User:Arcorann/DDR Scoring

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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