Scoring: Difference between revisions
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Replaced the new perfect clears score table with the old one again because it was technically correct, but it was missing important information that got confused many people. I added a comment at the bottom of the table that explains how the math should b |
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Most | Most games award points to the player for completing various tasks. | ||
The earliest games awarded points only for dropping [[tetromino]]es, and some even gave a penalty for leaving [[piece preview]] turned on. | The earliest games awarded points only for dropping [[tetromino]]es, and some even gave a penalty for leaving [[piece preview]] turned on. | ||
After [[Tetris (Game Boy)|''Tetris'' for Game Boy]], most games adopted a scoring system designed to reward difficult clears by giving points for more [[line clear|lines cleared]] at once. | After [[Tetris (Game Boy)|''Tetris'' for Game Boy]], most games adopted a scoring system designed to reward difficult clears by giving points for more [[line clear|lines cleared]] at once. | ||
Some systems also encouraged starting at higher difficulty. | Some systems also encouraged starting at higher difficulty. | ||
== Recent guideline compatible games == | |||
Most games released after ''[[Tetris DS]]'' share large parts of their scoring system. The following system is accurate for games that use 3-corner [[T-Spin]] and pointing side T-Spin Mini rules (such as ''[[Tetris Friends]]''). Level is always considered to be the level before the line clear. | |||
{| class="wikitable" | |||
!Action||Points | |||
|- | |||
|Single||100 × level | |||
|- | |||
|Double||300 × level | |||
|- | |||
|Triple||500 × level | |||
|- | |||
|Tetris||800 × level; difficult | |||
|- | |||
|Mini T-Spin no line(s)||100 × level | |||
|- | |||
|T-Spin no line(s)||400 × level | |||
|- | |||
|Mini T-Spin Single||200 × level; difficult | |||
|- | |||
|T-Spin Single||800 × level; difficult | |||
|- | |||
|Mini T-Spin Double (if present)||400 × level; difficult | |||
|- | |||
|T-Spin Double||1200 × level; difficult | |||
|- | |||
|T-Spin Triple||1600 × level; difficult | |||
|- | |||
|Back-to-Back difficult line clears||Action score × 1.5 (excluding soft drop and hard drop) | |||
|- | |||
|[[Combo]]||50 × combo count × level | |||
|- | |||
|[[Drop#Soft drop|Soft drop]]||1 per cell | |||
|- | |||
|[[Drop#Hard drop|Hard drop]]||2 per cell | |||
|} | |||
Only a Single, Double, or Triple line clear can break a Back-to-Back chain, T-Spin with no lines will not break the chain. | |||
Some earlier games do not have combo scoring or may calculate it differently. Some games (mostly later games) may also award the player bonus points for a [[perfect clear]]. <!-- needs research --> The following perfect clear score table is used for several recent Guideline games, such as [[Tetris Effect]] and [[Tetris (2020 mobile game)]]. | |||
{| class="wikitable" | |||
!Action||Points | |||
|- | |||
|Single-line perfect clear||800 × level | |||
|- | |||
|Double-line perfect clear||1200 × level | |||
|- | |||
|Triple-line perfect clear||1800 × level | |||
|- | |||
|Tetris perfect clear||2000 × level | |||
|- | |||
|Back-to-back Tetris perfect clear|| 3200 × level | |||
|} | |||
It is important to note that the points earned from these perfect clears must be added to those earned from regular line clears. For example, if one performs a Triple-line perfect clear, then the total score is given by 1800 (Triple-line perfect clear) + 500 (Triple) = 2300. | |||
== Original BPS scoring system == | |||
This system was used in [[Tetris (BPS)|the 1988 BPS versions of Tetris]], including the [[Tetris (Famicom)|Famicom version]]. This was also used in [[Super Tetris 3]]'s Standard mode. | |||
{| class="wikitable" | |||
|+ Line clear scores | |||
! Line clear || Points | |||
|- | |||
| 1 (single) || 40 | |||
|- | |||
| 2 (double) || 100 | |||
|- | |||
| 3 (triple) || 300 | |||
|- | |||
| 4 (tetris) || 1200 | |||
|} | |||
If the piece was hard dropped, an amount equal to the number of rows covered by the hard drop plus 1 is added. Otherwise, no score for dropping is added. | |||
