Scoring Systems in DDR Tournaments

There are a number of scoring systems in DDR that you can use. All with their pros and cons. I will attempt to explain each one of them in as much detail as I can, and will breakdown the pros and cons.

Note: For more information about dance point and machine score systems, please visit http://aaronin.jp/taren/scoring/ddrscoreframe.html. This is a comprehensive look at all the scoring systems for Japanese DDR mixes.

Perfect Attack

One of the simplest ways to score in a tech tournament. Basically scoring is by perfects only, without regards to greats, goods, boos, misses, or ok's (freeze arrows).

Pros:

- All arrows count the same value
- Very simple to use
- Quick to write down

Cons:

- Does not take greats, goods, boos, misses into consideration (Should one player that ties in perfects with another player and get 3 misses truely win?)
- Does not take freeze arrows in consideration

My outlook: When I look at this, it is very simple, and though it doesn't take the other values in it's output, it still is a fair system. Due to the simplicity of this system, and the fact it does not score points based on where the arrows are, it is the most widely accepted form in the United States for tourneys.

Modifications: Some tourneys have been known to compensate for the lack of counting freeze arrows by adding a point for each freeze arrow a player gets. Thus:

Perfects = +1
OK's = +1

Now freezes are being considered, and the players cannot ignore them, as they could be a deciding factor in breaking ties. Of course you may have people who have trouble holding freezes for some reason, which is a disadvantage.

Dance Point System

Do you know what Konami uses in the calculation of your grade? Well, they differ from mix to mix, but let's take the Max/Max 2/Extreme grading system.

Perfects = +2
Greats = +1
Goods = 0
Boos = -4
Misses = -8
OK's = +6
NG's = 0

Note : NG = Missed freeze arrow

Pros:

- Now takes everything in account, players can't just be good at getting perfects, they must know how to minimize goods, boos, and misses.
- A more comprehensive way of showing how good a player is and who truely should win.

Cons:

- You better have good pads that don't give random misses, because misses severely penalize a player.
- Takes longer to write down, you better have event mode on.

Alternative Methods : This can be modified to make it less penalizing for a player to get a boo or miss, and is starting to become a lot more common for tourneys that use the dance points system.

Perfects = +2
Greats = +1
Goods = 0
Boos = -2
Misses = -4
OK's = +3
NG's = 0

or

Perfects = +2
Greats = +1
Goods = 0
Boos = -1
Misses = -2
OK's = +3
NG's = 0

Marvelous Attack (DDR Extreme & Supernova only)

Some tourneys have implemented the marvelous scoring. For those of you who don't know, in DDR Extreme, a new timing, called marvelous, was implemented in the nonstop and oni modes. It is considered to be a higher score than perfect. When taken into account in a dance point system, it is scored as +3.

Pros:
- Another form of timing, makes it harder for players, and thus, puts another strategy into the fray.

Cons:
- Only available in nonstop or oni modes.

My outlook: This system baffles me in a way that some tourneys have used this. They make players play the first two songs in the random caprice* nonstop tourney, then make the players jump off and fail the nonstop course so scores can be written down. The problem is knowing how many misses should be taken into consideration when evaluating the players. My suggestion is that if you use this, PLEASE PLAY THE WHOLE 4 SONGS IN THE COURSE! It makes it easier that way. Problem with that is 4 songs in a match takes a lot longer.

*Random Caprice - The 4 songs are chosen at random, but are visible in the song stack before the course starts, so players would know what is coming and can choose modifiers accordingly.

Quick note : In oni courses, the scoring system is slightly different. While marvelous, perfects, and greats are +3, +2, and +1 respectively, goods, boos, and misses count 0, and ok's count +3.

That last note brings me to my final dp scoring system, the oni scoring system. As explained, only marvelous (if playing nonstop), perfects, greats, and ok's are considered. I haven't seen this implemented in a tourney yet, so do it if you wish.

Machine Score (Excluding DDR Supernova)

Oh yes. The scoring system that Konami placed on there.

Pros:
- Easy to write down.

Cons:
- Problems galore. All steps are not the same, with the steps at the end worth more than the beginning. Does that sound fair at all compared to PA?
- Will make some people think they were screwed out of a match when a person uses a strategy to get several greats at the beginning, then perfects at the end, or if the player gets several less greats then another but the lower score.

My outlook: This one baffles me the most. It is considered to be the most UNEQUAL system of scoring, since where the steps are matters. Plus I've seen scores in which players get a huge distinction in the amount of greats, goods, boos, misses, yet they are very close in scores. I believe the reason it never got off the ground in the US was the USA mix. This scoring system was based on combos, not perfects. Need I say more? My advice, DON'T USE THIS SYSTEM! USE PERFECT ATTACK OR DANCE POINTS!

Machine Score (DDR Supernova)

The scoring system on DDR Supernova has been completely overhauled. No longer is the steps scored unequally. Scoring is now based on this system:

Perfects = +2
Greats = +1
OK = +2
All other steps = 0

All songs have a maximum score of 10,000,000 points. I view it as a percentage. For example, if you see a score of 9,623,823, then you can read the score as 96.23823%, or 96.24%.

My outlook: Finally, the scoring system is fair. Wonder why they did this. Is it because of ITG's percentage system? Whatever the reason is, it can now be used fairly. Do take into account that goods, boos, and misses (goods, almosts, and boos) do not penalize you.

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