Posted August 29, 2022
![avatar](http://images.gog.com/b13211519e73aa06f8273a50b02964660502da1a057e7466ad747d57469678b9_avm.jpg)
(Strange justification; computer integers aren't actually approximations of the integers, but are rather an approximation of the 2-adic numbers. For example, in the 2-adic numbers, and in signed twos complement integer representation, 1 + 2 + 4 + 8 + ... converges to -1.)
![avatar](http://images.gog.com/77665aa6affc77960e6b537ee348222af4d3fecc684f14d10088eae491b41e33_avm.jpg)
As far as game balance, it does help that score isn't used for that much. You might get extra lives, but typically there's a limit on the number of lives you can get, and even if there were no such limit, one could have the requirements scale exponentially (equivalently, have the number of lives you get scale logarithmically).
Speaking of 64-bit overflow, I remember seeing a video of a later Disgaea game (4 or 5) where players can create custom maps, and the video involved two monsters counter-attacking each other. They were on invincible tiles, so neither killed the other, and each counter did extra damage in proportion to the damage received (IIRC), with the proportion being grater than 1 (to get exponential growth rather than decay), allowing damage to eventually start overflowing a 64-bit integer.
Thing is, 64-bit integers are not enough to handle sustained exponential growth unless the base is rather small.
Even worse would be tetration, which is repeated exponentiation. Even small nnumbers can overflow a double precision float, and bigger numbers lead to amounts that even something like Python's mpmath library can't reasonably handle. And there's also pentation, which is even higher. And if you generalize that to "n-tation", at which point Donald Knuth's up arrow notation becomes handy, you get numbers so big that the English language doesn't have words to describe its size adequately (although I have a feeling that already happened by this point).
There's also Conway chained-arrow notation, which isn't as easy to explain, but can also get you some *really* big numbers.
(For those keeping score, these numbers, I mentioned in the last couple paragraphs are too big to write in scientific notation, even with the exponent also being in scientific notation, and so on.)
![avatar](http://images.gog.com/f3d51f63f3a3ac710d93263dc37481294e26e4b66e830e5a445708ae99f3af9e_avm.jpg)
In Final Fantasy 4, the fact that Meteor (a powerful spell that would normally not appear until the end, but which happens to appear in a mid-game cutscene, as well as on the spell list of a character who doesn't have enough MP to cast it) is shown to deal 9,999 damage in a mid-game cutscene really does emphasize how powerful that plot-critical spell is, especially compared to the much lower numbers seen earlier in the cutscene, or the damage numbers you've been seeing during normal gameplay.
I just remembered an interesting case, in Dragon Quest 6's secret ending. There's a fight between two powerful creatures, and while damage numbers aren't shown, there's one point where an attack is said to deal 9,999 damage. For those familiar with DQ games (particularly 7 and earlier, before the tension mechanic showed up to allow a character to do massive damage after spending turns psyching up), that is an *absurd* amount of damage. The most I've done in DQ6 is a bit over 3,000 damage, and I believe that involved the most powerful recruitable monster with multiple boosts, including the one that is a predecessor to psyching up; in more reasonable situations, attacks, even late game, do only a few hundered at *most*. Even the most powerful non-physical skill (if you don't count the one that takes all MP in a game that doesn't have any powerful MP restoring items) only hits for around 400.
Post edited August 29, 2022 by dtgreene