Difference between revisions of "Ratings"

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:'''Example''': In the August 1992 issue of Mega Play, ''[[Kid Chameleon]]'' receives scores of 7, 7, 8 and 8. The mean average of these numbers is 7.5, which is then converted to 75.
 
:'''Example''': In the August 1992 issue of Mega Play, ''[[Kid Chameleon]]'' receives scores of 7, 7, 8 and 8. The mean average of these numbers is 7.5, which is then converted to 75.
  
[[Category:Sega Retro]]
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[[Category:Retro Manual of Style]]

Revision as of 07:53, 15 June 2015

Rating systems from magazines use only the final percentage score given by a publication, even if the magazine ranks individual components of a game such as music or graphics.

A-F ranking systems

In order to calculate reviews which use A-F rankings, we have adopted a numerical conversion chart keeping in line with those used on aggregate sites such as Metacritic and Mobygames. This allows for simple calculation of a game's review on a 100-point scale.

Letter Value
A or A+ 100
A- 91
B+ 83
B 75
B- 67
C+ 58
C 50
C- 42
D+ 33
D 25
D- 16
F+ 8
F or F- 0

Aktueller Software Markt

Reception scores for Aktueller Software Markt are calculated by taking the mean score from the five rankings the magazine gives: Grafik, Sound, Spielablauf, Motivation, and Preis/Leistung. This average is then multiplied by 10 to calculate the final score.

Example: After Burner for the Sega Master System receives scores of Grafik 9, Sound 6, Spielablauf 7, Motivation 8, and Preis/Leistung as 8. These numbers are averaged together to give 7.6, then multiplied into 76, the final score.

CD Consoles

French magazine CD Consoles initially used a system of "stars" divided into five sections; "Créativité", "Jouabilité", "Graphismes", "Son" and "Potentiel". Each section could be awarded a maximum of five stars, giving a possible 25 stars in total. The given score (in stars) should be multiplied by four to get the final score.

Later magazines opted for a pseudo-percentage system instead.

Electronic Gaming Monthly

The very first issue of Electronic Gaming Monthly graded games as "near hit", "hit" and "direct hit". Assuming there was an unused "miss" score, these are taken to mean 50, 75 and 100 percent respectively.

Reception scores for subsequent issues of Electronic Gaming Monthly are calculated by taking the average of the three or four (depending on the era) review scores given by each reviewer and determining the mean average. From there, the decimal is carried from a 10 point system to a 100 point system. After April 2008, review scores switched to an A-F ranking system and should be calculated by the previously mentioned chart, and again, the mean average should be derived for the final score.

Example 1: In the July 1991 issue of EGM, 688 Attack Sub receives scores of 5, 6, 6 and 4. The mean average for these numbers is 5.25. This is carried to a 100-point system and made to 53.
Example 2: In the December 2007 issue of EGM, Sega Rally Revo receives scores of 7.5 from Gord, 7.0 from John and 7.0 from Greg S. These three scores give a mean average of 7.1667. This is rounded to 7.2, then carried to a 100-point system of 72, resulting in the final score given by the magazine for that game listed on the page.
Example 3: In the April 2008 issue of EGM, Sega Superstars Tennis receives scores of B- from Andrew P., C+ from Ray, and C from Joe. These scores are translated to 67, 58, and 50, and then averaged to become 58, the score for the magazine listed on that page.

GamePro

Reception scores for GamePro are calculated by taking the four 0-5 ranked ratings (Graphics, Sound, Control and Fun Factor), deriving the mean average of the numbers, and multiplying that number by 20. Please note that this method of calculation is different than most websites, which base their meta-ranking off the "Fun Factor" score exclusively.

Example: In the May 1994 issue of GamePro, Asterix and the Great Rescue receives a 4.5 for graphics, 3.0 for sound, 3.0 for control, and 4.0 for fun factor. These numbers are averaged to get 3.625. This is then multiplied by 20 to get 72.5, which is rounded up to 73.

Mega Play

Reception scores for Electronic Gaming Monthly are calculated by taking the average of the four review scores given by each reviewer and determining the mean average. From there, the decimal is carried from a 10 point system to a 100 point system.

Example: In the August 1992 issue of Mega Play, Kid Chameleon receives scores of 7, 7, 8 and 8. The mean average of these numbers is 7.5, which is then converted to 75.