Scoring by version
Every game version has its own rules, and EZ2ST follows each one. This page lists them per version. The site's checks use exactly these tables.
How scores are ranked
- Cleared plays rank above failed plays.
- Then by RATE, highest first.
- For versions whose score depends on the combo (EZ2DJ 2nd TraX, EZ2DJ The 1st Tracks Special Edition, EZ2DJ The 1st Tracks): then by MAX COMBO.
- Then by SCORE, and finally whoever submitted first.
You keep one record per chart. A new play that beats it replaces it; otherwise you choose what happens (see Submitting scores). A clear always beats a failed play. Between two plays with the same rate, the better clear type wins.
Versions
- EZ2AC : FINAL EX, EZ2AC -FINAL-, EZ2AC : Time Traveler
- EZ2AC : Night Traveler
- EZ2DJ 2nd TraX
- EZ2DJ The 1st Tracks Special Edition
- EZ2DJ The 1st Tracks
EZ2AC : FINAL EX, EZ2AC -FINAL-, EZ2AC : Time Traveler
These versions share the same rules.
Judgements: KOOL, COOL, GOOD, MISS, FAIL.
Rate:
the RATE on the results screen.
Score: The game scores KOOL 300, COOL 150 and GOOD 41 points, and shows RATE = score ÷ (300 × TOTAL NOTES). EZ2ST checks your SCORE against your judgements and works out the RATE the same way, so they always match the screen. (EZ2CATCH scores differently: see below.)
Grades
| Grade | Needs | DJ Points |
|---|---|---|
| S++++ | RATE at least 100% | 11 |
| S+++ | RATE at least 98% | 10 |
| S++ | RATE at least 95% | 9 |
| S+ | RATE at least 93% | 8 |
| S | RATE at least 90% | 7 |
| A+ | RATE at least 85% | 6 |
| A | RATE at least 80% | 5 |
| B | RATE at least 70% | 4 |
| C | RATE at least 60% | 3 |
| D | RATE at least 50% | 2 |
| F | anything lower | 0 |
Clear types
| Clear | Needs | In-game bonus | DJ Points |
|---|---|---|---|
| ALL COMBO | MAX COMBO = TOTAL NOTES and no FAILs | — | 3 |
| CLEAR | The stage was cleared | — | 1 |
| FAILED | The groove gauge ran out (stage failed) | — | 0 (no DJ Points at all) |
ALL COMBO is set automatically when MAX COMBO equals TOTAL NOTES with no FAILs.
Good to know
- A 100% RATE is an ALL COMBO in the game; EZ2ST shows it with a small 100% mark.
- MISS isn't limited by TOTAL NOTES: a MISS can come from a press with no note (an indirect miss).
EZ2CATCH
EZ2CATCH judges every note CATCH or MISS, with no KOOL, COOL, GOOD or FAIL, so the submit page asks for CATCH, MISS, MAX COMBO and SCORE on EZ2CATCH charts.
- Score: each catch is worth 250 + 50 × log10(your combo), rounded down: the first catch of a combo 250, at combo 10 300, at combo 100 350. A MISS scores nothing and ends the combo. The SCORE depends on where your combo broke, so EZ2ST checks that it's possible for your CATCHes, MISSes and MAX COMBO.
- Rate: your SCORE ÷ the chart's highest score (every note caught in one combo), rounded down to 0.1%, as the game does. EZ2ST works it out from your SCORE, so it always matches the screen.
- Grades and DJ Points use the same cut-offs as the other modes.
- ALL COMBO is set automatically when MAX COMBO equals TOTAL NOTES (no MISS); that is also a 100% RATE.
- CATCH + MISS can't be more than TOTAL NOTES: EZ2CATCH has no extra misses from stray presses.
EZ2AC : Night Traveler
Judgements: KOOL, COOL, GOOD, MISS, FAIL.
Rate:
the RATE on the results screen.
Score: The game scores KOOL 300, COOL 150 and GOOD 40 points (not 41 as in later versions), and shows RATE = score ÷ (300 × TOTAL NOTES). EZ2ST checks your SCORE against your judgements and works out the RATE the same way, so they always match the screen. (EZ2CATCH scores differently: see below.)