Points are only totalled up either after the stage is cleared or if a life is lost. | |||
== Original Sega scoring system == | |||
This system was used in [[Tetris (Sega)]], as well as [[Flash Point]], [[Bloxeed]] and [[Tetris S]]. | |||
{| class="wikitable" | |||
! Level | |||
! Points for<br>1 line || Points for<br>2 lines || Points for<br>3 lines || Points for<br>4 lines || Points for soft dropping pieces | |||
|- | |||
| 0-1 || 100 || 400 || 900 || 2000 || 1 per line | |||
|- | |||
| 2-3 || 200 || 800 || 1800 || 4000 || 2 per line | |||
|- | |||
| 4-5 || 300 || 1200 || 2700 || 6000 || 3 per line | |||
|- | |||
| 6-7 || 400 || 1600 || 3600 || 8000 || 4 per line | |||
|- | |||
| 8+ || 500 || 2000 || 4500 || 10000 || 5 per line | |||
|} | |||
If a line clear is also a [[Perfect Clear]], a 10x multiplier is applied to the awarded points. | |||
== Original Nintendo scoring system == | == Original Nintendo scoring system == | ||
This | This system is a version of the BPS system with a level multiplier incorporated. It was used in Nintendo's versions of ''Tetris'' [[Tetris (NES, Nintendo)|for NES]], [[Tetris (Game Boy)|for Game Boy]], and [[Tetris & Dr. Mario|for Super NES]], as well as in [[Bullet Proof Software]]'s versions beginning with [[Tetris 2 + Bombliss]], though with minor variations in the score for soft drops. | ||
{| | {| class="wikitable" | ||
! Level | ! Level | ||
! Points for<br>1 line || Points for<br>2 lines || Points for<br>3 lines || Points for<br>4 lines | ! Points for<br>1 line || Points for<br>2 lines || Points for<br>3 lines || Points for<br>4 lines | ||
Line 28: | Line 124: | ||
Unlike the points for lines, this does not increase per level. | Unlike the points for lines, this does not increase per level. | ||
== | === Game-specific Differences === | ||
= | The following is a list of games that use this system, along with notes and differences: | ||
*[[Tetris (Game Boy)]]: Awards points for soft dropping based only on the last press that leads to a lock; any earlier soft drops are not counted. | |||
*[[Tetris (NES, Nintendo)]]: Awards points for soft dropping based only on the last press that leads to a lock; any earlier soft drops are not counted. Soft dropping points are buggy due to a miscoded BCD addition. Level multiplier is based on the level after the line clear, not before (as in other games in this list). | |||
*[[Tetris 2 + Bombliss]]: Awards 0-5 points if piece is soft dropped based on the amount of time the soft drop button is pressed. Tetrises from level 54 onwards are affected by integer overflow and as a result score much less (e.g. lv. 54 Tetris scores 66000-65536 = 464 points). | |||
*[[Super Tetris 2 + Bombliss]] (research pending) | |||
*[[Tetris & Dr. Mario]]: Level multiplier is based on the level after the line clear, not before. Multiplier stops increasing after level 9 (hence capped at 10). | |||
*[[Super Tetris 3]]: Awards 0-6 points if piece is soft dropped. Standard mode is scored as in BPS Tetris. See the game article for details on Magicaliss scoring. | |||
*[[Tetris X]]: Does not score dropping pieces. | |||
*[[Tetris 64]]: Has no level multiplier. Does not score dropping pieces. | |||
*[[Tetris DX]]: Awards points while pieces are being soft dropped. Level multiplier stops increasing after level 20 (hence capped at 21). | |||
*[[SuperLite 1500 Series: The Tetris]]: Does not score dropping pieces. Awards a fixed 1,000,000 point bonus for a perfect clear. | |||
*[[Tetris Worlds]]: Popular mode (GBA version) only. Base score assigned to level 1, thus level multiplier is (level) not (level + 1). Awards points for soft dropping based only on the last press that leads to a lock; any earlier soft drops are not counted. Hard drops are scored the same as soft drops. | |||
*[[Tetris (WonderSwan Color)]]: Base score assigned to level 1. Does not score dropping pieces. Awards a fixed 1,000,000 point bonus for a perfect clear. | |||
*[[Minna no Soft Series: Tetris Advance]]: 1.5× multiplier for back-to-back Tetrises. | |||
*[[Tetris Kiwamemichi]]: Level multiplier is based on the level after the line clear, not before. More research pending. | |||
