Head It: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
Small fix to the combo scoring; a combo of 150 only gives 50 points.
(Small fix to the combo scoring; a combo of 150 only gives 50 points.)
Line 21: Line 21:
Hitting a ball in the sweet spot is normally worth 3 points, while hitting it imperfectly is worth 1 point. Building up a long enough combo will activate a "Fever" multiplier, though, that makes each hit worth twice as many points. The progress towards this multiplier is marked by a rainbow that appears in the sky in the top screen. In the Easy difficulty, this rainbow first appears with the first hit of a combo, while in higher difficulties it only appears after the third hit; after that, the rainbow will periodically grow larger until, with the last required hit, the word <sc>FEVER</sc> will appear on the rainbow. The combo length required to achieve "Fever" is 5 hits for the Easy difficulty and 15 for higher difficulties. The Fever multiplier does not apply to the combo hit that activates it, however. Missing a ball will reset the rainbow and multiplier along with the combo.
Hitting a ball in the sweet spot is normally worth 3 points, while hitting it imperfectly is worth 1 point. Building up a long enough combo will activate a "Fever" multiplier, though, that makes each hit worth twice as many points. The progress towards this multiplier is marked by a rainbow that appears in the sky in the top screen. In the Easy difficulty, this rainbow first appears with the first hit of a combo, while in higher difficulties it only appears after the third hit; after that, the rainbow will periodically grow larger until, with the last required hit, the word <sc>FEVER</sc> will appear on the rainbow. The combo length required to achieve "Fever" is 5 hits for the Easy difficulty and 15 for higher difficulties. The Fever multiplier does not apply to the combo hit that activates it, however. Missing a ball will reset the rainbow and multiplier along with the combo.


The other factor in the main score is a bonus awarded after every tenth combo hit. (This bonus is not affected by the Fever multiplier.) Every tenth combo hit that is not divisible by 50 grants an extra 10 bonus points. Every 50th combo hit, however, grants bonus points equal to the size of the combo.
The other factor in the main score is a bonus awarded after every tenth combo hit. (This bonus is not affected by the Fever multiplier.) Every tenth combo hit that is not divisible by 50 grants an extra 10 bonus points. Every 50th combo hit, however, grants 50 points - except for multiples of 100, which grant 100 points.


At the end of a game, two bonuses may be added to the main score to get the final score (which may be greater than 999 points). One is for the longest combo achieved: the number of bonus points is equal to the size of the combo. The other is for hitting the big ball of yarn at the end of a game in the difficulties below Unlimited: heading this ball perfectly will award 50 bonus points, while heading it late will award 10 bonus points.
At the end of a game, two bonuses may be added to the main score to get the final score (which may be greater than 999 points). One is for the longest combo achieved: the number of bonus points is equal to the size of the combo. The other is for hitting the big ball of yarn at the end of a game in the difficulties below Unlimited: heading this ball perfectly will award 50 bonus points, while heading it late will award 10 bonus points.
5

edits

Navigation menu