Similarly, as you miss steps, it will go down and turn red; go too low and you will fail out of the song. The Stage is also listed at the top. At the bottom is the difficulty and your score which is constantly going up as you play.
Sandwiched between them is the main screen; this is where the arrows fly at you, from bottom to top. Your goal is to hit the indicated arrow when it lines up with the unmoving gray arrow outlines at the top.
Sounds simple enough, right? Well, it is - for a song on Light like this one. It gets harder though. Here's an example:.
OK, that's not really fair; this song "bag" is a super-slow footer specifically designed to be almost impossible to read.
Even on Heavy, the songs aren't really this bad. When you hit arrows, you will get a rating for each one depending on how close to the beat you stepped.
The best rating is "Perfect" although in some newer versions there is an even better rating called "Marvelous" , followed in descending order by "Great", "Good", "Boo" called "Almost" in US versions , and "Miss" called "Boo" in US versions, and YES this causes unnecessary confusion. A "Good" step is worth 0 DP not too good!
A "Boo" step counts as -4 DP, decreases your life bar, and also ends any combo. The dreaded "Miss" step penalizes you 8 DP, decreases your life bar a lot, and naturally ends your combo. There are also Freeze steps, notes that must be held with one foot on them for a certain amount of time. All these Dance Points are not displayed anywhere on the screen, but they are important to know because they determine your grade when you finish.
This screen shows you how you did overall for the past song. Notice that I totally suck at playing a song with the keyboard; this is not a very hard song and I barely got an "A". Also note that this computer version of DDR has the new "Marvelous" rating turned on none of my console versions use it.
Obviously the top left corner shows your overall grade; grades rank from "E" the lowest, given for failing a song , up through "D", "C", "B", "A", "AA", and the best possible rank of "AAA".
In order to figure out your grade, first figure out your score in Dance Points using the system I listed in the preceding section. Then figure out the max score for the song; this is done by adding up all the steps for the songs and multiplying by two as if you had gotten a Perfect on each one , and then adding this to all the OKs times six. You will then get a percentage which determines your grade.
Take a look at the example below:. We would therefore have a score of All grades are determined by these percentages. This scoring system is what gives DDR unbelievable replay value; a song that was a challenge to "A" can always be returned to later to try and get a "AA", and even easy songs remain a challenge to "AAA". As in bowling, a perfect score IS possible, but so difficult that you can spend a virtual lifetime trying to achieve it. It's the thrill of always knowing I can do better that keeps me coming back to this game over and over again.
Note: All of the above information is based on the modern scoring system for DDR. Some of the older mixes have strange ways of calculating grades and scores. On Player's Best , , and Random Caprice, your score is based out of million points, just like in Extreme. Special Note: Original NS Course scoring is foot-based, except songs are only worth 1 million per foot instead of This prevents an overflow when someone strings up 20 hard songs in a row.
Also, in the song selection screen, the graph used in MAX still exists, but is still cosmetic. The total number of Dance Points is calculated with Marvelous steps being worth 3 points, Perfects getting 2 points, OKs getting 3 points, Greats getting 1 point, and everything else is worth 0 points.
They are rated higher than " Perfect " steps. Note on NONSTOP Mode scoring Nonstop mode requires the player to play 4 songs in succession, with the total maximum possible score for the four song set being ,, This comes from the sum of the four stages' maximum possible scores, which, regardless of song or difficulty is: 10,, for the first song 20,, for the second song 30,, for the third song 40,, for the fourth song However, there is a twist to the scoring system.
The grade of " Marvelous " rated higher than Perfect is introduced, and is scored higher than a " Perfect " step. Hence, your score in Nonstop mode is calculated slightly different.
All Perfect would receive only 18,, Contrary to MAX2, certain mods affect the way you are scored. Marvelous, Perfect, and Great multipliers themselves don't change, but mods add or decrease those three numbers by a fixed amount. If I put on the mod "Little", then I will only receive , , or 51 times my combo. See how the affected all three values equally? If you use more than one mod, the values are simply added up.
Hopefully that isn't too confusing. The ones labelled in green are default mods. Class Name Beg. Don't get too excited about this bonus, though- it accounts for less than points after a 25 combo. This combo bonus was a nightmare to identify- for the longest time I thought it was part of the base value.
It only applies to Challenge steps, and applies to any step that increases a combo. So eventually people should just get over it. Personally, I think simple is better. If determining a winner is as simple as looking to see if one person's money score is higher than the other. That's probably good. And unlike Pump, this system seems to be pretty straightforward and people shouldn't have much to complain about if they take two seconds to understand it and don't just dismiss it for being different.
Unfortunately, that latter attitude is all too common. Post by chocobojoe » Mon Dec 03, pm I think this system is fine. Reminds me of IIDX grading system. Post by Fluffyumpkins » Mon Dec 03, pm I think any system that weights all steps evenly works just fine. My biggest PIU gripe is that combo counts for entirely too much. Whether or not you miss a step right away or half way through a song should not affect I think I mean affect and not effect your score.
I do think that this adds new elements to tech play. Post by MonMotha » Mon Dec 03, pm Fluffyumpkins wrote: I think any system that weights all steps evenly works just fine. If you find this funny, you're a nerd. If neither of the above apply, you are normal. Post by Ho » Mon Dec 03, pm Mmm Lots of combos! Post by Fluffyumpkins » Mon Dec 03, pm 10 combos! Posted On : December 7, Posted On : May 1, Posted On : November 8, You may also like.
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