*[[Tetris Effect: Connected]]: In the multiplayer Classic Score Attack mode, the player can allow T-Spins to score points in Local and Friend matches. A T-Spin Single scores 640 × (level + 1), and a T-Spin Double scores 1300 × (level + 1) if T-Spins in the scoring template is set to 100%. | |||
Many fangames use this system as well. The following are some notable examples: | |||
*[[DTET]]: Has a combo multiplier of 1 + 0.5*(length of combo - 1) that applies to the whole combo; as a result, line clear scores are only awarded at the end of a combo. Scores for dropping pieces increase by level (research pending). | |||
*[[N-Blox]]: Base score assigned to level 1. Drop points are based solely on the distance the piece falls regardless of whether it was manually dropped or not. | |||
[[Tetris 4D]] uses a version of the system with all point values doubled. | |||
== External links == | |||
*[https://web.archive.org/web/20140701182459/http://zone.tetris.com/page/manual Tetris Zone scoring, including combo explanation] | |||
*[http://web.archive.org/web/20180308060148/https://www.tetrisfriends.com/help/tips_appendix.php#scoringchart Tetris Friends scoring] | |||
[[Category:Scoring Systems]] | [[Category:Scoring Systems]] |
Latest revision as of 10:15, 27 September 2023
Most games award points to the player for completing various tasks. The earliest games awarded points only for dropping tetrominoes, and some even gave a penalty for leaving piece preview turned on.
After Tetris for Game Boy, most games adopted a scoring system designed to reward difficult clears by giving points for more lines cleared at once. Some systems also encouraged starting at higher difficulty.
Recent guideline compatible games
Most games released after Tetris DS share large parts of their scoring system. The following system is accurate for games that use 3-corner T-Spin and pointing side T-Spin Mini rules (such as Tetris Friends). Level is always considered to be the level before the line clear.
Action | Points |
---|---|
Single | 100 × level |
Double | 300 × level |
Triple | 500 × level |
Tetris | 800 × level; difficult |
Mini T-Spin no line(s) | 100 × level |
T-Spin no line(s) | 400 × level |
Mini T-Spin Single | 200 × level; difficult |
T-Spin Single | 800 × level; difficult |
Mini T-Spin Double (if present) | 400 × level; difficult |
T-Spin Double | 1200 × level; difficult |
T-Spin Triple | 1600 × level; difficult |
Back-to-Back difficult line clears | Action score × 1.5 (excluding soft drop and hard drop) |
Combo | 50 × combo count × level |
Soft drop | 1 per cell |
Hard drop | 2 per cell |
Only a Single, Double, or Triple line clear can break a Back-to-Back chain, T-Spin with no lines will not break the chain.
Some earlier games do not have combo scoring or may calculate it differently. Some games (mostly later games) may also award the player bonus points for a perfect clear. The following perfect clear score table is used for several recent Guideline games, such as Tetris Effect and Tetris (2020 mobile game).
Action | Points |
---|---|
Single-line perfect clear | 800 × level |
Double-line perfect clear | 1200 × level |
Triple-line perfect clear | 1800 × level |
Tetris perfect clear | 2000 × level |
Back-to-back Tetris perfect clear | 3200 × level |
It is important to note that the points earned from these perfect clears must be added to those earned from regular line clears. For example, if one performs a Triple-line perfect clear, then the total score is given by 1800 (Triple-line perfect clear) + 500 (Triple) = 2300.
Original BPS scoring system
This system was used in the 1988 BPS versions of Tetris, including the Famicom version. This was also used in Super Tetris 3's Standard mode.
Line clear | Points |
---|---|
1 (single) | 40 |
2 (double) | 100 |
3 (triple) | 300 |
4 (tetris) | 1200 |
If the piece was hard dropped, an amount equal to the number of rows covered by the hard drop plus 1 is added. Otherwise, no score for dropping is added.
Points are only totalled up either after the stage is cleared or if a life is lost.
Original Sega scoring system
This system was used in Tetris (Sega), as well as Flash Point, Bloxeed and Tetris S.
