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 * 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/USA
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
Note that AC DDR USA uses this even though its interface is based on 3rdMIX!
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
- N = number of steps plus freezes in song
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
- N = number of steps plus freezes in song
Score is rounded down to nearest 10 for output but fractions are retained internally.
A onwards
- 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
- N = number of steps plus freezes in song
Score is rounded down to nearest 10 for output but fractions are retained internally.
Solo Bass Mix/Solo 2000
Scores are tallied up at the end of the song:
- Perfect: 500 per Perfect
- Great: 300 per Great
- Good: 100 per Good
- Max Combo: 400 * Max Combo
- Max Perfect Combo: 100 * Max Perfect Combo
Pending
AC scoring systems were unified for all non-exclusive releases after SuperNOVA 2.
- Kids (has a grade but not a numerical score)
- true Kiss Destination (only appears at end of song; 9 digit scores possible; same as )
- 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)
- 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 and home mixes
Same as AC mixes
- 1st/2nd/Club:
- DDR 1st JP
- 2ndReMIX
- 3rd:
- 4th:
- 5th:
- MAX:
- MAX2/Extreme:
- SuperNOVA:
- SN2 to 2014:
- A to present:
- GRAND PRIX
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)
- Hottest Party series (incl. MUSIC FIT and Winx Club) (similar to MAX2/Extreme but max score doesn't match)
- UNIVERSE series:
- 1 and 2 similar to MAX2/Extreme but max score is 100,000,000?
- 3 similar to SN2 but doesn't appear to round to 10s
Other unchecked (partial):
- GB series (same as 1st/2nd? score only at end)
- US PC (appears to be same as 4th, need confirmation)
Special modes
Same as main mode:
- 2ndReMIX Endless
Pending writeup (partial):
- MAX2 Endless (needs checks)
- Extreme Endless (needs checks)
- SuperNOVA Endless
- SuperNOVA2 Endless
- X Endless (conjecture available, needs checks)
- X2 Endless
3rdMIX Endless
Let C' be the adjusted combo count after step:
- If C = combo count after step and C = value of C' on previous step, C' = :
- max(C, C) if Perfect or Great
- floor(C / 2) otherwise
Then,
- Step Score = J * (floor(C'/4)^E + 1) * L_1 * L_2
where
- J = 300 if Perfect, 100 if Great, 0 otherwise
- E = min(6, floor(1 + (S - 1) / 8))
- L_1 = 1 + floor(N / 256)^floor(1 + (S - 1) / 32)
- L_2 = S^min(9, floor(1 + (S + 15)/32)) * (S - max(0, S - mod(S + 15, 32) - 1))
- N = cumulative step count across all stages so far after step
- S = current stage number
The term (S - max(0, S - mod(S + 15, 32) - 1)) can also be expressed as:
- S, if S <= 16
- mod(S + 15, 32) + 1 if S > 16
Yes, this means the score per step can go down when crossing stage boundaries, e.g. if S goes from 272 to 273.
4thMIX Endless
- Step Score = J + (floor(C/4) * L)^2
where
- C = combo count after step
- J = 301 if Perfect, 101 if Great, 0 otherwise
- L = max(1, S - 5) * max(1, floor(2^E * (S - 16 * (E + 3)) - 1))
- E = min(11, floor(S / 16) - 4)
- S = current stage number
Alternatively, if we let L = max(1, S - 5) * L_2 and L_2(S) be a function of S, then we can define it as a recurrence:
- L_2(S) = 1, S <= 16
- L_2(S) = L_2(S - 1) + 1 * (mod(S, 2 ^ (4 - floor(S / 16)) == 0), 17 <= S <= 64
- L_2(S) = L_2(S - 1) + 2 ^ min(11, floor(S / 16) - 4), S >= 65.
Note that if not Perfect or Great C will be 0 and thus step score will be 0.
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