Scoring Rounds
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Scoring Rounds

Technical Details


The goal of scoring is to have each round equate to 100 points, if answered correctly in an average amount of time by a single player. This is a simple task with Games A, D, F, G, H, I, J, K, L, N, S and V.

With Games B, C, O and P and Games E, M, U and R in the Check Button Mode, it can be done by creating a **Power Factor**. A Power Factor is the power you would have to take a designated number too, for it to equal 100.  In the case of the number 10, it would be the number 2, because 10 raised to the second power is 100. With 5 items it is 2.86, with 7 item it is 2.365 and with 14 item it's 1.745. For example, if there are 4 items the number would go 1,10,38,100. With 10 item 1,4,9,16,25...

With Games T and Q and Games E, M, U and R in Non Check Button Mode this becomes somewhat problematic. A player has a continuous amount of material to work with. When one screen is empty, a second appears etc. One solution is to come up with a number of items that a reasonable person could answer in 90 seconds and factor a progression of numbers to add up to 100. But what would this number be? It could be one screen worth, two screens worth, a half screen worth. It would be different for different people. Our solution is to make it one screen in every case.

The formula we came up goes back to the Power Factor above. It is the difference between the present power number and the last power number. For example, if there are 10 items, (the power factor is 2) and the forth item is being scored, the amount is 4 squared - 3 squared [16 - 9] or 7. So 7 points would be awarded for getting the forth item right. To prevent a total run away, the top number is the last number in the progression to equal 100. In the case of 10 items it would be 100 - 81 or 19.

If you are still reading this, you are really into number scoring theory.  One of our proof readers fell asleep and hit her head on reading this web page.