User:Arcorann/DDR Scoring
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 * S + Q)
where
- B = 1000000
- S = floor(B / (N*(N+1)/2), N = number of steps in song
- J = 10 if Perfect, 5 if Great, 0 otherwise
- Q = B - S*(N*(N+1)/2) 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 * S + Q)
where
- B = 500000 * (1 + D)
- D = difficulty rating if not an edit, 7 if an edit
- S = floor(B / (N*(N+1)/2)
- J = 10 if Perfect, 5 if Great, 0 otherwise
- Q = B - S*(N*(N+1)/2) 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 * S) + Q
where
- B = 5000000
- S = floor(B / (N*(N+1)/2), N = number of notes
- J = 10 if Perfect, 5 if Great, 0 otherwise
- Q = B - S*(N*(N+1)/2) 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)
Variant of 3rd with difficulty multiplier.
- Step Score = J * (K * S) + Q
where
- B = 1000000 * D
- D = difficulty rating if not an edit, 5 if an edit
- S = floor(B / (N*(N+1)/2), N = number of notes plus freezes
- J = 10 if Perfect/OK, 5 if Great, 0 otherwise
- Q = B - S*(N*(N+1)/2) 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 Marvelous/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 =
- S if Marvelous
- S - 10 if Perfect
- S/2 - 10 if Great
- 0 otherwise
where
- S = 1000000 / N
Score is rounded down to nearest 10 for output but fractions are retained internally.
A
- Step Score =
- S if Marvelous
- S - 10 if Perfect
- S * 0.6 - 10 if Great
- S * 0.2 - 10 if Good
- 0 otherwise
where
- S = 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
- true Kiss Desination
- DREAMS COME TRUE
- Disney's RAVE
- 1st US
- USA
- DS
- EuroMIX
- EuroMIX2
- Fusion
- 1st Asia
Console mixes
Pending
Those known not to correspond with any AC release include:
- Extreme US
- Ultramix series