The reason it's been marked has been given as: "Needs to be expanded further, the article could have score lists from each possible game, which can be documented either with simple ordered lists or complex tables. Manuals and strategy guides could be used as possible references." Please discuss this issue on its talk page or replace this tag with a more specific message.
This article is incomplete and in need of attention.
Please follow the guidelines in the Manual of Style and help the Sonic News Network by expanding this article. Remove this message when finished.
Points are abstracted units in the Sonic the Hedgehog series. They refer to the measuring system used for evaluating a player's performance during the gameplay. Points are acquired by collecting items, defeating enemies and bosses or performing different actions or other ways. The total of all points are calculated in-game as the score. After reaching the goal of a level, all point counters are then aggregated to the total score.
A score system has been a part of the series since the beginning, in Sonic the Hedgehog (1991), with virtually every game following suit.
Throughout the Sonic the Hedgehog video game series, points have referred to an abstract quantity associated with the player. During gameplay, various actions can raise the number of points the player have. Such actions include collecting different items like Rings, hitting breakable objects, utilizing gimmicks like the Rainbow Rings, defeating enemies or bosses, or executing certain tricks like Trick Actions or Real-Time Interactions. Number notifications are usually seen on the screen afterwards, either popping out the collected item, destroyed target or close to the HUD. Earning a specific amount of points may grant the player extra lives or clear specific achievements/missions. In certain games, the player can multiply the points earned by hitting/defeating multiple enemies or breakable objects in a row. Providing multiple hits can as well result in a Combo which will grant more points the longer it last. In later games such as Sonic Adventure 2, Sonic Heroes and Sonic the Hedgehog (2006), the player can also earn variable trick points with classifications from events like defeating enemies consecutively or performing certain moves, such as the Light Speed Dash.
Depending on the game, when the player reaches the end of a level, the end-of-level tally is split into different categories based on the HUD point counters and/or other gameplay elements. Like previously mentioned, the player can earn extra lives, Continues or other features while the acquired points are calculated during the aggregation of the total score. Evaluation-wise, Points are used as quantitative indicators of success in gameplay, and in most games, the quantity of points determines what rank the player will get at the end of a level. In games such as Sonic the Hedgehog (8-bit), the final score tally aggregates all total scores from each Act of the game (including the Special Bonuses for each completed Special Stage) after the player has cleared the whole game.
Certain parts of the games may operate with their own score systems, such as Special Stages, Bonus Stages or mini-games, where the player earns points in a similar fashion, usually from Ring bonuses. In Special Stages specifically, the scores earned here will be calculated into the total score after exiting one. Different multiplayer modes may also award the players with points for their respective scores, which are tallied up upon finishing the multiplayer modes and may affect the selection of the multiplayer mode's winner. Arcade games may also feature high score lists which players can get their name on by getting enough points after clearing the gameplay.
*Action Stages with E-102 Gamma have timer counting down. Time Bonus is calculated based on remaining time after the player passes through the Action Stage. Big the Cat does not receive Time Bonuses in his Action Stages.
** The score multiplies as the player passes through multiple gates constantly.
Sonic Adventure 2
Emerald Shards: Depending on how fast the player locates and collects Emerald Shards the number of points granted when they find it will be higher (although it will decrease if the player used any Hint Boxes), with the highest being 2000 points.
Lock-on: Depending on how many enemies and targets the player locks onto at once, the amount of points they will be given will increase accordingly once the targets are all destroyed. The maximum point award are 2000 points at eleven lock-ons and above.
Tricks: Starting with Sonic Adventure 2 and onward, the player can earn points from executing tricks and Trick Actions in certain areas and after jumping off certain gimmicks. The highest points here is 1000 points.
Enemies: Depending on the number of enemies defeated in a chain, the player is awarded with different amount of points each with a different classification. Mostly in Lock-on stages involving Eggman and Tails.
Power Cores: If the player reaches the maximum amount of three Power Cores for any character, any other Power Core they collect will simply result in bonus points. For example, if the Speed Type character is at full power and a blue Power Core is collected, that Power Core provides points.
