Individual Note Scoring
  • The basic score earned for each individual note is as follows:

COOL
FINE
SAFE
SAD
WORST
CORRECT BUTTON
500
300
100
50
0
WRONG BUTTON
250
150
50
30
0

  • Once the combo count hits 10 or higher, a bonus is added for each note thereafter.
COMBO COUNT
1~9
10~19
20~29
30~39
40~49
50+
BONUS
0
+50
+100
+150
+200
+250

  • EASY and NORMAL difficulties include a CHALLENGE TIME. During this period, a score bonus of 10 per note is rewarded for the combo count from the start of CHALLENGE TIME. This bonus maxes out at 500 per note.
    • This bonus will be gained for that note only if COOL or FINE is hit. SAFE, SAD or WORST do not get this bonus.
    • The ongoing normal combo count will not affect the bonus during CHALLENGE TIME.
  • When the life gauge is full, a further 10 bonus points are rewarded per COOL note hit.
    • The life gauge does not appear during CHALLENGE TIME, thus the life bonus will not apply.

  • The per-note score with the combo bonus taken into consideration is below (same as PSP version).
    • SAFE, SAD or WORST end the combo thus always give the same score.
COMBO COUNT
COOL
FINE
SAFE
SAD
WORST
1~9
500
300
100
50
0
10~19
550
350
100
50
0
20~29
600
400
100
50
0
30~39
650
450
100
50
0
40~49
700
500
100
50
0
50+
750
550
100
50
0
WRONG BUTTON
250
150
50
30
0

Combo Mechanics
  • The combo is maintained only when COOL and FINE notes are hit.
  • When the wrong button is hit, it is treated as a miss and will still end the combo even though a differently-colored COOL or FINE rating is given.
  • If the combo is maintained from the first to the last note, the rating is a PERFECT unless the player fails to achieve the targeted completion rate, in which case it will be a MISS×TAKE.

  • For multi notes, hitting too many buttons or simply the wrong buttons will also receive miss ratings and break the combo. For example:
    • For a ○× multi note, even hitting a □△ will not result in a WORST, but a WRONG.
    • For the same ○× multi note, hitting all ○×□△ buttons with perfect timing will be rated a WRONG.
    • For a single note, hitting a ○× multi note will also rate as WRONG.
  • Hitting insufficient buttons for multi notes will always result in a WORST (for example, hitting only ○× for a ○×□multi note).
    • However, hitting only other button(s) not included in the multi note will rate as a WRONG (for example, hitting for a ○× multi note).

Hold Note Bonus
  • This bonus is displayed near the bottom of the play screen when it is being applied.
  • Maintaining the Hold note for 5 seconds allows the MAX HOLD BONUS to be rewarded.
    • If another Hold note is added before the MAX HOLD BONUS is rewarded, it will only be rewarded 5 seconds after the new Hold note.
NO. OF HOLD NOTES →
1
2
3
4
REMARKS
1 SECOND
600
1200
1800
2400

2 SECONDS
1200
2400
3600
4800

3 SECONDS
1800
3600
5400
7200

4 SECONDS
2400
4800
7200
9600

5 SECONDS
3000
6000
9000
12000
MAX HOLD BONUS added on top of this
MAX HOLD BONUS
1500
3000
4500
6000
Rewarded for holding for 5 seconds

Multi Note Bonus
  • This bonus is equivalent to the number of buttons in the multi x basic score for the rating given.
    • COOL would be 500, FINE 300, etc.
    • When a miss rating is given, the score given is simply 250 for red WRONG or 150 for black WRONG.
  • For example, hitting a chain of ○× (COOL) followed by ○×□ (WRONG) and then ○×□△ (FINE) will be worth 500x2 + 250 + 300x4 = 2450 points.

  • The combo count does not affect this bonus, rather, the combo bonus is added once to an entire multi note after the multi note bonus is calculated as above.
  • For example, hitting COOL on ○×□△ when the combo count is 500 will reward 500x4 + 250 = 2250 points.

Completion Rate
  • The completion rate is basically the current score as a percentage of the reference score (which is given as 100%).

Reference Score Formula
  • All COOL notes score + CHALLENGE TIME (CT) bonus + ( Multi Note Bonus - Number of Multi Notes x 500 )

  • All COOL notes score = Total number of notes x 750 - 7250
    • The total number of notes is shown on the results screen after the song.
    • All multi notes are counted as one note each regardless of how many buttons were needed for the multi note.
    • The combo bonus is lesser than 750 before combo count 50, which results in the deduction of 7250 = 250 x 9 + 200 x 10 + ... + 50 x 10.
  • CT bonus:
    • If the combo count during CT is below 50, CT bonus = (10 + Number of notes x 10 ) x Number of notes / 2
                    • = 5 x Number of notes x ( Number of notes + 1 )
    • If the combo count during CT is above 50, CT bonus = 12750 + ( Number of notes - 50 ) x 500
                    • = Number of notes x 500 - 12250
  • Multi Note Bonus:
    • Hold Note Bonuses are excluded.
    • Part of this bonus overlaps with the score for hitting all COOL notes, so it is deducted.
    • In other words, the real bonus for hitting a two-button multi is worth 500 (one note), the bonus for a three-button multi is worth 1000 (two notes), and for a four-button multi it is 1500 (three notes). The score for the one "missing" note is included in the all COOL score.

  • Using a song as an example:
    • ナイトメア☆パーティナイトEX - Total 445 notes with 14 two-button, 2 three-button and 1 four-button multi notes.
    • [ 445 x 750 - 7250 ] + [ ( 1 x 14 + 2 x 2 + 3 x 1 ) x 500 ] = 337,000 points

Completion Rate Formulae
  • EASY (no Hold notes)
    • Current Score x 100 / Reference Score
  • NORMAL
    • [ Current Score without Hold bonus + min(5, Hold Bonus x 2) ] x 100 / Reference Score
  • HARD
    • [ Current Score without Hold bonus + min(5, Hold Bonus x 0.5) ] x 100 / Reference Score
  • EXTREME
    • [ Current Score without Hold bonus + min(5, Hold Bonus x 0.2) ] x 100 / Reference Score

  • And rounded off to two decimal places.
  • The completion rate shown on the completion gauge in-game uses these exact formulae.
  • Though it does not factor into the Reference Score, the life bonus increases the Current Score and thus, the completion rate.
  • As far as the Hold bonus goes, it is added to the completion rate at a modified but fixed rate (NORMAL: 200%, HARD: 50%, EXTREME: 20%).
    • However, the maximum amount the Hold bonus can add to the completion rate is capped at 5% across all difficulties.

  • From this formulae, it can be concluded that the completion rate is capable of going above 100% regardless of difficulty.
    • For songs with a lot of Hold notes, it can go up to 105% + life bonus.
  • Since the Hold bonus is added at a different rate and is capped at 5%, the highest score may not necessarily reflect the highest completion rate, and vice-versa.
    • Depending on the situation, an ongoing combo might be given up so that a Hold note can be maintained, using the MAX HOLD BONUS to aim for a higher score instead of a higher completion rate.