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The Pinball Scoring trope as used in popular culture. More Zeroes, More Fun! In most sports and a number of video games, Scoring Points is the best way to.

— More Zeroes, More Fun! In most sports and a number of video games, 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, 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. 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. 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, 億 ( oku) is one hundred million, and, if you're lucky, you may see 兆 ( chou), or one trillion. Note (Unlike in the West, East Asian languages subdivide numbers four digits at a time, rather than three.) 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 after a game 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., 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 it communicates a feeling of achievement, 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. The point-value equivalent of. Compare, 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, another area in which extra 0s are added for the. • In standard Japanese, 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 (', basically 'the sky's the limit') is this trope applied full force. Normally, hands with 4 or fewer han are scored using an exponential formula with a soft 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 (10 30) 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. • The Here and Now versions of 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 (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! • Similarily, the German version started with 20 marks for one dollar (which gave us the odd '400' note). Not the actual exchange rate as well.

• In the current incarnation of the Milton Bradley Game of Life, all transactions occur in multiples of $5,000. • Transactions in the board game Acquire are all in multiples of $100.

• costs and rewards are all in multiples of 10,000 gold. • A simple comparison for collectible card game fans: In, creatures' powers and toughnesses are generally in the single digits; a 10/10 creature is a big deal. A with 10 HP, on the other hand, is a; the highest HP featured on any legal card is 230, and the biggest attack deals 300 damage. Creatures have stats in hundreds, and cards have stats on the order of 2000, with some exceptions.

Creatures are in the thousands, with 1000 belonging to the weakest creatures and. • People have tried to make.

It ends in madness. • made an joke about a new anime version of Magic, which multiplied every creature's power and toughness by 1,000. While the lowest ATK any monster in the game that has an ATK at all is 100, there are still times where the other digits are used (like an 850 ATK monster gets its strength cut in half to 425). Now, it's uncommon to see any low-level monster (4 or lower) with an ATK of less than 1500 in most player's decks, and a deck with only 'vanilla' (no effect monsters) will have them all around 1900. Old, weak cards are mainly used for special strategies or, more commonly, packing material.

• When a classic gambling game such as poker is played for 'fun' (when the winner gets ), it's routine for players to agree that the lowest-valued poker chip is worth $1,000, or $1 million, with higher-valued chips being multiples of that base. Everyone wants to feel like.

• The same thing happens even when playing for money, in an elimination tournament. A casino tournament with a $15 buyin will rarely give the player $15 in tournament chips; $1500 is a far more likely starting amount. Install Windows Xp In Dell Inspiron N5010.

The chips are useless outside of the tournament, and a player's winnings are determined only by how long they last, so there isn't a need for a 'tournament dollar' to correspond to real money in any way as long as all players start with the same amount. • In, 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) • Points in Canasta are all in multiples of 5. You (or your team) need 5000 points to win, which is pretty inflated for a card game. • In pinochle, the scoring is often prone to this. FX Max FX Teleport V1.4.0.1120-Air: Full Version Free Software Download on this page.

Some versions give 10 points for Aces around, while some versions it is worth 100 points. All other values work the same. In a game with 10 for Aces, game is usually played to 500, but in the other version game would be 5000.

• Frequently used on, 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.

• has scores in multiples of 250. The winning team receives $1 a point. • Taken in a kids' Bible game show titled 'Kids on the Move.' The first round was a variation of (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). • And then there was National Lampoon's Funny Money, which expressed the scores in billions of 'Funny Money dollars.'

Somewhat downplayed, because the number of billions was big, then the word 'billion' underneath, in smaller letters. • In an episode of, when the High School Quiz Show dumbs itself down to appeal to the, among the changes include all of its single-digit point values being multiplied by one million. Eventually the show gets rebooted into Huh!

With its final question worth one trillion million points. • has an interesting form of this, 15 games each game worth one point more than the previous game after Spiel 1. • In one of the episodes of, 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. • 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—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.

Or because a clock was used for scoring, the hands being moved manually. Or because of an older game where winning a point let you move forward, first to 15 feet then 30 and finally 40. • 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.

• In Quidditch, the from, scoring a goal is worth 10 points, and catching the is worth 150 points. There doesn't seem to be a reason for them to not be worth one and 15, respectively. • The 150 points from the snitch are explained in, where it all started when a Golden Snidget (a bird) was released during a match with 150 galleons (which at the time was a huge sum, worth over a million galleons in modern terms) promised as a reward to the one who could catch it. The number was then kept when the Snidget catching was actually incorporated into the game. • In non-universe terms, the point values were probably inflated so that the game would seem rather more fast-paced and interesting than it transpired to be, making it seem even beyond basketball in terms of 'action'. When someone says they won by a hundred points, that sounds like there's a lot going on, while in reality they were probably 5 goals down and then lucked out on the snitch. • In fact, the existence of the snitch at all is probably evidence of this trope.

