Audited ·Last updated 28 Jul 2026·4 citations·Tier 2·0 uses

Basketball Game Score (GmSc) Calculator

Free game score calculator using John Hollinger's GmSc formula. Rate any single basketball performance on a scale where 10 is average and 40 outstanding.

Basketball Game Score Calculator

Total points scored. Must be consistent with the makes below — 8 field goals and 4 free throws can only produce between 20 and 28 points.
Made shots from the floor, twos and threes combined. Worth a +0.4 bonus each on top of the points they produced.
Every shot taken from the floor. This is the single heaviest penalty term in the formula at -0.7 per attempt, which is what makes Game Score an efficiency-aware measure.
Made free throws. Already counted in points; the formula penalises only the misses.
All trips to the line as individual shots. FTA minus FT is the missed-free-throw penalty at -0.4 each.
Worth +0.7 each — more than double a defensive rebound, because an offensive board creates a possession rather than merely ending one.
Worth +0.3 each. Most defensive rebounds would have been secured by someone on your team anyway, which is why the credit is small.
Worth +0.7 each.
Worth a full +1.0 each — the largest per-event credit in the formula, because a steal both ends an opponent possession and creates one of your own.
Worth +0.7 each — less than a steal, because a blocked shot does not guarantee your team recovers the ball.
Penalised at -0.4 each.
Penalised at a full -1.0 each, matching the +1.0 credit for a steal — the formula treats giving the ball away as exactly as costly as taking it.
Enter as a decimal: 41 minutes 56 seconds is 41.93. Used only for the per-36-minute rate; the Game Score itself does not depend on minutes.
Game Score
17.1
Hollinger's single-game productivity index. Basketball-Reference's published anchors: 10 is an average performance and 40 is an outstanding one, on a scale deliberately similar to points scored.
Positive component
32.6
Negative component
15.5
Game Score per 36 minutes
18.1059
Performance band
Very good — comfortably above an average starter's night

Background.

Game Score is John Hollinger's answer to a question that box scores are bad at answering on their own: how good was that game, really? A 30-point night on 30 shots is not the same as a 30-point night on 18 shots, and a 12-point, 14-rebound, 6-assist line with no turnovers may be worth more than either. Game Score compresses all eleven counted box-score categories into a single number on a scale deliberately chosen to feel familiar — Basketball-Reference states plainly that 10 is an average performance and 40 an outstanding one, which is roughly the scale of points scored.

The formula, published verbatim by Basketball-Reference, is GmSc = PTS + 0.4 x FG - 0.7 x FGA - 0.4 x (FTA - FT) + 0.7 x ORB + 0.3 x DRB + STL + 0.7 x AST + 0.7 x BLK - 0.4 x PF - TOV. This calculator implements it exactly, and additionally splits the result into its positive and negative halves so you can see which side of the ledger drove the number, reports a per-36-minute rate so bench and starter performances can be compared, and attaches a plain-language band.

The coefficients repay a moment's attention, because they encode a whole theory of basketball value. A field goal attempt costs 0.7 whether it goes in or not, which is why volume without efficiency drags a Game Score down hard. A steal is worth a full point and a turnover costs a full point, treating the two as exact mirror images of each other. An offensive rebound is worth 0.7 and a defensive rebound only 0.3, because an offensive board creates a possession that was about to belong to the other team while a defensive board mostly secures one your team was going to get anyway. And a made field goal receives a small +0.4 bonus on top of the points it already produced, which rewards accuracy rather than merely scoring.

Unlike Player Efficiency Rating — Hollinger's other and far better-known metric — Game Score needs nothing beyond one player's line in one game. No team totals, no league constants, no pace adjustment, no standardisation. That makes it the right tool for exactly the situations where PER is the wrong one: rating a single performance, comparing two nights, or settling an argument about a box score in front of you. The most famous single result is Kobe Bryant's 81-point game against Toronto in January 2006, which produced a Game Score of 63.5 — the second-highest ever recorded, behind only Wilt Chamberlain's 100-point game.

What is basketball game score calculator?

Game Score is a single-game productivity index for basketball players, created by John Hollinger and published by Basketball-Reference as GmSc. It is a fixed-coefficient linear combination of the eleven quantities a standard box score records: points, field goals made and attempted, free throws made and attempted, offensive and defensive rebounds, assists, steals, blocks, personal fouls and turnovers. Each event carries a weight — points at 1.0, made field goals at +0.4, field goal attempts at -0.7, missed free throws at -0.4, offensive rebounds at +0.7, defensive rebounds at +0.3, steals at +1.0, assists at +0.7, blocks at +0.7, personal fouls at -0.4 and turnovers at -1.0 — and the weighted sum is the Game Score. Basketball-Reference describes its purpose as giving 'a rough measure of a player's productivity for a single game' on a scale 'similar to that of points scored', with 40 an outstanding performance and 10 an average one. Because the coefficients are fixed rather than derived from a season's league averages, Game Score requires no context at all beyond the line itself: no team totals, no league constants, no pace figure. That is both its strength and its limitation. It travels anywhere and computes in seconds, but it cannot adapt to a different scoring environment, it cannot see anything the box score does not record — defensive positioning, screens, gravity, shot contests that never became attempts — and it does not adjust for minutes unless you ask it to. It is best used as a quick single-game comparator, not as a season-long evaluation tool; for that, Hollinger's Player Efficiency Rating exists.

