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Go Back   Webkinz Insider Forum > Inside Webkinz World > Gamez in Webkinz World > Booger Gets an A
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Old 01-19-2008, 03:59 AM   #1
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Lightbulb Booger's Best Scoring and Trophy Tactics

Booger's Brain - What Makes Him Tick (and give)
Williamson_39

Based on the original hint for a higher score from turtlebratz, I've done some digging into the inner workings of Booger Gets an 'A' and come up with detailed scoring rules. In the process, I've also discovered a few tricks you can use to improve your score, and your trophy chances!

If you've read Random Trophies...EXPLAINED, you'll remember that the trophy is awarded (based on a 1 in 50 random chance) for filling a report card with six checkmarks. You earn a checkmark by collecting all three stickers in a single level. You get those stickers by using corresponding special blocks (Clock, Eraser, and Apple) in a sum. You complete a level, hopefully after earning your checkmark, by finishing the required number of sums (tracked at the top beside your score) before any part of the pile of blocks fills past the top of the grid.

The speed of the blocks increases until about level 8, and both the number and difficulty of sums required increases with each level, so earning your checkmarks on the early levels is the safest way to get a trophy chance. Since you can only get one checkmark per level, the earliest you can earn that chance is on level six (but you don't actually have to finish the level, just get your stickers).

Sounds simple enough, and it is with practice. However, there are some other details to think about - if you have time.

Scoring
Booger gives points in three general categories:
  1. Sums - points are based on the average value of the blocks you use, plus an amount that depends on the level you are on. The actual formula is:

    (average block * 1.5) + (current level) + 3, rounded to the nearest integer

    For example, on level 1, if your target sum is 5:

    3+2: (2.5*1.5) + 1 + 3 = 8 points
    3+1+1: (1.67*1.5) + 1 + 3 = 7 points
    2+2+1: (1.67*1.5) + 1 + 3 = 7 points
    2+1+1+1: (1.25*1.5) + 1 + 3 = 6 points
    1+1+1+1+1: (1*1.5) + 1 + 3 = 6 points

    Note that this means that your score depends on the number of blocks you use in the sum - the fewer the better. There is no difference in points between 4+1 and 3+2 because their average value is the same. But you don't have total control over your scoring opportunities, because the sums you must complete are random (between a min and max that the game defines depending on the level).

    The same points formula applies to the "recess" bonus rounds too.
    .
  2. Special Blocks/Stickers - you receive a bonus for each special block used in a sum (whether or not you have the corresponding sticker already), in addition to the regular points above. The formula is:

    (number of special blocks used) * 2 * (current level)

    For example, if you use two special blocks in a sum on level 4, you will receive 2*2*4=16 bonus points on top of the points for the sum.

    Moreover, if you use all three special blocks in a single sum (even if it includes other numbers too) you get an additional 100 point bonus, but ONLY if you don't already have the checkmark for that level. You can duplicate one or two stickers you already have and still get the bonus, but not all three. 100 points is a big deal per level in this game, especially on the first three levels. I refer to it below as the "trifecta".
    .
  3. Other Bonuses - There is also a level completion bonus (20+(level*5), so 25, 30, 35,... points and so on), and a very challenging "clearing" bonus for clearing every block momentarily (35+(level*10) points). Finally, there is a special KinzCash bonus (10KC independent of your points) if you fill your report card but don't happen to win the trophy.
Together, optimal sums, extra stickers, and the big "trifecta" special block bonus can double your score from around 150 points to as much as 300 points on level one! For example, a lazy sum of 5 on level 1 that you complete with [1+1+1+1+1] and no stickers is worth only 6 points. The same sum, with three stickers as [2+2+1] is worth 7+6+100=113 points! But only once. If you manage to do it again in the same level, you'll only get 13 points.

But be careful if you play a very long game. Ganz has set the "reasonable scoring maximum" at 30,000 points for the game (according to this thread) above which you will not be awarded any KinzCash you have earned. Thanks to Amneris, WesleyKinz, and the expensive trial and error attempts by Stepanek79.

Sticker Tricks
There are some interesting quirks to the method Booger uses to create the special blocks randomly. First of all, the target frequency of Clocks, Erasers, and Apples is 35, 30, and 30 per thousand blocks respectively. Why Clocks should be more common isn't clear, but you can use it to your (slight) advantage - more below.

Most intriguing however is that a block only has a chance to be an Eraser if it does not first become a Clock. Similarly, a block can only be an Apple if it is not already one of the other two. This makes Apples slightly less common than even the intended frequency would allow. You may have noticed that the one sticker you're missing seems to be the Apple more often than the others. Now you know why!

Finally, the special blocks can only appear once each at a time. Only one Clock can be on the grid at any time, for example.

