AUDICA: Rhythm Shooter

AUDICA: Rhythm Shooter

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Scoring System
By drasticsurgeon
An overview of the Audica scoring system, including a list of maximum possible scores for the OST/DLC
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Introduction
Audica has a fairly complex scoring system. This guide breaks down how the scores are calculated for each target type and also covers the multiplier system.

The details below are based on playing the game and watching recordings, along with comments from the developers.

Standard/Slot Targets
Standard and slot (horizontal/vertical) targets use the same scoring system. They're worth up to 2000 points each:

Base
Timing
 Aim 
TOTAL
  500
   750
  750 
   2000

Sustain Targets
Sustain targets are worth up to 3000 points each. Base/Timing/Aim give the same points as for standard targets, depending on how you hit the target at the start of the sustain.

Hold points are given for keeping the trigger pressed until the end of the sustain (or later). Note that you don't have to release the trigger "on time"; you can keep it pressed past the end of the sustain and still get the maximum.

After the initial hit of a sustain target there are no further points for aim. This means you can start aiming at the next target early, or just rest your arm for a while!

Sustain targets are added to your streak upon the initial hit, but the points are not added until the end of the sustain.

Base
Timing
 Aim 
 Hold
TOTAL
  500
   750
  750 
 1000
   3000

Chain Targets
Chain targets begin with a start target and continue with sub-targets. You have to shoot the chain start target and hold the trigger down until the chain is finished. The gun will autofire at the sub-targets in time with the music.

The chain start target is scored in exactly the same way as a standard target:

Base
Timing
 Aim 
TOTAL
  500
   750
  750 
   2000

The chain sub-targets are scored lower because they're more frequent. There's no timing component to the score because the gun automatically fires to hit them on time.

Chain sub-targets give extra points for tracing the shape of the chain instead of aim points. This is a subtle difference, but it means that you don't need to aim exactly at the sub-target when it's shot to get full points. It suffices to move your aim point in the direction matching the chain near that target. This means you aren't penalised if you move too fast and effectively scale up the shape of the chain. Moving too slowly (scaling the shape down) is detected by the game, and gives a lower score.

Base
Tracing accuracy
TOTAL
   50
             75 
    125

Melee Targets
Melee targets are worth up to 2000 points each. To get full points for velocity you need to be moving the controller faster than the (unknown) speed threshold for at least 0.1 seconds. This is checked during a 0.2 second window around the arrival time of the melee target.

Base
Velocity
 TOTAL
1000
   1000
   2000

Streak/Multiplier System
The game tracks how many consecutive targets you've hit without making a mistake; this is your streak count. Failing to shoot a target (a miss) and firing a shot that doesn't hit a target (misfire) will reset your streak count. Releasing the trigger before the end of a sustain or chain target will reset your streak count too.

Note that shots before the first target or after the last one are not counted as misfires, nor are shots that hit the platform you stand on.

A multiplier is applied to target scores based on your streak count:

Streak Count
Multiplier
      1 -   9
      1x
    10 - 19
      2x
    20 - 29
      3x
    30+
      4x

When your streak count is reset the multiplier is reduced by 1, and it will take another 10 hits without error to get back to where it was. Multiple mistakes on the same target are counted together; firing at a target on time but missing it (miss+misfire) will only drop the multiplier by one.

The streak count is updated before the points for the target are applied, so the 10th target you hit in a streak gets a 2x multiplier.

Maximum Possible Scores
This table is based on the 1.0.3 version of the game, with all DLC as of December 18th 2020. The results were calculated based on the description of the scoring system above.

Main Songs
Track
  Max Score 
  Max Streak 
Destiny
   1554000
       194
Loyal
   1844000
       228
Everyday
   2059750
       251
Time For Crime
   2769500
       353
Resistance
   2236500
       279
The Space
   2618000
       327
Gold Dust
   2326000
       286
Lazerface
   1779250
       211
Collider
   1903000
       235
Titanium (CASH Remix)
   2720000
       326
HR 8938 Cephei
   3609500
       439
POP/STARS
   2781000
       337
Splinter
   2610000
       325
Channel 42
   2944000
       373
Decode Me
   3116750
       375
Illmerica
   2992000
       356
Smoke
   2768000
       339
Game Time
   2931000
       365
Boom Boom
   3784500
       449
Addicted To A Memory
   3358250
       399
To the Stars
   3192000
       395
I Want U
   3001000
       354
Perfect (Exceeder)
   3476500
       416
Break For Me
   3640875
       443
Predator
   3529500
       420
Synthesized (Audica Remix)
   3035500
       350
Eye for an Eye
   2820625
       355
Raise Your Weapon (Noisia Remix)
   2739000
       338
I Feel Love (Afrojack Remix)
   3385000
       412
Overtime
   2985500
       366
G.O.A.T.
   3696875
       433
Adrenaline
   3491250
       428
Highway to Oblivion
   5635000
       681

Extras
Track
  Max Score 
  Max Streak 
Destiny (Album Version)
   2734000
       327
POP/STARS (Album Version)
   3629000
       436
Addicted To A Memory (Album Version)
   5799500
       686
Highway To Oblivion (Album Version)
 10881500
     1298
All Stars
   3272625
       415
Avalanche
   2745375
       342
bad guy
   3974000
       496
Believer
   2868250
       356
Better Now
   1969625
       248
Can't Feel My Face
   3198000
       401
Centuries
   3245500
       392
Counting Stars
   3488000
       444
Don't Let Me Down
   3003500
       374
Exit Wounds
   4780000
       593
Funky Computer
   3461000
       414
GDFR
   4036750
       504
Girls Be Dancing
   4160500
       529
High Hopes
   3712500
       450
How We Know (Bugle Bot Remix)
   2861000
       356
Into You
   3567500
       447
Juice
   3503000
       450
Long Run
   3209000
       394
Methane Breather
   3650875
       442
Moves Like Jagger
   3023000
       365
New Rules
   3040250
       380
Pre-Existing Condition
   5133000
       627
Reeds Of Mitatrush
   3602250
       419
Sorry for Party Rocking
   4872000
       606
Starships
   3073000
       388
Stook (Audica Mix)
   3247000
       399
The Greatest
   3020000
       385
The Middle
   2834625
       360
The Mother We Share
   3382000
       419
U R Prey
   3633875
       448
We All Become
   3312500
       414
Youngblood
   4084500
       497

Totals
Leaderboard
   Max Score 
  Max Streak 
Total score
    97333625
      11838
Total score (with extras)
 231342625
      28339

Star Thresholds
Stars are awarded based on your score for the track. Completing the track always gives at least one star. Additional stars are awarded for scores greater than certain score thresholds. These are calculated as percentages of the maximum possible score for the difficulty you played the track on:

   Star Level   
       Threshold      
     One star
(effectively 1 point)
    Two Stars
           10.0%
   Three Stars
           26.5%
    Four Stars
           42.5%
    Five Stars
           63.5%

Beating 90% of the maximum possible score on expert difficulty gives gold stars.

Note that it is possible to get a gold star score without full combo. This is more common when the combo was dropped near the start or end of the track, where the loss of multiplier has reduced effect.



1 Comments
tooth 24 Dec, 2020 @ 12:06pm 
really cool and in depth look at scoring. this really does deserve more attention