Points are abstracted units in the Sonic the Hedgehog series. They refer to the measuring system used for evaluating a player's performance during gameplay. Points are acquired by collecting items, defeating enemies and bosses, or by performing different actions. There are a multitude of different ways to collect points, with each game featuring different gimmicks. The total of all points is 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, with this being the original Sonic the Hedgehog, and virtually every game has followed suit.
Throughout the Sonic the Hedgehog 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. Additionally, most 3D games will reset the score back to 0 when losing a life.
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.
Rings: Collecting one Ring adds 10 points to the score.
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, like rails or ramps. The highest score class and thus points here is 1000 points.
Objects: Destroying objects like wooden boxes adds 20 points to the score per destroyed object.
Emerald Shards: Depending on how fast the player locates and collects the objective items (Emerald Shards, Chaos Emeralds and gate keys), the score class and thus the number of points granted, when they find it will be higher (although it will decrease by one stage per used Hint Box). The points earned from collecting the first objective item is based on the stage's elapsed time, then for all subsequent items, the score is based on the time taken to collect the current item after the previous item. The highest possible score is 2000 points which requires the objective item to be collected within one minute. In addition to this score, a base score of 500 for collecting the objective is also added.
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 is 2000 points at eleven lock-ons and above.
Enemies: Defeating enemies gives varying points based on enemy type with one notable one being the Gold Beetle of which there is one per level giving 1000 points. Depending on the number of enemies defeated in a chain, the player is also awarded with different amounts of points, each with a different classification.
Time Bonus: 10000 - 20 x N, where N equals each second that passes after reaching 1:00.
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).
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 1000 points, two give 2600, while three give 4600, 8000, 12000, and so on.
Enemy 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 points depending on the number of them. For example; three enemies give 600 points, four enemies give 1100 points, five or more enemies give 1600 points, though it is not consistent. 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. Enemies that respawn after a set period of time do not award points.
Breakable objects: 20 points. Objects that respawn after a set period of time do not award points.
Boss: After defeating a boss, the player is awarded with 10000 points. Note that during Mephiles' first and second boss battle, the Shadows around the arena give no points when destroyed.
Stage Results Screen
Time Bonus: Every Stage and Boss starts with a "Base Clear Score", then for every second that passes a "Deduction score" is deducted until the time bonus reaches 0 Points. When the player clears a Stage, 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" vary by Stage and Boss. The Deduction Score is 40 for every main stage except Sonic's Kingdom Valley, where it is 80. It is also 80 for all Bosses.
Stage clear 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.
Sonic and the Secret Rings uses Experience Points (EXP) instead of the usual Score Points. There is no EXP Counter and EXP is only given after completing a Mission.
Mission Complete Screen
Enemy Bonus: 50 Points per defeated Enemy, except Bosses. Reset to 0 upon death.
Ring Bonus: 1,000 - 5,000 points depending on the amount of the Rings.
Trick Bonus: 1,000 - 20,000 points.
Time Bonus: 5,000, 20,000, 35,000, 45,000, 55,000, 65,000 75,000, 80,000, or 85,000 points. The Bonus starts at 85,000 points and reduces by one stage every 5 or 10 seconds after an Act specific cutoff. This means the minimum of 5,000 points are given 35 or 70 seconds after the cutoff. For normal Acts the score stage gets reduced every 10 seconds, but for Hidden Islands it varies.
Ring Bonus: 1,000 - 5,000 points depending on the amount of the Rings.
Time Bonus: 10,000 - 45,000 points, varies by boss.
Rankings
Total Score
Rank
Act
Boss
100,000 - 110,000
50,000
80,000 - 99,999
40,000 - 49,999
30,000 - 79,999
30,000 - 39,999
< 29,999
Sonic Unleashed
Xbox 360/PlayStation 3
Miscellaneous
Rainbow Ring: Going through a Rainbow Ring awards the Player with 1,000 points. Previously used Rainbow Rings will not award points again, and Dash Rings give no points at all.
Action Chain: In Daytime stages if the player destroys enemies in succession, each enemy after the first gives 300 extra points.
Real-Time Interactions bonus: When jumping off of blue springs, Trick Jump Panels, or encountering Tornado Defense's robot troops, Real-Time Interactions are activated. Depending on their performance, the player will be awarded with a different quantity of points.
