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  • InnuendOwO [she/her]
    ·
    4 years ago

    In the rhythm game scene at least, Konami is as close as you're gonna get to AAA, so fuck it, we're going with that. The scoring system used in DDR is absolutely, by far, the best in any rhythm game, and more games need to adopt it. By which I mean every single rhythm game should use it.

    There's 5 timings - Marvellous, Perfect, Great, Good, and Miss. Marvellous is frame-perfect, +/-17 milliseconds. Perfect is 18-33ms, Great is 34-108ms, Good is 109-158ms, everything after that is a miss.

    An absolutely flawless run, all-Marvellous, is exactly 1,000,000 points. Doesn't matter how many notes there are in the song, each note is just worth a fraction of 1 million. A Perfect is 10 less points than Marvellous, Great is 60% of the value, and Good is 20%. With this scoring system, combos mean nothing, which is good, whoever thought combo-based scoring is good is just wrong, any system where the one on the left is worse is garbage. That, and with a quick glance at a score, you can instantly tell how well they did - a 999,750 on Endymion - Expert? All-Marvellous with 25 Perfects. Yeah, once you start mixing in Greats and Goods, it gets a bit more murky, but also, if you're still hitting Greats on a song, your score probably isn't "relevant" unless it's like, Lachryma - Challenge.

    So much nicer than other rhythm games. Sound Voltex uses the same "capped" scoring, with a perfect being 10,000,000 in that game - but a Near is just 50% of a Perfect, so like, a score of 9,998,740 is... probably just one Near, I think...? Or IIDX, where there is no cap, and it's just "perfects are 2 points, greats are 1". Is a score of 1800 good? Maybe! It could be a flawless run on a 900-note song, or a really shit run on a song with 3000 notes! Who knows!

    DDR's scoring is just flawless, though.

    and if you actually like the scoring system in games with a combo-based system, please reconsider

    • them_fatale [she/her]
      ·
      4 years ago

      so much better than guitar hero lol, I still don't know how the fuck it works and I've pretty much only played clone hero for the past few months

      • InnuendOwO [she/her]
        ·
        4 years ago

        GH/CH is combo-based, but only pretty loosely. Notes are worth 50 points baseline, a 2-note chord is 100 points, 3-note 150, etc. Hold notes are 25 points per beat. Hit 10 notes in a row to raise your combo multiplier by one, up to 4x (so 0-10 note combo is 1x, 11-20 is 2x, etc). Activating star power doubles your multiplier temporarily.

        Each song has it's "base score", which is just "number of notes * 50" - basically if you hit every note, but intentionally overstrummed to break your combo between each one. A 3-star requires the base score. 4-star is 2x base, 5-star is 2.7x, 6-star is 3.6x, and 7-star is 4.4x.

        It's a pretty straight-forward system, just not explained well anywhere.