Grades
| Grade | Needs | DJ Points |
|---|---|---|
| S+ | RATE at least 95% | 9 |
| S | RATE at least 90% | 7 |
| A | RATE at least 80% | 5 |
| B | RATE at least 70% | 4 |
| C | RATE at least 60% | 3 |
| D | RATE at least 50% | 2 |
| F | anything lower | 0 |
Clear types
| Clear | Needs | In-game bonus | DJ Points |
|---|---|---|---|
| ALL COMBO | MAX COMBO = TOTAL NOTES and no FAILs | — | 3 |
| CLEAR | The stage was cleared | — | 1 |
| FAILED | The groove gauge ran out (stage failed) | — | 0 (no DJ Points at all) |
ALL COMBO is set automatically when MAX COMBO equals TOTAL NOTES with no FAILs.
Good to know
- NIGHT TRAVELER has seven grades, fewer than later versions: no A+, S++, S+++ or S++++.
- A 100% RATE is an ALL COMBO in the game; EZ2ST shows it with a small 100% mark.
- MISS isn't limited by TOTAL NOTES: a MISS can come from a press with no note (an indirect miss).
EZ2CATCH
EZ2CATCH judges every note CATCH or MISS, so the submit page asks for CATCH, MISS, MAX COMBO and SCORE on EZ2CATCH charts. NIGHT TRAVELER scores it differently from later versions:
- Score: 300 per catch, whatever the combo, so the SCORE is 300 × CATCH. With MODE EXTREME (the 2/3 effector) each catch earns a combo bonus instead: 300 × (1 + log10(your combo) ÷ 3), rounded down (300 for the first catch of a combo, 400 at combo 10). EZ2ST accepts either and checks the EXTREME score against your CATCHes, MISSes and MAX COMBO.
- Rate: SCORE ÷ (300 × TOTAL NOTES), rounded down to 0.1%, as in the other modes. With MODE EXTREME it can go over 100%.
- Grades and DJ Points use NIGHT TRAVELER's cut-offs above.
- ALL COMBO is set automatically when MAX COMBO equals TOTAL NOTES (no MISS).
EZ2DJ 2nd TraX
Judgements: KOOL, COOL, GOOD, MISS, FAIL.
Rate:
the game shows no rate, so EZ2ST uses the game's own judgement points without the combo factor: (170 × KOOL + 100 × COOL + 40 × GOOD) ÷ (170 × TOTAL NOTES), rounded down to 0.1%. (The grade is still the game's own, from (KOOL + COOL) ÷ TOTAL NOTES.)
Score: The SCORE depends on where your combo broke, so it can't be worked out from the judgements alone. It's optional: type the stage SCORE before it counts down into TOTAL SCORE (without the clear bonus), or leave it empty. If you type it, EZ2ST checks that it's possible for your judgements and MAX COOL COMBO.
Grades
| Grade | Needs | DJ Points |
|---|---|---|
| A+ | (KOOL + COOL) ÷ TOTAL NOTES at least 98% | 10 |
| A | (KOOL + COOL) ÷ TOTAL NOTES at least 95% | 9 |
| B | (KOOL + COOL) ÷ TOTAL NOTES at least 88% | 6 |
| C | (KOOL + COOL) ÷ TOTAL NOTES at least 82% | 5 |
| D | (KOOL + COOL) ÷ TOTAL NOTES at least 75% | 4 |
| F | below 75% | 0 |
Clear types
| Clear | Needs | In-game bonus | DJ Points |
|---|---|---|---|
| ALL COOL CLEAR | Every note KOOL or COOL | +30,000 | 4 |
| NO MISS CLEAR | Every note hit, none missed or failed | +10,000 | 3 |
| CLEAR | The stage was cleared | — | 1 |
| FAILED | The groove gauge ran out (stage failed) | — | 0 (no DJ Points at all) |
The bonus goes to TOTAL SCORE, not to the stage SCORE EZ2ST records; EZ2ST shows it next to the score.
EZ2ST sets ALL COOL and NO MISS from your judgements, so you can't pick one that's too high (or too low).
Good to know
- MAX. COOL COMBO counts KOOLs and COOLs in a row and shows one less than the run: an ALL COOL of 337 notes shows 336. So it is at most KOOL + COOL − 1.
- Club Mix and Space Mix show no result for a single song (only one screen after the credit's three songs), so their charts don't take scores.
- Extra MISSes: pressing a key with no note can add a MISS, so MISS isn't limited by TOTAL NOTES.
EZ2DJ The 1st Tracks Special Edition
Judgements: COOL, GOOD, MISS, FAIL (no KOOL).