Shadow the Hedgehog
In Shadow the Hedgehog, aside from the stages' Normal score (which takes points from collecting Rings, touching Item Boxes and so on), there are also two separate scores for Hero and Dark which increase based on the actions Shadow performs (eg. defeating Black Arms enemies or recover GUN Soldiers will net points for the player's Hero score, while defeating GUN Soldiers will grant Dark score points).
The final stage score depends on the mission completed; the score gained from completing a Normal Mission is not affected by the Hero or Dark scores (and is simply the sum of the normal level score and time bonus) while the final score given when completing a Hero or Dark mission is calculated as follows:
Hero Mission: $ Normal Score + Time Bonus + Hero Score - Dark Score $
Dark Mission: $ Normal Score + Time Bonus + Dark Score - Hero Score $
Environmental Objects: In Shadow the Hedgehog, destroying environmental objects can grant points. Depending on what the player destroys, they will either be granted Hero points or Dark points, although the majority of environmental objects that can be destroyed grant Normal points.
First chain: 200, 500, 900, 1,400, 1,900, 2,400, 2,900 points.
Second chain: 100, 250, 450, 700, 950, 1,200, 1,400 points.
Rings: One Ring equals ten points in score, but one collected Ring gives 100 points in total result.
Rainbow Rings: By going through a Rainbow Ring, one can collect points with a "Great!" word. One Rainbow Ring gives 100 points, two give 2600, while three give 4600, 8000, 12000 etc..
Town missions' Dash Rings: 100 points
Bronze, Medals, and Disks: 1000 points
Enemies groups: If a group of robots are destroyed at once by objects like the Explosive crates or Cylinders, or by destroying the group's leader, the player is given certain points depending on the number of them. For example; three enemies can give 600 points, four enemies give 1100 points, five or more enemies can give 1600 points, though it is no constant. As in a section of Sonic's Aquatic Base, three robots can give 1600 points after activating a Cylinder, activating another one near another three robots gives 2800, then 4400, and finally 7400 with a "Radical" word, after destroying a total of twelve robots in a group of three simultaneously.
Boss: After defeating a boss, the player is awarded with 10000 points in his score points. Note that during Mephiles' first and second boss battle, the shadows around the arena give no points when destroyed.
Clearing stage points: Depending on the points collected and computed in the total score at the end of each stage, the player is given a Rank. Based on that Rank, the player is awarded with a specific amount of Rings he can use to buy upgrades from the Shop.
Rainbow Ring: Just like Sonic the Hedgehog (2006), the Xbox 360/PlayStation 3 version awards points for getting through a Rainbow Ring, starting with 1000 points for each one or for just the first one. Note though that the previous accessed Rainbow Ring will not award points again, and the Dash Rings give no points at all.
Action Chain: On the Wii/PlayStation 2 version, the player is given points depending on the number of destroyed robots, getting through several Rainbow Rings, or doing the both in a success. On the Xbox 360/PlayStation 3 version, the player is given more points if they destroyed a chain of similar robot models (mostly 200 points or slightly more).
Drift Bonus: If the player Drifts in the Wii/PlayStation 2 version, he/she gets points depending on his performance of that Drift. But instead of being calculated into the total score, the points are added on the Boost Gauge to either fill a slot or part of it.
Ring Bonus: While Rings do not compute on the player's score on the Xbox 360/PlayStation 3 version, it is calculated on the result, where every Ring is worth 1000 points.
Rainbow Ring/Dash Ring: Grants 5,000 points when used, although the same ring does not give points twice, unless the player loses a life.
Checkpoint Bonus: Grants 2,500 points when passed. For each consecutive Checkpoint passed, this score will double from 2,500 to 5,000 points, to 10,000 points, to 20,000 points, to 40,000 points, to 80,000 points, to 160,000 points, to 320,000 points, and finally 640,000 points for the ninth consecutive Checkpoint or more.
Blue Medal: 3,000 points per medal.
