User:Arcorann/DDR Scoring: Difference between revisions

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*1st Asia (likely same as 1st/2nd)
*1st Asia (likely same as 1st/2nd)


== Console mixes ==
== Console and home mixes ==


=== Pending ===
=== Pending ===
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*Ultramix series (1, 2 and 3 are different, 4 might be the same as 3)
*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)
*V (uses A but with -100 instead of -10, IIRC)
*Winx Club
Other unchecked (partial):
*US PC


== Mobile mixes ==
== Mobile mixes ==

Revision as of 13:54, 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 and home 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)
  • Winx Club

Other unchecked (partial):

  • US PC

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