There is a very cool side-effect to this combination of quirks. If possible, DON'T clear any special blocks until ALL of them are visible. Especially if you are waiting for the Apple or Eraser, you have a slightly higher chance of getting the missing one if there is already a Clock showing, because the normal bias (Clock over Eraser over Apple) is removed when the Clock is already on the grid! Avoiding the special blocks until they are all visible is also the only way to earn the 100 point trifecta bonus, so it is doubly worthwhile.

To improve your chances at the trifecta you want to see special blocks with small numbers on them. If you get a couple with a 4 or a 5 on the early levels, you can't fit them in a single sum. So clear them quickly and hope for a better number. This is where the difference in special block frequencies can help you - if you have to choose between a large-value Clock, and a large-value Apple for example, clear the Clock because you are slightly more likely to get another one of those. Be careful not to use all three individually if you can help it though, because the bonus will not be possible for that level if you have already earned a checkmark.

Delaying Tactics
I have a hard time getting beyond level 8 or so unless I play on my old laptop. So I only give myself one level in the first five on which I can afford to miss a checkmark, because I don't like investing the time and not coming out with a trophy chance at least. That means it is vital to be able to extend levels for as long as possible if you are still waiting for a sticker. There are two ways to do this:
  1. Forget the scoring optimization above and click 1s and 2s back and forth to clear rows. You can click anywhere on the grid, so you should not limit yourself to the top blocks. But remember that your life is only as long as the space remaining over the tallest stack, so keep them even! Your preference should always be for blocks from the tallest stacks if you are trying to drag a level out while waiting for a sticker.
    .
  2. Your second choice, if you're out of small numbers, is to use an Eraser if you have one on the screen. However, this may cost you if you are waiting for an Apple, because of the bias mentioned previously. That, and the trifecta bonus is the reason that using an Eraser should be your second choice.
For either of these tactics to work, you need to have remaining sums to work with! On the early levels, I like to manually drop all but a couple of rows right away (by clicking the top row where the blocks appear) and hope to get three useful special blocks that add to less than the maximum sum for that level. If I get all three to appear quickly, then I just do sums until I get one large enough to use all the special blocks at once for the big bonus. After that, I'm free to maximize points for the rest of the level, using as few normal blocks and as many special blocks as possible. It feels great to have that checkmark in the bag early.

If I don't happen to get all three in that first batch of rows, then I start with the delaying tactics to keep rows coming for as long as I need to. Watch your number of sums remaining, DON'T use any Apples (they rob you of needed sums in this scenario), and hang on while you can. Use your other specials as a last resort to buy time. Sometimes you really are out of luck and have to just finish the level without the checkmark and move on, but with 150-200 blocks dropping in a drawn-out level, most of the time you will eventually get that last one. If you do miss a checkmark before the first recess, consider starting over unless you're confident with levels above 6.

Remember also that sometimes the Apple is hard to see, especially on a "3" block. If you've been waiting for a long time, double-check the grid because only one is allowed at a time. It's also possible to accidentally clear it off the bottom row with an Eraser (been there), so be careful!

Final Thoughts
Booger Gets an 'A' is right in the middle of the pack of random trophy games when it comes to how often (or should I say rarely?) you can expect to win the trophy (check out Part II of the Random Trophies thread). But it is higher on the effort scale! If you are having trouble getting your checkmarks, don't let the above details distract you for now. Focus on the sums and practice! Forget about Booger's Brain; this is one of the better games for YOUR brain, and your brain will reward you for it even if Booger doesn't!

That about sums it up. If you have other ideas or alternatives, please post them!

Last edited by williamson_39; 01-22-2008 at 03:42 PM..
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Old 01-19-2008, 07:22 AM   #2
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Default Re: Booger's Best Scoring and Trophy Tactics

We randomly get a trophy if we will the report card. Right? I didn't know that only three stickers could be on a grid at once. Thanks that was helpful.
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Old 01-19-2008, 09:33 AM   #3
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Default Re: Booger's Best Scoring and Trophy Tactics

Wow - thanks for all that information! Wish I could say I was a better game player, but the hints really help. May not get a trophy but at least I'll get a higher score while trying. Thanks again!
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Old 01-19-2008, 12:26 PM   #4
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Default Re: Booger's Best Scoring and Trophy Tactics

It’s so helpful to have these specifics; it's so nice you can share them with us. If I haven't said it lately: I'm glad you exist! I just started playing Boogers in the last week or so, so I am thrilled to find that you and I have the same basic playing strategy. After reading some of the scoring strategies turtleBratz and littlex3red were pointing out, I did try to pay more att’n to the scoring in the last couple days…Booger’s is actually a good quick money earner!

I may have a few small insights to add to the discussion later, but I’ll wait a bit and see if someone else brings them up. Today I’m trying to limit my time on WI and spend more time on WW (and also more time outside in the real world...it’s a beautiful sunny day here where I am). For now, just wanted to comment on a couple of your wonderfully written words of wisdom.

