multiples of 9999. [[Limit Break|Quickenings]] and some Espers can break the cap. It gets a lot worse when the boss' HP is low when it's around ten million or so and activates a passive ability that lowers your damage cap to 6999.
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** 4th mix's endless mode has "only" 32 digits, but it takes even longer to counter-stop than 3rd mix. [http://www.youtube.com/watch?v=RgugWIlzYbA See this video.] By comparison, 3rd mix's Endless mode takes around 250-300 stages of straight Perfects.
** Hell, in ''any'' of the DDR games before [[Supernova]], you have this trope. A 10-foot song garnered a maximum of 100,000,000 points.
* Between ''[[Modern Warfare|Modern Warfares]]s 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.).
* 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.
* 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.
* The money credits in the Japanese version of ''[[Gran Turismo]]'' has two more digits making the last two zeros meaningless. Example: 10,000Cr = 1,000,000Cr
** This is, of course, to make the amounts more familiar to Japanese players, since $1 American is roughly 100 Yen, on average (Depending on the exchange rates at the time the game was made, of course). For an American traveling to Japan, it can feel like every shop you enter is based on [[Pinball Scoring]].
* The freeware platform shooter ''[[Iji]]'' averts this impressively: it doesn't really have a concept of score, but certain rare bonuses give you "+1 point", for a maximum total of 10. {{spoiler|Unless you find the bonus that gives you 99 points.}}
* The ''[[Touhou Project]]'' games have a different scoring system for every individual game. In the first six games, potential scores [[Sequel Escalation|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 (''Imperishable Night'' is the highest with a record of over 6.3 billion; ''Mountain of Faith'' is only 2.2 billion).
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** Having said that, though, mundane activities such as going through scenery or killing enemies brings reasonable amounts. What gets the score way up are the end of act bonuses and the wisps.
* Averted very hard in the Desert Bus minigame in ''[[Penn & Teller]]'s Smoke and Mirrors''. It takes ''eight hours'' to get '''one point'''.
* ''[[Crimzon Clover]]'' (pictured above) has scores that can go as high as 12 digits long. However, the main highlight of the scoring system is the buttloads of multipliers you get--yourget—your Break Rate (which increases as you kill enemies), the lock-on multiplier (shown in green), the Break Rate doubling and quadrupling when you [[Super Mode|Break]] and [[Up to Eleven|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 [[Bullet Hell|screenful of bullets]] into a screenful of numbers.
* In ''[[Sonic 3 and Knuckles|Sonic The Hedgehog 3]]'', one could get this via a [[Good Bad Bug]]--after—after you destroy 12 robots, the 13th and every one after that was worth 10,000 points. {{spoiler|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. Oh, and considering you got a life every 50,000 points...}}
* Doujin shooter ''[[Altenative Sphere]]'' is ridiculous in this respect. A normal playthrough of the lowest difficulty level will get you a ''twenty-digit'' score.
* When ''[[Who Wants to Be a Millionaire?]]'' really took off in Germany, suddenly all kinds of video games around this quiz appeared. Some actually used as advertising that you not only could earn [[DM 1]],000,000 but ten or thousand times as much. Virtual money in the same game setting. Great selling point guys.
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