Scoring Points: Difference between revisions

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** In Super Mario Bros 3, points actually did something. The "N spade" memory [[Mini Game]] was activated [[Every Ten Thousand Points|Every Eighty Thousand Points]].
** The last Mario game for a long time to feature points was ''Super Mario World''. After the early 90s, there was no need for points outside of arcade games (which were dying a slow death anyway, except in rural regions), and this was also the last time you aimed for points granting an extra life. However, they were revived in ''[[Super Paper Mario]]'' (where they doubled as [[Experience Points]]) and the ''New Super Mario Bros.'' games (where they were as useless as ever).
* While later [[Spyro the Dragon]] 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 [[Plot Coupons]]- 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 [[Hundred-Percent100% Completion]].
* ''Captain Claw'' is an odd game, what with being a computer 2D platformer. One interesting quirk is that it's score, represented by the treasure you collected, aside from giving extra lives, was there to incite the player to find the secrets of the game since at the end of each stage the game specifically told you the treasures that you missed. The game was more than a tad harder if you went for the secrets, as each required equal parts non-human reflexes and calculations of non-intuitive reflexes to be reached.
* Parodied in [[Kirby Super Star]] after you beat the "Computer Virus" boss.