How to use this calculator.

  1. Take one player's line from one box score. Game Score is designed for a single game, though the arithmetic works on any span you give it.
  2. Enter points, then the makes and attempts for field goals and free throws. The calculator checks that the points total is consistent with the makes — a line with 8 field goals and 4 free throws must produce between 20 and 28 points — and will tell you if it is not.
  3. Enter offensive and defensive rebounds separately rather than a total, because the formula values them very differently: +0.7 against +0.3.
  4. Enter assists, steals, blocks, personal fouls and turnovers.
  5. Enter minutes played as a decimal — 41 minutes 56 seconds is 41.93. This affects only the per-36 rate; the Game Score itself is not a per-minute statistic.
  6. Read the primary result against the two published anchors: 10 is average, 40 is outstanding. Between those, roughly 15 is a good starter's night, 20 is the best player on the floor, and 30 is a superstar performance.
  7. Look at the positive and negative components separately when a number surprises you. A 25-point night that grades out at 12 is almost always a story about the negative side: 24 field goal attempts alone cost 16.8 points of Game Score.

The formula.

GmSc = PTS + 0.4 x FG - 0.7 x FGA - 0.4 x (FTA - FT) + 0.7 x ORB + 0.3 x DRB + STL + 0.7 x AST + 0.7 x BLK - 0.4 x PF - TOV

The formula is GmSc = PTS + 0.4 x FG - 0.7 x FGA - 0.4 x (FTA - FT) + 0.7 x ORB + 0.3 x DRB + STL + 0.7 x AST + 0.7 x BLK - 0.4 x PF - TOV, exactly as Basketball-Reference publishes it.

The scoring terms. Points enter at their face value, then made field goals receive an extra +0.4 each. That bonus is a reward for accuracy rather than for scoring: two players who each score 20 points get the same base credit, but the one who needed fewer makes to do it — more threes, more free throws — gets less of the bonus, while the one who converted more shots gets more. Against that, every field goal attempt costs 0.7 regardless of outcome. The net effect for a made two-pointer is 2 + 0.4 - 0.7 = +1.7, and for a missed shot it is -0.7. The break-even field goal percentage from twos alone is therefore 0.7 / 2.4 = 29.2%, which sounds low until you remember that everything else in a possession is being counted elsewhere.

The free throw terms. Made free throws are already inside the points total, so the formula charges only for misses at -0.4 each. A 10-for-12 night from the line costs 0.8; a 4-for-12 night costs 3.2.

The rebounding terms. Offensive rebounds are worth +0.7 and defensive rebounds only +0.3. The reasoning is possession value: an offensive rebound takes back a possession that was about to become the other team's, while a defensive rebound mostly secures one your team was going to get anyway — roughly three quarters of missed shots are rebounded by the defence. The 0.7-to-0.3 ratio is a rough encoding of that asymmetry.

The playmaking and defensive terms. An assist is +0.7 — substantial, but less than the shooter receives for the basket itself. A steal is +1.0, the largest single-event credit in the formula, because a steal ends an opponent's possession and starts one of your own. A block is +0.7, less than a steal, because a blocked shot may still be recovered by the offence. A turnover is -1.0, an exact mirror of the steal. A personal foul is -0.4.

The interpretive bands. Basketball-Reference publishes only two reference points: 40 is an outstanding performance and 10 is an average one. The labels this calculator attaches between and beyond those anchors — modest, very good, excellent, superstar — are an interpolation between the two published points, offered as a reading aid rather than as league-defined thresholds. Treat the 10 and 40 boundaries as sourced and everything else as convenience.

What Game Score cannot do. It has no league context, so a 20 in a 1970s low-scoring environment and a 20 today are not strictly comparable. It has no pace adjustment. It cannot see defence beyond steals, blocks and defensive rebounds. And it is not a per-minute statistic, so a 25-minute performance and a 40-minute performance are compared on raw output unless you use the per-36 figure reported alongside.

A worked example.

