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=== 4th/USA === | === 4th/USA === | ||
Official description of the scoring system: | Official description of the scoring system: https://web.archive.org/web/20130219110405fw_/http://www.konami.jp/bemani/ddr/jp/am/ddr4th/plan/score.html | ||
:Step Score = J + 333 * C | :Step Score = J + 333 * C | ||
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*C = combo count after step | *C = combo count after step | ||
*J = 777 if Perfect, 555 if Great, 0 otherwise | *J = 777 if Perfect, 555 if Great, 0 otherwise | ||
If the player has failed (life bar empty), replace C with 0. | |||
Note that AC DDR USA uses this even though its interface is based on 3rdMIX! | Note that AC DDR USA uses this even though its interface is based on 3rdMIX! | ||
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:Step Score = J * (K * U + Q) | :Step Score = J * (K * U + Q) | ||
where | where | ||
*B = 500000 * (1 + D) | *B = 500000 * (1 + D) if not a long version, 500000 * (1 + 2 * D) if a long version | ||
*D = difficulty rating if not an edit, 7 if an edit | *D = difficulty rating if not an edit, 7 (or 14) if an edit | ||
*S = N*(N+1)/2, N = number of steps in song | *S = N*(N+1)/2, N = number of steps in song | ||
*U = floor(B / S) | *U = floor(B / S) | ||
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At the end of the stage a bonus is applied: | At the end of the stage a bonus is applied: | ||
* | * Dance Level Bonus = 10000000 for AAA, divide by 10 for each lower rating down to 100 for D, 0 for E (only applied for "new songs", non-edits and songs that haven't been played already in the current session) | ||
* Combo Bonus is accumulated per step: | * Combo Bonus is accumulated per step: | ||
: Step Combo Bonus = C * J' | : Step Combo Bonus = C * J' | ||
where | where | ||
*C = combo count after step if life bar not empty, 0 otherwise | *C = combo count after step if life bar not empty, 0 otherwise | ||
*J = 55 if Perfect, 33 if Great, 0 otherwise | *J' = 55 if Perfect, 33 if Great, 0 otherwise | ||
=== DDRMAX === | === DDRMAX === | ||
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:Step Score = J * (K * U + Q) | :Step Score = J * (K * U + Q) | ||
where | where | ||
*K = ordinal position of current step (not freeze; freezes are not scored during the song counted in the Groove Radar bonus) | |||
*B = 5000000 | *B = 5000000 | ||
*S = N*(N+1)/2, N = number of steps in song (not freezes) | *S = N*(N+1)/2, N = number of steps in song (not freezes) | ||
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At the end of the stage a bonus is applied for each Groove Radar category. | At the end of the stage a bonus is applied for each Groove Radar category. | ||
=== DDRMAX2/Extreme === | === DDRMAX2/Extreme === | ||
Scoring system: http://web.archive.org/web/20130411085205fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/score.html (normal | Scoring system: http://web.archive.org/web/20130411085205fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/score.html (MAX2 normal), https://web.archive.org/web/20070112062754fw_/http://www.konami.jp/bemani/ddr/jp/am/extreme/score.html (Extreme) | ||
Variant of 3rd with difficulty multiplier. | Variant of 3rd with difficulty multiplier. | ||
:Step Score = J * (K * U + Q) | :Step Score = J * (K * U + Q) | ||
where | where | ||
*K = ordinal position of current step or freeze (as judged; if a freeze ends at the same time as a step then it's possible that the ordinal position can change depending on if the step was early or late) | |||
*B = 1000000 * D | *B = 1000000 * D | ||
*D = difficulty rating if not an edit, 5 if an edit | *D = difficulty rating if not an edit, 5 if an edit | ||
*S = N*(N+1)/2, N = number of steps plus freezes in song | *S = N*(N+1)/2, N = number of steps plus freezes in song | ||
*U = floor(B / S) | *U = floor(B / S) | ||
*J = 10 if Perfect, 5 if Great, 0 otherwise | *J = 10 if Perfect or OK, 5 if Great, 0 otherwise | ||
*Q = B - U*S if the last step, 0 otherwise | *Q = B - U*S if the last step, 0 otherwise | ||
If the player has failed, replace (K * U + Q) with 1. | |||
=== SuperNOVA === | === SuperNOVA === | ||
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*Fusion (likely same as Extreme US) | *Fusion (likely same as Extreme US) | ||
*1st Asia (likely same as 1st/2nd) | *1st Asia (likely same as 1st/2nd) | ||
=== Special modes === | |||
==== 3rd Nonstop ==== | |||
Probably same as normal with B replaced by (1000000 * stage number), but unverified. | |||
==== MAX2 Oni ==== | |||
Scoring system: http://web.archive.org/web/20130411085821fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/score_oni.html | |||
:Step Score = 2 if Perfect or OK, 1 if Great, 0 otherwise | |||
Divide the score by max score to get percentage, round down to nearest 0.1%. | |||
==== Extreme Nonstop ==== | |||
Incorporates Marvelous and stage count. | |||
:Step Score = J * (K * U + Q) | |||
where | |||
*K = ordinal position of current step or freeze (as judged; if a freeze ends at the same time as a step then it's possible that the ordinal position can change depending on if the step was early or late) | |||
*B = 10000000 * stage number | |||
*S = N*(N+1)/2, N = number of steps plus freezes in song | |||
*U = floor(B / S) | |||
*J = 10 if Marvelous or OK, 9 if Perfect, 5 if Great, 0 otherwise | |||
*Q = B - U*S if the last step, 0 otherwise | |||
==== Extreme Challenge ==== | |||
:Step Score = 3 if Marvelous or OK, 2 if Perfect, 1 if Great, 0 otherwise | |||
=== SuperNOVA Nonstop/Challenge === | |||
:Step Score = 10000000 * J / (3*N) | |||
where | |||
*J = 3 if Marvelous or OK, 2 if Perfect, 1 if Great, 0 otherwise | |||
*N = number of steps plus freezes in course | |||
Score is rounded down to nearest integer for output but fractions are retained internally. | |||
== Console and home mixes == | == Console and home mixes == | ||
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* SuperNOVA: | * SuperNOVA: | ||
** | ** | ||
* SN2 | * SN2: | ||
* A | * A: | ||
** GRAND PRIX | ** GRAND PRIX | ||
edits