EX Score: Difference between revisions

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== [[Beatmania Information|beatmania]] series ==
== [[Beatmania Information|beatmania]] series ==
[[AC bm complete|beatmania completeMIX]] is the first-ever BEMANI game to use EX Score, only for EXPERT mode. GREATs judgements increases the score with 2 for flashing (JUST) GREAT and 1 for a regular. The EX Score replaces the original 100,000 [[Money Score]] in the scoring display. EX Score was only used in EXPERT Mode throughout the series' lifespan.
[[AC bm complete|beatmania completeMIX]] was the first BEMANI game to use EX Score, only for EXPERT mode. Great judgements increases the score with 2 for a flashing Great (Just Great) and 1 for a regular Great. The EX Score replaces the original 100,000 [[Money Score]] in the scoring display. EX Score was only used in EXPERT Mode throughout the series' lifespan.


However, the DJ Level, the grading scheme seen in the end screen (A to H), is based on the calculation for the GREATs over the number of notes, though the exact calculation was unknown at the time.
However, the DJ Level, the grading scheme seen in the end screen (A to H), is based on the calculation for Great judgements over the number of notes, though the exact calculation was unknown at the time.


== [[AC General Info|beatmania IIDX]] series ==
== [[AC General Info|beatmania IIDX]] series ==
EX Score was also brought forward to the sequel game but only limited for the use during EXPERT Mode. In later games, starting on [[AC IIDX RED|beatmania IIDX 11 IIDX RED]], EX Score can be seen on the Graph Area if it is enabled. When played on EVENT Mode, the EX Score replaces the 200,000 Money Score on its display. Money Score would continue to display in the result screen until [[AC tricoro|beatmania IIDX 20 tricoro]]. Beginning with [[AC BISTROVER|beatmania IIDX 28 BISTROVER]], Money Score was removed and replaced by EX Score, which is now simply called Score.
EX Score was also brought forward to the sequel game but only limited for the use during EXPERT Mode like its prequel. In later games, starting on [[AC IIDX RED|beatmania IIDX 11 IIDX RED]], EX Score can be seen on the Graph Area if it is enabled. When played on EVENT Mode, the EX Score replaces the 200,000 Money Score on its display. Money Score would continue to display in the result screen until [[AC tricoro|beatmania IIDX 20 tricoro]]. Beginning with [[AC BISTROVER|beatmania IIDX 28 BISTROVER]], EX Score has been renamed to Score, with Money Score being removed and replaced by EX Score accordingly.


[[AC 6th style|6th style]] introduced the DJ Level scheme (AAA to F), which is identical to the beatmania series as there are also eight levels and each grade have eight different ranges of one-ninths starting from two-ninth as F grade. The scoring in [[CS 2006|beatmania (2006)]] was changed slightly by lowering the ranges by one-ninth, with AAA now requiring at least a 7/9 instead of 8/9.
[[AC 6th style|6th style]] introduced the DJ Level scheme (AAA to F), which is identical to the beatmania series as there are also eight levels and each grade have eight different ranges of one-ninths starting from two-ninth as F grade. The scoring in [[CS 2006|beatmania (2006)]] was changed slightly by lowering the ranges by one-ninth, with AAA now requiring at least a 7/9 instead of 8/9.
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DanceDanceRevolution is the second BEMANI game to use the EX Score Scheme, beginning with [[AC DDR EXTREME|DanceDanceRevolution EXTREME]] when used on CHALLENGE Mode.  
DanceDanceRevolution is the second BEMANI game to use the EX Score Scheme, beginning with [[AC DDR EXTREME|DanceDanceRevolution EXTREME]] when used on CHALLENGE Mode.  


MARVELOUS!!! and O.K.!!! judgements award 3 points, PERFECT!! with 2 points, and GREAT! with 1 point. While EX Score was not used from [[AC DDR SuperNOVA|SuperNOVA]] through [[AC DDR X|X]], EX Score would return in [[AC DDR X2|DanceDanceRevolution X2]], though it could only be enabled through a keypad code in the MODE SELECT screen (3750, or 0573 when playing on Event Mode), and doing so the "USE EX SCORE" text would display. Inputting the same code again disabled this option.
Marvelous and O.K. judgements are worth 3 points, Perfect judgements are worth 2 points, Great judgements are worth 1 point, and Good and lower judgements are not worth any points. While EX Score was not used from [[AC DDR SuperNOVA|SuperNOVA]] through [[AC DDR X|X]], EX Score would return in [[AC DDR X2|DanceDanceRevolution X2]], though it could only be enabled through a keypad code in the MODE SELECT screen (3750, or 0573 when playing on Event Mode), and doing so the "USE EX SCORE" text would display. Inputting the same code again disabled this option.


This code was removed in [[AC DDR A|DanceDanceRevolution A]], as the EX Score was now displayed during the results screen (although in-game EX SCORE display can still be enabled by the operator in EVENT MODE). Despite this, the regular 1,000,000 scoring system is still used to this day and as a determinant for the grading level.
This code was removed in [[AC DDR A|DanceDanceRevolution A]], as the EX Score was now displayed during the results screen (although in-game EX SCORE display can still be enabled by the operator in EVENT MODE). Despite this, the regular scoring system (with a cap of 1,000,000 points) is still used to this day and as a determinant for the grading level.


== [[SOUND VOLTEX Information|SOUND VOLTEX]] series ==
== [[SOUND VOLTEX Information|SOUND VOLTEX]] series ==
SOUND VOLTEX is the third BEMANI game to adopt the EX Score scheme beginning with [[AC SDVX EG|EXCEED GEAR]]. The score is only used when S-CRITICAL is enabled, and is applicable to STANDARD START/PREMIUM TIME modes when played on Valkyrie model cabinets. For chip notes, S-CRITICAL is worth 5 points, CRITICAL is worth 4, and NEAR with 2. For ANALOG Chains and Long Notes, a CRITICAL is worth 2 points per chain. Like DanceDanceRevolution, the regular 10,000,000 scoring system is used as a base for grading and clear medals.
SOUND VOLTEX is the third BEMANI game to adopt the EX Score scheme beginning with [[AC SDVX EG|EXCEED GEAR]]. The score is only used when S-Critical is enabled, and is applicable to STANDARD START/PREMIUM TIME modes when played on Valkyrie model cabinets. For chip notes, S-CRITICAL is worth 5 points, Critical is worth 4, and Near is worth 2. For ANALOG Chains and Long Notes, a Critical is worth 2 points per chain. Like DanceDanceRevolution, the regular scoring system (with a 10,000,000 point cap) is used as a base for grading and clear medals.


[[Category:Terminology]]
[[Category:Terminology]]
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