Example

Kobe Bryant against the Toronto Raptors, 22 January 2006: 81 points on 28-for-46 shooting, 18-for-20 from the line, 2 offensive and 4 defensive rebounds, 2 assists, 3 steals, 1 block, 1 personal foul, 3 turnovers, in 41 minutes 56 seconds. Working through the formula: 81 points, plus 0.4 x 28 = 11.2 for the makes, minus 0.7 x 46 = 32.2 for the attempts, minus 0.4 x (20 - 18) = 0.8 for the two missed free throws, plus 0.7 x 2 = 1.4 for offensive rebounds, plus 0.3 x 4 = 1.2 for defensive rebounds, plus 3.0 for the steals, plus 0.7 x 2 = 1.4 for assists, plus 0.7 x 1 = 0.7 for the block, minus 0.4 x 1 = 0.4 for the foul, minus 3.0 for the turnovers. The positives sum to 99.9 and the negatives to 36.4, giving a Game Score of 63.5 — which is exactly the figure Basketball-Reference prints in that box score. Per 36 minutes it works out to 54.52. Two things stand out from the term list. The 46 field goal attempts cost 32.2 points of Game Score, by far the largest negative, and yet the performance still grades as the second-highest in recorded NBA history behind Wilt Chamberlain's 100-point game — that is how far outside the distribution 81 points on 60.9% shooting sits. And the near-total absence of assists, rebounds and defensive events means essentially the entire score came from scoring, which is a fair description of what actually happened that night.

defensive Rebounds4
blocks1
field Goals28
steals3
points81
free Throw Attempts20
personal Fouls1
offensive Rebounds2
field Goal Attempts46
assists2
free Throws18
minutes Played41.93
turnovers3

Frequently asked questions.

What is the formula for Game Score?
GmSc = PTS + 0.4 x FG - 0.7 x FGA - 0.4 x (FTA - FT) + 0.7 x ORB + 0.3 x DRB + STL + 0.7 x AST + 0.7 x BLK - 0.4 x PF - TOV. Basketball-Reference publishes exactly this expression and credits it to John Hollinger. Every coefficient is fixed — unlike Player Efficiency Rating, Game Score uses no league averages, no team totals and no pace adjustment, so it can be computed from a single box-score line with nothing else.
What is a good Game Score?
Basketball-Reference publishes two anchors: 10 is an average performance and 40 is an outstanding one, on a scale similar to points scored. Filling in between those, roughly: under 5 is a quiet night, 10 is average, 15 is a good starter's game, 20 marks the best player on the floor, 30 is a superstar performance, and 40 or above happens a handful of times a season league-wide. Anything negative means the recorded negatives — missed shots, turnovers, fouls — outweighed everything the player produced.
What is the highest Game Score ever recorded?
Wilt Chamberlain's 100-point game on 2 March 1962 stands at the top. Kobe Bryant's 81-point game against Toronto on 22 January 2006 is second at 63.5, which this page uses as its worked example and which Basketball-Reference prints directly in the box score. For context on how extreme that is: a Game Score of 40 is already described as outstanding, and most seasons produce only a small number of games above 45 across the entire league.
How is Game Score different from PER?
Both are John Hollinger metrics, but they answer different questions and Basketball-Reference documents them separately. Game Score rates one game using fixed coefficients and needs nothing but that box-score line. Player Efficiency Rating rates a season, is denominated per minute, and requires the player's team totals, five league-environment constants, a pace adjustment and a final league standardisation that sets the league average to exactly 15. Use Game Score to compare two performances; use PER to compare two seasons. Running PER on a single game gives a meaningless number because the per-minute denominator becomes extremely noisy.
Why is a field goal attempt penalised even when the shot goes in?
Because the formula charges for the possession used and credits separately for the result. A made two-pointer nets 2 points + 0.4 for the make - 0.7 for the attempt = +1.7; a miss is a flat -0.7. Charging every attempt is what makes Game Score efficiency-aware: a player who scores 30 on 30 shots grades far below one who scores 30 on 18. The break-even point for two-point shooting alone is 0.7 / 2.4 = 29.2%, and for three-point shooting 0.7 / 3.4 = 20.6%, which is why high-volume three-point shooting is treated generously.
Why is an offensive rebound worth more than a defensive rebound?
0.7 against 0.3, because they do different things. An offensive rebound takes back a possession that was about to belong to the opponent — roughly three quarters of missed shots are rebounded by the defence, so grabbing one on the offensive glass genuinely creates a possession. A defensive rebound mostly finalises a possession your team was already likely to get. The same asymmetry appears, with league-derived rather than fixed weights, inside the Player Efficiency Rating formula.
Can I use Game Score for a whole season instead of one game?
The arithmetic runs, but the result is not what the metric was built for and there is no published interpretive scale for it. A season total would simply be an accumulation, dominated by games played; a per-game average is more useful and roughly comparable to the single-game bands. If you want a season-level rating, use Player Efficiency Rating, which normalises for minutes, pace and league environment. Game Score's value is precisely that it needs no context — which is also why it does not scale.

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