Level | Points for 1 line |
Points for 2 lines |
Points for 3 lines |
Points for 4 lines |
Points for soft dropping pieces |
---|---|---|---|---|---|
0-1 | 100 | 400 | 900 | 2000 | 1 per line |
2-3 | 200 | 800 | 1800 | 4000 | 2 per line |
4-5 | 300 | 1200 | 2700 | 6000 | 3 per line |
6-7 | 400 | 1600 | 3600 | 8000 | 4 per line |
8+ | 500 | 2000 | 4500 | 10000 | 5 per line |
If a line clear is also a Perfect Clear, a 10x multiplier is applied to the awarded points.
Original Nintendo scoring system
This system is a version of the BPS system with a level multiplier incorporated. It was used in Nintendo's versions of Tetris for NES, for Game Boy, and for Super NES, as well as in Bullet Proof Software's versions beginning with Tetris 2 + Bombliss, though with minor variations in the score for soft drops.
Level | Points for 1 line |
Points for 2 lines |
Points for 3 lines |
Points for 4 lines |
---|---|---|---|---|
0 | 40 | 100 | 300 | 1200 |
1 | 80 | 200 | 600 | 2400 |
2 | 120 | 300 | 900 | 3600 |
... | ||||
9 | 400 | 1000 | 3000 | 12000 |
n | 40 * (n + 1) | 100 * (n + 1) | 300 * (n + 1) | 1200 * (n + 1) |
For each piece, the game also awards the number of points equal to the number of grid spaces that the player has continuously soft dropped the piece. Unlike the points for lines, this does not increase per level.
Game-specific Differences
The following is a list of games that use this system, along with notes and differences:
- Tetris (Game Boy): Awards points for soft dropping based only on the last press that leads to a lock; any earlier soft drops are not counted.
- Tetris (NES, Nintendo): Awards points for soft dropping based only on the last press that leads to a lock; any earlier soft drops are not counted. Soft dropping points are buggy due to a miscoded BCD addition. Level multiplier is based on the level after the line clear, not before (as in other games in this list).
- Tetris 2 + Bombliss: Awards 0-5 points if piece is soft dropped based on the amount of time the soft drop button is pressed. Tetrises from level 54 onwards are affected by integer overflow and as a result score much less (e.g. lv. 54 Tetris scores 66000-65536 = 464 points).
- Super Tetris 2 + Bombliss (research pending)
- Tetris & Dr. Mario: Level multiplier is based on the level after the line clear, not before. Multiplier stops increasing after level 9 (hence capped at 10).
- Super Tetris 3: Awards 0-6 points if piece is soft dropped. Standard mode is scored as in BPS Tetris. See the game article for details on Magicaliss scoring.
- Tetris X: Does not score dropping pieces.
- Tetris 64: Has no level multiplier. Does not score dropping pieces.
- Tetris DX: Awards points while pieces are being soft dropped. Level multiplier stops increasing after level 20 (hence capped at 21).
- SuperLite 1500 Series: The Tetris: Does not score dropping pieces. Awards a fixed 1,000,000 point bonus for a perfect clear.
- Tetris Worlds: Popular mode (GBA version) only. Base score assigned to level 1, thus level multiplier is (level) not (level + 1). Awards points for soft dropping based only on the last press that leads to a lock; any earlier soft drops are not counted. Hard drops are scored the same as soft drops.
- Tetris (WonderSwan Color): Base score assigned to level 1. Does not score dropping pieces. Awards a fixed 1,000,000 point bonus for a perfect clear.
- Minna no Soft Series: Tetris Advance: 1.5× multiplier for back-to-back Tetrises.
- Tetris Kiwamemichi: Level multiplier is based on the level after the line clear, not before. More research pending.
- Tetris Effect: Connected: In the multiplayer Classic Score Attack mode, the player can allow T-Spins to score points in Local and Friend matches. A T-Spin Single scores 640 × (level + 1), and a T-Spin Double scores 1300 × (level + 1) if T-Spins in the scoring template is set to 100%.
Many fangames use this system as well. The following are some notable examples:
- DTET: Has a combo multiplier of 1 + 0.5*(length of combo - 1) that applies to the whole combo; as a result, line clear scores are only awarded at the end of a combo. Scores for dropping pieces increase by level (research pending).
- N-Blox: Base score assigned to level 1. Drop points are based solely on the distance the piece falls regardless of whether it was manually dropped or not.
Tetris 4D uses a version of the system with all point values doubled.