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Pinball Scoring: Difference between revisions

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* In ''[[Glider]] PRO'', all points come in multiples of 100. This was not the case in previous games.
* TI-89 calculator game "Drifter" had a problem with this. It was essentially a game of moving the player object left and right to avoid the ever-shrinking walls of a tunnel. The problem came in with the scoring system for the Classic mode. "Drifting," or not hitting the left or right keys to change your horizontal velocity, would give your entire score multiplers. Drifting one screen would add 25% of your current score to itself, two 50% (of the NEW score after the first screen), and each screen drifted 3 and after (consecutively) would double your score. You can already see where this is going if you drift for ten screens straight or so, but add to that the fact that each "level," for which the tunnel shrinks one pixel or so every 5-15 screens, increases the amount of points added for each tick. Stage 1 gives you one point for each tick, stage 2 gives you two, etc. On a particularly good run, you can get up to stage 15-20. One level is about 100-200 ticks by the way, considering that the first level gives you about that many points if you do very little drifting. tl;dr, the game can crash your calculator due to some massive memory overflow. Certainly nowhere near Giga Wing's and [[Mv C 2]]'s scores, but it probably could get that ridiculous with absolutely no inflation if the calculators were actually Windows XP computers. Fortunately, the mode that scored by only drifts, given arbitrary numbers of points instead of multipliers, did not have this problem. There were multipliers in the form of chaining multiple drifts together, but they only affected the points being earned, not total score, and chaining drifts is near-impossible in higher levels.
* ''[[Blaz BlueBlazBlue]]'' 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.
* [[Every Extend Extra Extreme]] has 20 digit scores.
* ''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.
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