Stage Results Screen
Time Bonus: Every Act starts with a "Base Clear Score", then for every 0.01 seconds that passes a "Deduction score" is deducted until the time bonus reaches 0 Points. 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 0.01 seconds)]. Both the "Base Clear Score" and the "Deduction Score" vary by Stage, Act and Boss.
Ring Bonus: While Rings do not compute on the player's score, they are calculated on the result, where every Ring is worth 100 points.
Enemy Score: In Daytime stages this is part of the Score shown on screen, together with the Trick Score, while in Nighttime stages this is the only type of score that is shown on screen. This bonus depends on the defeated enemies in a stage.
Speed Bonus: Only in Daytime stages. Every time Sonic crosses a checkpoint an SPD value is shown measuring Sonic's speed. Each checkpoint determines the points this gives differently. At the Result Screen all these points together form the Speed Bonus. If Sonic loses a life the total SPD points are reset to 0.
Trick Score: Only in Daytime stages. This Score is part of the score shown on screen, together with the Enemy Score. This score includes Points given from Rainbow Rings and Real-Time Interactions.
Combo Bonus: Only in Nighttime stages. Combos are activated and maintained through attacking enemies with Skills. When building a combo, a counter for the current number of hits accumulated named the "Combo Counter" appears on the right side of the screen. Depending on the amount of Hits at the end of a Combo different amounts of Points are given.
Combo no.
Points
11
100
26
300
51
500
76
750
101
1000
126
1500
151
1750
176
2000
201
2500
226
3000
251
3500
301
4000
351
4500
401
5000
451
7500
501
10000
551
11000
601
12500
651
15000
701
17500
751
20000
801
25000
851
30000
901
40000
951
50000
1001
100000
1251
150000
1501
200000
2001
250000
2501
300000
3001
350000
3501
400000
4001
450000
4501
500000
5001
300000
6001
350000
7001
400000
8001
450000
9001
500000
9999
1000000
Crush Bonus: Only in Nighttime stages. This Bonus depends on the amount of Objects broken in a level.
Time Bonus: It is calculated as: Time Score = Base Clear Score - [15 x Stage Clear Time (in 0.01 seconds)]. The Base Clear Score varies by Special Stage.
Time Bonus: It is calculated as: Time Score = Base Clear Score - [Deduction Score x Stage Clear Time (in 0.01 seconds)]. The Base Clear Score and Deduction Score both vary by Act and Boss.
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.
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, the maximum points are 400,000.
Pink Spikes: 3,500 points for every second attached to floors and walls in Pink Spikes form, the maximum points are 400,000.
Orange Rocket: 27,000 points for every second in this form, the maximum points are 400,000.
Green Hover: 10,000 points for every second in this form, the maximum points are 400,000.
Purple Frenzy: 8,000 points for every second in this form, 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:[17]
x
Stage length
Very short
Short
Medium
Long
Boss
Lost tries
0
150,000
280,000
450,000
650,000
1,000,000
1
112,500
210,000
337,500
487,500
750,000
2
97,500
182,000
292,500
422,500
650,000
3
30,000
56,000
90,000
130,000
200,000
4
15,000
28,000
45,000
65,000
100,000
5
0
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.[17] If the Time Score hits 0 at any point during the level, the score will be indefinitely locked and more points cannot be earned under any means, lowering the chance that the player will get an S-Rank. When this happens, a red text will appear under the score, reading "Time Over" and will persist until the level is restarted or exited. Losing a life will not remove this effect, but will still reset the score back to 0.
Starlight Carnival boss parts: 7 (the number of destroyed parts) x 100,000 points.
Submarine Crew: 10,000 points each.
Asteroid Coaster boss parts: The Frigate Skullian's upper disk, right gun seat, left gun seat, right light, right engine, and 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.
Nintendo DS
End-of-Zone tally
Ring Bonus: 1,000, if the Player has Rings at the End of an Act + 20 points per Ring.
Wisp Bonus: 130 points per collected Wisp. Collecting any Wisp Capsules, defeating Enemies and hitting Bosses give Wisps. Enemies give 1 Wisp, but that increases, the more Enemies in a chain the Player defeats.
Time Bonus: It is calculated as: Base Clear Score - [Deduction Score x Stage Clear Time (in 0.01 seconds)], this is then rounded up to be divisible by 10. That is the Time Score. The Base Clear Score and Deduction Score both vary by Act and Boss.
