Attack from Mars is particularly noteworthy.In Spanish-speaking countries, pinball machines have obtained the nickname "máquinas de millones". Machines routinely display scores in the millions, and often even greater, depending on the machine. The most visible use of this trope lies in the Pinball medium, hence it being the Trope Namer.See also Advanced Tech 2000, another area in which extra 0s are added for the Rule of Cool. even if the relative value would make it equivalent to a 15 point item using a reduced currency count. The same reasons apply, though we feel special and powerful if we can casually buy something that costs 1500 (whatevers). Compare Money for Nothing, where this applies to currency instead of points. The point-value equivalent of Rank Inflation. This has the effect of undermining the "idle" component, as a year's worth of passive play might be equal to only an hour's worth of active play, as upgrades increase the rate of increase exponentially. Idle games released in the early 2020s have used notations that include more Es to raise 10 to additional powers of 10 and then the exponent as a way or the F notation to show how many times the number is raised to the power of 10, like Exponential Idle letting you gain over ee40,000 dollars (that's 10^(10^40,000)), or The Prestreestuck instead making the point limit F1.8e308 (the number next to F showing that it's 10^(10^(10^(10^(10. Some games come very close to the 1.8 × 10 308 limit of a CPU's 64-bit rational number register, displaying such numbers in programmer's notation like 1.8e308 other games like Antimatter Dimensions have custom code to go beyond this limit, and even the exponent becomes subject to pinball scoring, with numbers like 1e200,000,000 becoming commonplace. Idle games tend to take this to the extreme, with typical games like Cookie Clicker often having counts eventually ranging from the quintillions to the decillions. 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. 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. Finally, from game design standpoint, more granular points allow for more intricate scoring rules. 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. Not only it communicates a feeling of achievement, but 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). 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. 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. 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. 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. 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. We like big numbers, yet are also somewhat bad at them, especially in comparison on the fly. One reason these inflated point counts happen is due to a handful of natural human biases. When used this way, the score is really more like two scores placed end to end. Examples include number of combos hit, or times you continued when your game would otherwise be over. 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. note (Unlike in the West, East Asian languages subdivide numbers four digits at a time, rather than three.) 万 ( man) is ten thousand, 億 ( oku) is one hundred million, and, if you're lucky, you may see 兆 ( chou), or one trillion. If the game is in Japanese or Chinese, scores will sometimes have digit separator kanji to keep scores readable.
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