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''Text borrowed from the Beatmania/IIDX/III FAQ on Bemanistyle, originally written by Kimcicle and updated by rmz.'' | |||
=== How does the grading scheme for beatmania IIDX work? === | |||
First, you take the total notes found in the song and multiply them by 2. This is the maximum possible score you can get. Then, take the number of Just Greats and multiply them by 2. Add this number to the number of Greats you have. This is your EX score. Take your EX score and divide it by the maximum possible score and multiply by 100 to get your precentage. | |||
100% - 88.89% is an AAA.<br> | |||
88.88% - 77.78% is an AA.<br> | |||
77.77% - 66.67% is an A.<br> | |||
66.66% - 55.56% is a B. | |||
Pretty much just 8/9, 7/9, etc. | |||
=== What the heck are people talking about when they use a towel with beatmania IIDX? === | |||
Toweling can help to simulate higher speeds in the notes falling. For most players, playing songs at a comfortable rate is usually somewhere in between two high speeds or even beyond the highest speed avaliable. By shortening the amount of time you do see the notes, you can simulate a controllable high speed. | |||
=== I want to be cool like LISU and use one hand!! Is this a good idea? === | |||
Yes and no. The most common way to play beatmaniaIIDX is to use both hands on the keys and scratching whenever it is needed. However, you should try various different play styles and find one that suits you best. | |||
=== What does the DX in beatmania IIDX stand for? === | |||
DX = Deluxe. The beatmania IIDX machine is actually the 2nd beatmania II machine design. The machine used to make the Tatsujin videos on beatmania IIDX 6th Style is an original beatmania II machine. | |||
=== Why doesn't (song X) sound the same as (song X on a different difficulty)? === | |||
Some songs have different notecharts for the Light 7 or Another difficulty, and others sound completely different. Here's a list of songs that sound differently when played on Light 7:<br> | |||
* [[Indigo Vision]] | |||
* [[Lucy]] | |||
* [[Murmur Twins]] | |||
* [[Piano Concerto No 1 ANTI ARES]] | |||
* [[Scripted Connection]] | |||
* [[Spica]] | |||
And a list of songs that sound differently when played on the Another difficulty:<br> | |||
* [[.59]] | |||
* [[20,November]] | |||
* [[22DUNK]] | |||
* [[5.1.1.|5.1.1]] | |||
* [[Celebrate]] | |||
* [[Deep Clear Eyes]] | |||
* [[e-motion]] | |||
* [[era (nostalmix)]] | |||
* [[ErAseRmoToR maXimUM]] | |||
* [[g.m.d]] | |||
* [[Genom Screams]] | |||
* [[Gradiusic Cyber]] | |||
* [[Infinite Prayer ~Floating Flock Style~]] | |||
* [[Innocent Walls]] | |||
* [[Kachoufusetsu|華蝶風雪]] | |||
* [[Karma]] | |||
* [[Leading Cyber]] | |||
* [[Lucy]] | |||
* [[moon_child]] | |||
* [[Murmur Twins]] | |||
* [[PARANOiA MAX ~DIRTY MIX~]] | |||
* [[Prince on a Star]] | |||
* [[R3]] | |||
* [[R5]] | |||
* [[Radical Faith]] | |||
* [[REINCARNATION]] | |||
* [[Schlagwerk]] | |||
* [[Scripted Connection]] | |||
* [[Sense]] | |||
* [[Something Wonderful]] | |||
* [[Spica]] | |||
* [[The Big Voyager]] | |||
* [[The Earth Light]] | |||
* [[The Shining Polaris]] | |||
The following songs sound different when played on Double or 2 player mode without the Battle modifier active.<br> | |||
* [[20,November]] | |||
* [[GAMBOL]] | |||
* [[GOBBLE]] | |||
* [[LOVE SO GROOVY]] | |||
* [[Overdoser]] | |||
=== What is money score? === | |||
Money score is the score out of 200,000 you get on a song that has nothing to do with anything, and is the basis for high scores in arcade mode. | |||
Given a solid play of a given song, a money score around 154,000 indicates an A, 171,000 indicates a AA, and 188,000 indicates a AAA. These are rules of thumb, not hard facts--money score gives some points for goods, while EX score gives zero points for a good. However, it can be mathematically shown that any score of at least 188,888 is guaranteed to be a AAA, and any score of 177,777 or better is guaranteed to be a AA, and so on. | |||
Money score also includes a penalty for breaking combo; again, this does not affect EX score. This means that if you do not full combo a song, your money score will appear artificially low. It is possible for one player to get a higher money score but a lower EX total if the scores are close. | |||
By "good-attacking" a song and maintaining combo, it is possible to get a fairly high money score but an EX score very close to zero. In fact, if a player can achieve all GOODs on a song, s/he will get a money score of exactly 70,000 despite having an EX score of zero. | |||
It is very possible for a player to achieve a score of over the maximum of 200,000 by utilizing the various bonuses awarded for special conditions, such as the border bonus, all-great bonus, or a combination of the two. | |||
BMUS doesn't record highest EX score; it records highest money score. If you are playing BMUS and entering scores on VJA, you may find that on slight score increases, your EX score actually decreased. The converse is also true--you will occasionally play a song and get a lower money score, but a higher EX value. You may wish to manually calculate your EX score after every play to make sure you're not short-changing yourself. | |||
The name "money score" comes from the fact that in the early 5-key games, your score was called "money", and even included a dollar sign by your score, 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. |
Revision as of 05:46, 11 July 2007
Text borrowed from the Beatmania/IIDX/III FAQ on Bemanistyle, originally written by Kimcicle and updated by rmz.
