User:Arcorann/DDR Scoring: Difference between revisions
Line 114: | Line 114: | ||
*Solo Bass | *Solo Bass | ||
*Solo 2000 | *Solo 2000 | ||
*Kids | *Kids (has a grade but not a numerical score) | ||
*true Kiss Destination | *true Kiss Destination (only appears at end of song; 9 digit scores possible) | ||
*DREAMS COME TRUE | *DREAMS COME TRUE (only appears at end of song; appears to be same as TKD) | ||
*Disney's RAVE | *Disney's RAVE (no numerical score, grade shown ingame and updated in realtime) | ||
*1st US (likely same as 1st/2nd) | *1st US (likely same as 1st/2nd) | ||
*USA | *USA (appears to be same as 4th) | ||
*DS | *DS (likely same as 1st/2nd, unchecked) | ||
*EuroMIX | *EuroMIX (looks like 3rd) | ||
*EuroMIX2 | *EuroMIX2 (looks similar to MAX2) | ||
*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) | ||
== Console mixes == | == Console mixes == |
Revision as of 13:53, 8 April 2023
This is not intended to be article quality at the moment.
Arcade mixes
1st/2nd/Club
- Step Score = J * (floor(C/4)^2 + 1)
where
- C = combo count after step
- J = 300 if Perfect, 100 if Great, 0 otherwise
3rd
Official description of the scoring system: https://web.archive.org/web/20080604023941fw_/http://www.konami.jp/bemani/ddr/jp/am/ddr3rd/plan/score.html
Then for the kth step,
- Step Score = J * (K * U + Q)
where
- B = 1000000
- S = N*(N+1)/2, N = number of steps in song
- U = floor(B / S)
- J = 10 if Perfect, 5 if Great, 0 otherwise
- Q = B - U*S if the last step, 0 otherwise
4th
Official description of the scoring system: https://web.archive.org/web/20070204141156/http://www.konami.jp/bemani/ddr/jp/am/ddr4th/
- Step Score = J + 333 * C
where
- C = combo count after step
- J = 777 if Perfect, 555 if Great, 0 otherwise
5th
Scoring system: http://web.archive.org/web/20090511010714fw_/http://www.konami.jp/bemani/ddr/jp/am/ddr5th/plan/score.html (mind the frame)
Variant of 3rd with difficulty multiplier and end of song grade and combo bonuses.
- Step Score = J * (K * U + Q)
where
- B = 500000 * (1 + D)
- D = difficulty rating if not an edit, 7 if an edit
- S = N*(N+1)/2, N = number of steps in song
- U = floor(B / S)
- J = 10 if Perfect, 5 if Great, 0 otherwise
- Q = B - U*S if the last step, 0 otherwise
At the end of the stage a bonus is applied:
- Grade Bonus = 10000000 for AAA, divide by 10 for each lower rating down to 100 for D, 0 for E
- Combo Bonus is accumulated per step:
- Step Combo Bonus = C * J'
where
- C = combo count after step if life bar not empty, 0 otherwise
- J = 55 if Perfect, 33 if Great, 0 otherwise
DDRMAX
Scoring system: http://web.archive.org/web/20130411085012fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax/sec/score.html and http://web.archive.org/web/20090523210619fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax/sec/score2.html
Variant of 3rd with groove radar bonuses.
- Step Score = J * (K * U + Q)
where
- B = 5000000
- S = N*(N+1)/2, N = number of steps in song (not freezes)
- U = floor(B / S)
- J = 10 if Perfect, 5 if Great, 0 otherwise
- Q = B - U*S if the last step, 0 otherwise
At the end of the stage a bonus is applied for each Groove Radar category.
DDRMAX2/Extreme
Scoring system: http://web.archive.org/web/20130411085205fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/score.html (normal), http://web.archive.org/web/20130411085821fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/score_oni.html (MAX2 oni), https://web.archive.org/web/20070112062754fw_/http://www.konami.jp/bemani/ddr/jp/am/extreme/score.html (Extreme)
Variant of 3rd with difficulty multiplier.
- Step Score = J * (K * U + Q)
where
- B = 1000000 * D
- D = difficulty rating if not an edit, 5 if an edit
- S = N*(N+1)/2, N = number of steps plus freezes in song
- U = floor(B / S)
- J = 10 if Perfect, 5 if Great, 0 otherwise
- Q = B - U*S if the last step, 0 otherwise
SuperNOVA
Scoring system: http://web.archive.org/web/20130219115342fw_/http://www.konami.jp/bemani/ddr/jp/am/sn/secret/secret_02.html
- Step Score = 10000000 * J / (2*N)
where
- J = 2 if Perfect/OK, 1 if Great, 0 otherwise
Score is rounded down to nearest integer for output but fractions are retained internally.
SuperNOVA2 to 2014
- Step Score =
- U if Marvelous
- U - 10 if Perfect
- U/2 - 10 if Great
- 0 otherwise
where
- U = 1000000 / N
Score is rounded down to nearest 10 for output but fractions are retained internally.
A
- Step Score =
- U if Marvelous
- U - 10 if Perfect
- U * 0.6 - 10 if Great
- U * 0.2 - 10 if Good
- 0 otherwise
where
- U = 1000000 / N
Score is rounded down to nearest 10 for output but fractions are retained internally.
Pending
AC scoring systems were unified for all non-exclusive releases after SuperNOVA 2.
- Solo Bass
- Solo 2000
- Kids (has a grade but not a numerical score)
- true Kiss Destination (only appears at end of song; 9 digit scores possible)
- DREAMS COME TRUE (only appears at end of song; appears to be same as TKD)
- Disney's RAVE (no numerical score, grade shown ingame and updated in realtime)
- 1st US (likely same as 1st/2nd)
- USA (appears to be same as 4th)
- DS (likely same as 1st/2nd, unchecked)
- EuroMIX (looks like 3rd)
- EuroMIX2 (looks similar to MAX2)
- Fusion (likely same as Extreme US)
- 1st Asia (likely same as 1st/2nd)
Console mixes
Pending
Those known not to correspond with any (preceding) AC release include:
- Extreme US
- Ultramix series (1, 2 and 3 are different, 4 might be the same as 3)
- V (uses A but with -100 instead of -10, IIRC)
Mobile mixes
DDR S/S+
Despite having a UI based on X the scoring system is closer to that of SN than SN2.
- Step Score = 1000000 * J / (2*N)
where
- J = 2 if Marvelous/Perfect/OK, 1 if Great, 0 otherwise