Destructible objects: 100 points per object. 3,000 points per object that require a Color Power to break.
Retrieved Rings: 10 points per recollected Ring.
Normal Rings: 200 points per Ring.
Super Ring: 2,000 points per Super Ring.
Trick Jump: Points depend on number of tricks executed; one trick = 1,000 points, two tricks = 2,000 points, three tricks = 4,000 points, four tricks = 8,000 points, and five tricks = 10,000 points.
Color Powers: Points given for maintaining a Color Power form:
Yellow Drill: Gives 4,000 points per second for being in that form, although the upper limit for how many times this bonus will work is at 400,000 points.
Cyan Laser: Gives 5,000 points per deflection. Max deflection possible is ten, and the maximum points are 400,000.
Pink Spikes: 3,500 points for every second attached to floors and walls in Pink Spikes form. And the maximum points are 400,000.
Orange Rocket: 27,000 points for every second in this form. And the maximum points are 400,000.
Green Hover: 10,000 points for every second in this form. And the maximum points are 400,000.
Purple Frenzy: 8,000 points for every second in this form. And the maximum points are 400,000.
"No Miss" Bonus: This bonus is awarded based on the number of times the player loses a try when clearing a stage. It decreases each time the player loses a try and drops to zero if the player loses five tries. The "No Miss" bonus points available changes with the length of the stage:
No Miss" Bonuses
Time Score: There exists a score named the "Base Clear Score" for each Act which the game deducts a specific number of points (dubbed the "Deduction Score") per second from until the Act is cleared. When the player clears an Act, the game calculates the Time Score as follows: Time Score = Base Clear Score - [Deduction Score x Stage Clear Time (in seconds)]. Both the "Base Clear Score" and the "Deduction Score" changes according to the length category of the stage.
Asteroid Coaster boss parts: The Frigate Skullian's Upper disk, Right Gun seat, Left Gun seat, Right Light, Right Engine, Left Engine each give 7 x 100,000 points upon their destruction using the Homing Attack. The boss's seven parts for the first time can be destroyed in a single shot when the player unleashes Orange Rocket underneath the ship the: Rear Searchlight x6, Warp Device x1, which gives 7 x 30,000 points. For the second time of the battle, the boss has two parts that can be destroyed in a single shot when launching the Orange Rocket underneath the ship: Rear Right Gun Seat, Rear Left Gun Seat, which results in gaining 2 x 100,000 points before its defeat.
Cool Bonus: Amount of points you earn for this bonus depends on number of times you took damage;
# of times
10 or More
Crystals: Gathering Crystals grants varying amounts of points depending on the Crystal's size and color. Regardless of size, blue crystals give the least points, green crystals give more points, and red crystals give the most points.
Animals: Grabbing the Animals that come out of badniks will grant the player varying amounts of points. Certain character types such as the Rose and Wild Type increase the number of points collecting Animals give.
Distance: Points are granted for each meter traveled. Certain character types, such as the Hero and Wild Type, increase the number of points earned for covering more distance.
Collectibles and Gimmicks
Rings: 100 Points for each collected Ring.
Wisp Capsule: 800 Points. 0 Points if it contains Wisps that don't match the Avatar's current Wispon.
Star Post: The first post you activate awards you 5,000 points. Each consecutive Star Post doubles the bonus, i.e. the second checkpoint gives you 10,000, the third gives you 20,000, the fourth gives you 40,000, and so on.
Additionally, there is an unused sprite found inside the files of the final game that contain words for multiple set of points meant to be given to the player, along with scrapped ones, indicating the game was going to have a bonus points system similar to that of Sonic Adventure 2.
↑Even though this Bonus Point's icon states it gives 100 points, its real value is only 10 points each. The other Bonus Points marked with 1000 and 10000 points each are accurate.
↑Egg Rocket Zone has a reversed calculating timer that is set to a five minute mark. This time limit appears three times in the Zone and will reset two times during the progression of the Zone. Despite this, the game calculates the Time Bonus like in previous Zones.