How does the grading scheme for beatmania IIDX work?
First, you take the total notes found in the song and multiply them by 2. This is the maximum possible score you can get. Then, take the number of Just Greats and multiply them by 2. Add this number to the number of Greats you have. This is your EX score. Take your EX score and divide it by the maximum possible score and multiply by 100 to get your precentage.
100% - 88.89% is an AAA.
88.88% - 77.78% is an AA.
77.77% - 66.67% is an A.
66.66% - 55.56% is a B.
Pretty much just 8/9, 7/9, etc.
What the heck are people talking about when they use a towel with beatmania IIDX?
Toweling can help to simulate higher speeds in the notes falling. For most players, playing songs at a comfortable rate is usually somewhere in between two high speeds or even beyond the highest speed avaliable. By shortening the amount of time you do see the notes, you can simulate a controllable high speed.
I want to be cool like LISU and use one hand!! Is this a good idea?
Yes and no. The most common way to play beatmaniaIIDX is to use both hands on the keys and scratching whenever it is needed. However, you should try various different play styles and find one that suits you best.
What does the DX in beatmania IIDX stand for?
DX = Deluxe. The beatmania IIDX machine is actually the 2nd beatmania II machine design. The machine used to make the Tatsujin videos on beatmania IIDX 6th Style is an original beatmania II machine.
Why doesn't (song X) sound the same as (song X on a different difficulty)?
Some songs have different notecharts for the Light 7 or Another difficulty, and others sound completely different. Here's a list of songs that sound differently when played on Light 7:
And a list of songs that sound differently when played on the Another difficulty:
- .59
- 20,November
- 22DUNK
- 5.1.1
- Celebrate
- Deep Clear Eyes
- e-motion
- era (nostalmix)
- ErAseRmoToR maXimUM
- g.m.d
- Genom Screams
- Gradiusic Cyber
- Infinite Prayer ~Floating Flock Style~
- Innocent Walls
- 華蝶風雪
- Karma
- Leading Cyber
- Lucy
- moon_child
- Murmur Twins
- PARANOiA MAX ~DIRTY MIX~
- Prince on a Star
- R3
- R5
- Radical Faith
- REINCARNATION
- Schlagwerk
- Scripted Connection
- Sense
- Something Wonderful
- Spica
- The Big Voyager
- The Earth Light
- The Shining Polaris
The following songs sound different when played on Double or 2 player mode without the Battle modifier active.
What is money score?
Money score is the score out of 200,000 you get on a song that has nothing to do with anything, and is the basis for high scores in arcade mode.
Given a solid play of a given song, a money score around 154,000 indicates an A, 171,000 indicates a AA, and 188,000 indicates a AAA. These are rules of thumb, not hard facts--money score gives some points for goods, while EX score gives zero points for a good. However, it can be mathematically shown that any score of at least 188,888 is guaranteed to be a AAA, and any score of 177,777 or better is guaranteed to be a AA, and so on.
Money score also includes a penalty for breaking combo; again, this does not affect EX score. This means that if you do not full combo a song, your money score will appear artificially low. It is possible for one player to get a higher money score but a lower EX total if the scores are close.
By "good-attacking" a song and maintaining combo, it is possible to get a fairly high money score but an EX score very close to zero. In fact, if a player can achieve all GOODs on a song, s/he will get a money score of exactly 70,000 despite having an EX score of zero.
It is very possible for a player to achieve a score of over the maximum of 200,000 by utilizing the various bonuses awarded for special conditions, such as the border bonus, all-great bonus, or a combination of the two.
BMUS doesn't record highest EX score; it records highest money score. If you are playing BMUS and entering scores on VJA, you may find that on slight score increases, your EX score actually decreased. The converse is also true--you will occasionally play a song and get a lower money score, but a higher EX value. You may wish to manually calculate your EX score after every play to make sure you're not short-changing yourself.
The name "money score" comes from the fact that in the early 5-key games, your score was called "money", and even included a dollar sign by your score, 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.
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.