[on the "trifecta"] you get a ADDITIONAL 100 point bonus, but ONLY if you don't already have the checkmark for that level.
Good to know…I recall littlex3red mentioning something along these lines and I was wondering about it this morning when I was playing.

Most intriguing however is that a block only has a chance to be an Eraser if it does not first become a Clock. Similarly, a block can only be an Apple if it is not already one of the other two.
LOL. I really like the phrasing here; it makes the blocks seem like animals being born, when they first are created...a little block comes up and asks “Please, can I be an Eraser?” but is given an emphatic answer of “No, you are already a Clock, and you must remain a Clock. That’s final!” One of the most appealing things about programming is this god-like quality: create a universe (e.g., a game), populate it with objects (e.g., the blocks), and then roll the dice to determine their fate. I wonder if the programmers here intentionally made the Clock-Eraser-Apple hierarchy.

I have a hard time getting beyond level 8 or so unless I play on my old laptop.
Glad to know it’s not just me! I think I maxed out at Level 10 once, when I was real lucky. When I bought my lightning-fast super-streamlined machine, I had no idea I would been putting myself a disadvantage. LOL. I’m actually thinking about resurrecting one of my older machines just to have a better chance.
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Old 01-19-2008, 03:31 PM   #5
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Default Re: Booger's Best Scoring and Trophy Tactics

View Post Originally Posted by jillion
...I wonder if the programmers here intentionally made the Clock-Eraser-Apple hierarchy.
I can't decide if it was intentional or just lazy IFs. It actually has a pretty subtle effect and probably doesn't help much to know about, but I thought it was unusual enough to be interesting, and it really does seem that I'm waiting for that Apple more often than not.
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Old 01-19-2008, 03:37 PM   #6
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Default Re: Booger's Best Scoring and Trophy Tactics

Thank you for more great information! I'm trying to understand this part, though:
View Post Originally Posted by williamson_39
Most intriguing however is that a block only has a chance to be an Eraser if it does not first become a Clock. Similarly, a block can only be an Apple if it is not already one of the other two. This makes Apples slightly less common than even the intended frequency would allow. You may have noticed that the one sticker you're missing seems to be the Apple more often than the others. Now you know why!
How is it possible, based on this, that the Clock doesn't always show up first?
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Old 01-19-2008, 03:54 PM   #7
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Default Re: Booger's Best Scoring and Trophy Tactics

What happens is that the program looks at a new block and first gives it a random chance (35 in 1000) to be a Clock. If that is successful, it puts the special graphic on it and that's that. Only if it fails to become a Clock does the program then evaluate the Eraser chance (30 in 1000). Similarly then for the Apple.

It means that to get an Apple to appear, you have to be lucky enough to not only hit its 30 in a thousand chance, but also NOT hit the Clock, AND not hit the Eraser.

From a probability perspective, this means that the actual value for an Apple is:

P(Apple)*P(NOT Clock)*P(NOT Eraser)

or (.03*.97*.965)=0.028

That's 28 in 1000, which is slightly lower than the 30 in 1000 you get if the Clock and Eraser are already on the grid. As I said, it's a small difference, but you gotta play the odds!

Last edited by williamson_39; 01-22-2008 at 03:37 AM..
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Old 01-19-2008, 03:59 PM   #8
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Default Re: Booger's Best Scoring and Trophy Tactics

View Post Originally Posted by williamson_39
What happens is that the program looks at a new block and first gives it a random chance (35 in 1000) to be a Clock. If that is successful, it puts the special graphic on it and that's that. Only if it fails to become a Clock does the program then evaluate the Eraser chance (30 in 1000). Similarly then for the Apple.

It means that to get an Apple to appear, you have to be lucky enough to not only hit it's 30 in a thousand chance, but also NOT hit the Clock, AND not hit the Eraser.

From a probability perspective, this means that the actual value for an Apple is P(Apple)*P(NOT Clock)*P(NOT Eraser), or (.03*.97*.965)=0.028. That's 28 in 1000 instead of 30 in 1000 if the Clock and Eraser are already on the grid.

As I said, it's a small difference, but you gotta play the odds!
Okay, I see what you mean. Thank you!
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Old 01-19-2008, 04:13 PM   #9
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Default Re: Booger's Best Scoring and Trophy Tactics

How about a Webkinz Games for Dummies book?

I'm sure I need to say... - not literally for all those that just somehow got offended by that comment

You know what I mean don't you Williamson_39?

again...
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Old 01-20-2008, 04:26 AM   #10
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View Post Originally Posted by TheLittleWildKat
How about a Webkinz Games for Dummies book?

I'm sure I need to say... - not literally for all those that just somehow got offended by that comment

You know what I mean don't you Williamson_39?...
I guess this one would be an easier read if it had chapters...I do go on, and on. I don't think it would sell more than a couple of copies though. On the other hand, my mom wouldn't even buy it, so maybe only one.

And even that one - well, I think it'd be silly to waste my money on I book I wrote myself.
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