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* Arrows notation (inputting the LITTLE code twice will turn it OFF, and only either FLAT/VIVID can be active) | * Arrows notation (inputting the LITTLE code twice will turn it OFF, and only either FLAT/VIVID can be active) | ||
** LITTLE: input ← ↓ → ↓ ← on the foot panels. | ** LITTLE: input ← ↓ → ↓ ← on the foot panels. | ||
** FLAT: input ← ← ← → → → on the foot panels. | ** FLAT: input ← ← ← → → → on the foot panels. Not usable in SSR mode, as the FLAT arrow skin is used by default in this mode. | ||
** VIVID: input ← → ← ← → → ← → on the foot panels. Recommended to input ↓↓ before doing this. SSR | ** VIVID: input ← → ← ← → → ← → on the foot panels. Recommended to input ↓↓ before doing this. Can only be used in SSR mode. <span id="cke_bm_249E" style="display: none;"> </span> | ||
* Read PAINT EDIT data: when "リンクを開始します" is displayed on the screen to read the memory card, hold down the Left and Right Selection buttons. | * Read PAINT EDIT data: when "リンクを開始します" is displayed on the screen to read the memory card, hold down the Left and Right Selection buttons. | ||
* Use PAINT EDIT data: press the Left or Right Selection buttons during play. | * Use PAINT EDIT data: press the Left or Right Selection buttons during play. | ||
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: ''This section was adapted from [http://aaronin.jp/ss2.html Aaron in Japan].'' | : ''This section was adapted from [http://aaronin.jp/ss2.html Aaron in Japan].'' | ||
The scoring system for the 3rdMIX was changed from the one used in DanceDanceRevolution to DanceDanceRevolution 2ndMIX. One of the main changes are that the score is not determined by large combos anymore and that the maximum possible score for one song is 10,000,000. This scoring system was used in 3rdMIX releases | The scoring system for the 3rdMIX was changed from the one used in DanceDanceRevolution to DanceDanceRevolution 2ndMIX. One of the main changes are that the score is not determined by large combos anymore and that the maximum possible score for one song is 10,000,000. This scoring system was only used in 3rdMIX releases, including 3rdMIX PLUS, the two Korean versions, and [[AC_DDR_USA|DanceDanceRevolution USA]] (as it was based on 3rdMIX). | ||
;Dancer Score | ;Dancer Score | ||
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*Dancer Perfects: Base Step Score × 10 × Number of Perfects | *Dancer Perfects: Base Step Score × 10 × Number of Perfects | ||
*Dancer Greats: Base Step Score × 5 × Number of Greats | *Dancer Greats: Base Step Score × 5 × Number of Greats | ||
*Dancer Goods | *Dancer Goods/Boos/Misses: Base Step Score × 0 × Number of Goods/Boos/Misses | ||
If the life bar becomes depleted, but the song continue to play (due to Versus mode or Autofail set to off), the Base Step Score is replaced by 1. | If the life bar becomes depleted, but the song continue to play (due to Versus mode or Autofail set to off), the Base Step Score is replaced by 1. | ||
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The final formula for the dancer score is a bonus for the final note of the song: | The final formula for the dancer score is a bonus for the final note of the song: | ||
:Final Step Bonus = 10 × [1000000 - int[1000000 ÷ (N × (N+1) ÷ 2)] × (N × (N+1) ÷ 2)] | :Final Step Bonus = 10 × [1000000 - int[1000000 ÷ (N × (N+1) ÷ 2)] × (N × (N+1) ÷ 2)] | ||
This formula will gives its full bonus value if the step was a Perfect, half of it for a Great and 0 for a Good | This formula will gives its full bonus value if the step was a Perfect, half of it for a Great, and 0 for a Good and below. | ||
;Grade | ;Grade | ||
The Grade is calculated with a different formula using Dance Points. Each note in the song has a value of two Dance Points assigned to it. When adding them all up, the result is the maximum number of possible "Dance Points" for the song. This equal to 2 × N. N still being the number of notes in the song. | The Grade is calculated with a different formula using Dance Points. Each note in the song has a value of two Dance Points assigned to it. When adding them all up, the result is the maximum number of possible "Dance Points" for the song. This equal to 2 × N. N still being the number of notes in the song. | ||
The grade is then found by adding all the Dance Points calculated as follows: | The grade is then found by adding all the Dance Points calculated as follows: | ||
* | * Perfects are worth +2 Dance Points | ||
* | * Greats are worth +1 Dance Points | ||
* | * Goods are worth nothing (0 Dance Points) | ||
* | * Boos will subtract (-) 4 Dance Points | ||
* | * Misses will subtract (-) 5 Dance Points | ||
The grade letter is then matched with the closest corresponding value: | The grade letter is then matched with the closest corresponding value: | ||
*SSS: | *SSS: Perfect Full Combo (100% Perfects) | ||
*SS: | *SS: Full Combo with at least 80% Perfects (no Goods or below) | ||
*S: | *S: Full Combo with less than 80% Perfects (no Goods or below) | ||
*A: At least 80% of maximum Dance Points | *A: At least 80% of maximum Dance Points | ||
*B: At least 64% of maximum Dance Points | *B: At least 64% of maximum Dance Points | ||
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*E: Failed | *E: Failed | ||
A grade of SSS through S override any other grade. For a score with less than 80% of the maximum Dance Points, but with a Full Combo, the S | A grade of SSS through S override any other grade. For a score with less than 80% of the maximum Dance Points, but with a Full Combo, the player's grade will be S instead of B. Likewise, for a non-full combo score, the highest grade possible is an A. | ||
= Difficulty Changes = | = Difficulty Changes = |
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