IIDX General Info: Difference between revisions

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(added scoring system and HS setting info)
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Pretty much just 8/9, 7/9, etc.
Pretty much just 8/9, 7/9, etc.


=== What the heck are people talking about when they use a towel with beatmania IIDX? ===
=== What the heck are people talking about when they use a towel with beatmania IIDX? ===
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The name "money score" comes from the fact that in the early 5-key games, your score was called "money", presumably to represent the riches you make as a DJ. Many people still refer to them as this, even though it's not been referred to in-game as such for ages.
The name "money score" comes from the fact that in the early 5-key games, your score was called "money", presumably to represent the riches you make as a DJ. Many people still refer to them as this, even though it's not been referred to in-game as such for ages.
===How is your money score calculated?===
The scoring system used in ''IIDX'' has remained consistent throughout the series. In addition to ''EX Score'', or Expert Score, the player can also accumulate up to 200,000 points for any song. This breaks down into 150,000 points for the individual notes and 50,000 awarded incrementally as a combo bonus.
Each note that is successfully hit (with a Good, Great, or Perfect/Just Great) awards points based on the following algorithm:
:Let N = note count
:Let B = 100000 / N
:Let C = current combo including note
:Let V = 50000 / (10 * N - 55)
:Let S = Point total added to your cumulative score
If your combo is 10 or less:
:'''GOOD''': S = 0.2 * B + (C - 1) * V
:'''GREAT''': S = 1.0 * B + (C - 1) * V
:'''JUST GREAT''': S = 1.5 * B + (C - 1) * V
If your combo is 11 or more:
:'''GOOD''': S = 0.2 * B + 10 * V
:'''GREAT''': S = 1.0 * B + 10 * V
:'''JUST GREAT''': S = 1.5 * B + 10 * V
'''Extra Bonuses'''
*Border Bonus (Pass with exactly 80% without Hard modifier): 5,730 points
*Bonus for a full combo with zero goods: 3,110 points
*Bonus for a perfect score of 200,000: 4,620 points
*Bonus for a full combo with zero goods '''AND''' finishing with 80%: 11,900 points
During gameplay, the cumulative total is stored in [[floating-point]] format, but displayed as an [[integer]]. This is evident by the occasional [[rounding error]] in final scores, causing them to be one point short. Exact information regarding the format and rounding algorithm is not known currently.
Note: Due to a software bug, IIDX 7th Style CS awards the 4,620-point bonus for results which only qualify for the 3,110-point bonus.
===What are the actual values of the high-speed settings?===
The actual scalar values for the high speed options vary between styles. This table shows the correlation between the high-speed index and actual speed increases on home versions of IIDX. The number after the "x" designates the factor by which the notes are spaced out, or compacted. Blanks indicate that that setting is not available on that particular version.
:{| class="wikitable"
|-
!
! 3rd Style
! 4th Style
! 5th Style
! 6th Style
! 7th-9th Style
! 10th Style
! IIDX RED, HAPPY SKY
! Sakura (8th), PSM (9th)*
|-
! Low-Speed 2
| x1/3
| x1/3
| x1/3
|
|
|
|
|
|-
! Low-Speed 1
| x1/2
| x1/2
| x1/2
| x1/2
|
|
|
|
|-
! Normal / HS0
| x1
| x1
| x1
| x1
| x1
| x1
| x1
| x1
|-
! Hi-Speed 0.5
|
|
|
|
|
| x1.5
| x1.5
|
|-
! Hi-Speed 1.0
| x2
| x2
| x2
| x2
| x2
| x2
| x2
| x1.5
|-
! Hi-Speed 1.5
|
|
|
|
|
| x2.25
| x2.25
|
|-
! Hi-Speed 2.0
| x3
| x2.75
| x2.5
| x2.5
| x2.5
| x2.5
| x2.5
| x2
|-
! Hi-Speed 2.5
|
|
|
|
|
| x2.75
| x2.75
|
|-
! Hi-Speed 3.0
| x4
| x3.5
| x3
| x3
| x3
| x3
| x3
| x2.5
|-
! Hi-Speed 3.5
|
|
|
|
|
| x3.25
| x3.25
|
|-
! Hi-Speed 4.0
|
|
|
| x3.5
| x3.5
| x3.5
| x3.5
| x3
|-
! Hi-Speed 4.5
|
|
|
|
|
|
| x3.75
|
|-
! Hi-Speed 5.0
|
|
|
|
|
|
| x4.0
|
|}
*Note: Special cases exist for such songs as 250bpm (4th Style), SAKURA (8th Style) and PARANOIA Survivor MAX (9th Style) in which the actual speeds are slightly reduced.