Orb Bonus: 0 - 50,000 Points based on the number of Orbs collected.
Chain Bonus: 0 - 10,000 Points based on the highest Orb Chain achieved.
Missions
Score: The Score in Missions is based solely on the given Clear Time. The Score is calculated as: Multiplier x Clear Time (in 0.01 seconds). The Multiplier varies by Mission.
Ring Bonus: 50 points per Ring up to a maximum of 5,000 points at 100 Rings.
Time Bonus: It is calculated as: Base Clear Score - [Deduction Score x Stage Clear Time (in 0.01 seconds)], this is then rounded up to be divisible by 10. That is the Time Score. The Base Clear Score and Deduction Score both vary by Act and Boss.
Ring Bonus: 1,000, if the Player has Rings at the End of an Act + 10 points per Ring.
Time Bonus: It is calculated as: Time Score = Base Clear Score - [Deduction Score x Stage Clear Time (in 0.01 seconds)]. The Base Clear Score and Deduction Score both vary by Act and Boss.
Time: 207,500 - [25 x Stage Clear Time (in 0.01 seconds)].
Boost Bonus: Points based on the time that Boost was used.
Minimum Score
Rank
80,000
60,000
40,000
20,000
0
Shadow Generations
End-of-Zone tally
Ring Bonus: 10 points per Ring up to a maximum of 1,000 points at 100 Rings. Action Stage only.
Time Bonus: It is calculated as: 50,000 - [Deduction Score x Stage Clear Time (in 0.01 seconds)], this is then rounded up to be divisible by 10. That is the Time Score. The Base Clear Score and Deduction Score both vary by Act and Boss.
Cool Bonus: The amount of points that are earned for this bonus depends on number of times the player took damage.
0 hits: 10,000 points.
1 hit: 9,000 points.
2 hits: 8,000 points.
3 hits: 7,000 points.
4 hits: 6,000 points.
5 hits: 5,000 points.
6 hits: 4,000 points.
7 hits: 3,000 points.
8 hits: 2,000 points.
9 hits: 1,000 points.
10+ hits: 0 points.
Sonic Runners
This section requires an expansion.
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.
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.
Death Egg Robot's missiles during the Avatar's phase: 300 Points.
Sonic Speed Simulator
This section requires an expansion.
Sonic Speed Simulator handles points slightly differently, instead of being reset every level you complete, it accumulates over time. It only appears in the Tornado Assault level.
Balloon: 3 Points
Badniks: 10 Points
Sky Rings: 15 Points
Ring Bonus: 1 Point per Ring
Time Bonus: TBA
Sonic Frontiers
This section requires an expansion.
In Sonic Frontiers although Cyber Space stages, the Cyber Space Challenge, and the Battle Rush do not use a point and score system, instead opting to give ranks by clear time only, Action Chain Challenges use a point system.
Trivia
Although the Xbox Live Demo of Sonic the Hedgehog (2006) gives points for using the Light Dash, this was not carried over to the final version.
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.
Notes
↑Even though this Secret Bonus' icon states it gives 100 points, its real value is only 10 points each. The other Secret Bonus icons with 1000 and 10000 points each are accurate. This issue was fixed in the 2013 remaster.
↑ 2.02.1When coming in contact with the group of Drop Targets, hitting the third and any other Drop Target on the group afterwards for the third time grants 500 points.
↑ 3.03.1This is calculated by taking 10,000 points and subtracting 100 times the time needed to complete the Act, rounded down to the nearest 10 seconds. This means a Time of 0:59 gives 10,000 - 100 x 5 = 9,500 points, and a Time of 1:00 gives 10,000 - 100 x 10 = 9,000 points.
↑A Stage is started with a TIme Bonus of 5000 from which 10 is subtracted every second until reaching 0. If a Stage is finished in under 1 minute the full 5000 are given anyway.
Action Stages with E-102 Gamma have a 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.
↑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 total time needed to beat the Zone is used for the Time Bonus, but with 3 minutes added to the usual Time requirements.
↑The timer subtracts 80 points for every second used, from 1 minute and 31 seconds until 10 minutes and 25 seconds. However, if the player completes the stage in 1:30 or less, the player is awarded 50000 points.
↑If a Stage is completed in over 10:25, no Time Bonus is awarded.