It makes NO sense in terms of making a sport that people would actually play, but it gives Harry a way to be awesome and important in the game without actually needing training or having ever seen the game played. • In and, a ridiculously large number of points in a match is often referred to as a 'cricket score', a reference to the large number of runs usually scored by both sides in a game of cricket. This big a number of points isn't usually a good thing, as if achieved by only one team it means that the match was severely (often dangerously) one-sided, and if both teams get a very high score it means neither of them could defend. • More specifically, in cricket the score for a single team comprises two numbers: how many runs scored, usually in the hundreds, and how many batsmen were put out, which can be between zero and ten. So a score like 243-6, read as two hundred and forty three for six, is reasonable for one team in cricket.

243-6 in rugby, being the scores of both teams, would be an absolute walkover. • The ARCA series awards at least 230 points to the winner, 220 to the second-place finisher and 215 to the third-place finisher. All points for all drivers are divisible by 5. Fighting Games • 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 for 19 hits and 8.655 billion damage. • Both it and Marvel Vs Capcom 2 measure scores in the same overinflated manner. • In 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. • 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.

Rhythm Games • and 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. As of the releases of V7 and XG, the maximum score on any song is around 1,000,000. • DJMAX Portable from the second installment onwards does this with, thanks to the 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. • In, endless mode have exponential scoring, with an 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. By comparison, 3rd mix's Endless mode takes around 250-300 stages of straight Perfects. Shoot'em Ups • (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 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. • Giga Wing 2 and Giga Wing Generations push the envelope, with the latter allowing you to have upwards of twenty digits. • doesn't have scores quite as absurd as Giga Wing, but features the same score multiplier mechanic. Very skilled players can get points. • In the 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 score board has only one entry in the hundred billions. • This game has not only a score multiplier, but a score multiplier multiplier! • Extra Extreme has 20 digit scores.

Even the official leaderboards are called the 'All-Time Trillionares' Club' • The smallest value of points you can score in 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. 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. • 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—your Break Rate (which increases as you kill enemies), the lock-on multiplier (shown in green), the Break Rate doubling and quadrupling when you and 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 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 because the first version only supported Japanese grouping, though a later patch added Western digit grouping by powers of 1000). • has a different scoring system for every individual game. In the first six games, potential scores 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). • Touhou fangame Phantasmagoria Trues' scoring system has, at it's base, linearly increasing point item values like mainline Touhou games.

It also has a multiplier that increases throughout the game. And there's the more typical shmup stage multiplier that ranges from 1x to 999x. Atypically, this is squared.

All this, combined with the absurd amount of point items, leads to 19-digit highscores. • is ridiculous in this respect. A normal playthrough of the lowest difficulty level will get you a twenty-digit score. • In, 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. • appears to be very low-scoring at first; a casual player can score maybe 1,000-2,000 Spirits, while competent players can achieve quintiple-digit scores and world-class players can get a little over 130,000. Even most early 80s don't have world records that low. However, on post-stage 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.

• In the free, after the score reaches over 18 digits the game will write the extra digits in green underneath (purple in earlier versions). Observe that one of the screenshots on the game's page has 54402689 written in purple. That's a 26-digit score, 54.4 septillion points. The next closest STG, Alternative Sphere, only reaches 21. Note Strictly speaking the best attested human run has only reached 25 digits though. Unsorted • The 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)'.

• Technically, the lowest score you could earn for doing something in 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 and is even lower — 10 points each. • Played to an extreme in, an online flash game where you dodge objects, which give you one point when they cross the screen, and get items that make the game harder to play for a little while, but double your score. They do not give you a x2 multiplier. They double your score.

After enough points, the game goes into scientific notation. • 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). • Absent in many Konami arcade beat-'em-ups of the early 1990s, like and - everything worth a point was worth exactly one point. • The NES version of is an odd example: the Japanese version of the game uses, 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, used in both regions, and TMNT4 used it in neither (nor did the arcade game it was based on, although 's Re-Shelled does this in a limited capacity, with about 10-50 points for each enemy defeated). • The 'one point per KO' rule only applies to the North American release of The Simpsons arcade game. The Japanese version actually assigns point values (divisible by 100) for individual types of enemies. • is notable for an FPS, having a point system that simply represents points scored and ar.

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