Rate:
the game shows no rate, so EZ2ST uses COOL%: COOLs ÷ TOTAL NOTES, rounded down to 0.1%. It is the percentage 1st TRACKS SE grades by.
Score: The SCORE depends on where your combo broke, so it can't be worked out from the judgements alone. It's optional: type it as the screen shows it (the clear bonus is already in it), or leave it empty. If you type it, EZ2ST checks that it's possible for your judgements and MAX COOL COMBO.
Grades
| Grade | Needs | DJ Points |
|---|---|---|
| S | COOL% over 95% | 9 |
| A | COOL% over 90%, or every note COOL or GOOD | 7 |
| B | COOL% over 80% | 5 |
| C | COOL% over 70% | 4 |
| D | COOL% over 60% | 3 |
| E | COOL% over 50% | 2 |
| F | anything lower | 0 |
Clear types
| Clear | Needs | In-game bonus | DJ Points |
|---|---|---|---|
| PERFECT CLEAR | Every note COOL | +30,000 | 4 |
| ALL GOOD CLEAR | Every note GOOD | +200,000 | 5 |
| NO MISS CLEAR | Every note hit, none missed or failed | +10,000 | 3 |
| CLEAR | The stage was cleared | — | 1 |
| FAILED | The groove gauge ran out (stage failed) | — | 0 (no DJ Points at all) |
The bonus is already in the SCORE the results screen shows.
EZ2ST sets PERFECT CLEAR, ALL GOOD and NO MISS from your judgements, so you can't pick one that's too high (or too low).
Good to know
- Only COOLs build the combo; GOOD keeps it, MISS and FAIL break it. Scores grow with the chart's level.
- A press with no note counts as a FAIL, so FAIL isn't limited by TOTAL NOTES (COOL + GOOD + MISS is).
EZ2DJ The 1st Tracks
Judgements: COOL, GOOD, MISS, FAIL (no KOOL).
Rate:
the game shows no rate, so EZ2ST uses COOL%: COOLs ÷ TOTAL NOTES, rounded down to 0.1%. It is the percentage 1st TRACKS SE grades by.
Score: The SCORE depends on where your combo broke, so it can't be worked out from the judgements alone. It's optional: type it as the screen shows it (the clear bonus is already in it), or leave it empty. If you type it, EZ2ST checks that it's possible for your judgements and MAX COOL COMBO.
Grades
This game doesn't show a grade, so EZ2ST shows none either. For DJ Points only, EZ2ST gives grade points with 1st TRACKS SE's cut-offs:
| Grade | Needs | DJ Points |
|---|---|---|
| S | COOL% over 95% | 9 |
| A | COOL% over 90%, or every note COOL or GOOD | 7 |
| B | COOL% over 80% | 5 |
| C | COOL% over 70% | 4 |
| D | COOL% over 60% | 3 |
| E | COOL% over 50% | 2 |
| F | anything lower | 0 |
Clear types
| Clear | Needs | In-game bonus | DJ Points |
|---|---|---|---|
| BOARDER PERFECT | Every note COOL, finished with the groove gauge almost empty | +20,000 | 5 |
| PERFECT CLEAR | Every note COOL | +10,000 | 4 |
| CLEAR | The stage was cleared | — | 1 |
| FAILED | The groove gauge ran out (stage failed) | — | 0 (no DJ Points at all) |
The bonus is already in the SCORE the results screen shows.
EZ2ST sets PERFECT CLEAR from your judgements. BOARDER PERFECT is yours to choose, from the banner on your results screen.
Good to know
- Only COOLs build the combo (MAX. COOL COMBO); a GOOD, MISS or FAIL breaks it.
- BOARDER PERFECT is a PERFECT CLEAR that finishes with the groove gauge almost empty: above 0, but below the song's GOOD refill plus about 0.4% (under about 5.4% on Get the beat, 1-3% on most songs, about 0.4% on Funny Funky). With every note COOL, only stray presses (FAILs) drain the gauge. Choose it only when your results screen shows the BOARDER PERFECT banner: the gauge isn't on the screen, so EZ2ST can only check that every note was COOL.
- A press with no note counts as a FAIL, so FAIL isn't limited by TOTAL NOTES (COOL + GOOD + MISS is).
- Club Mix gives no clear bonus.
- The game shows no grade, so EZ2ST shows none (—). DJ Points still give grade points, from COOL% with 1st TRACKS SE's cut-offs.