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Scoring Mechanics
Band BoomBox uses two different scoring systems at the same time:
- A player score that measures an individual player's performance.
- A team score that measures the overall performance of the whole team.
Each player's individual score shown as a percentage above the Note Highway. This is calculated based on Performance Points, which are awarded for every note hit based on the following table:
| Judgment | Performance Points |
|---|---|
| Crit | 3 |
| Perfect | 3 |
| Cool | 2* |
| Ok | 1 |
| Bad | 0 |
| Wrong | 0 |
| Miss | 0 |
NOTE: Cool hits are counted as Perfect hits whenever Ally Boosts are applied. For more details, see Ally-Boosts.
A player's current score percentage is simply their current Performance Points, divided by the maximum possible Performance Points for the current song. This grade is then used to calculate the player's Performance Grade, which is displayed on the Song Results Screen.
The individual score also tracks each player's current combo, defined as the number of notes this player has successfully hit without making a mistake. This combo is incremented whenever the player hits a note successfully, and resets when they make a mistake. At the end of the song, each player's Max Combo will be displayed on the Song Results Screen.
NOTE: Turbo has no effect on individual scores, since Crit hits award the same number of Performance Points as Perfect hits.
In addition to individual scores, the whole team also shares a combined score, displayed at the bottom of the screen during gameplay. This score is tracked separately from any single player's performance.
Each note hit contributes a base team score value based on how accurately it was hit:
| Judgment | Team Score Points |
|---|---|
| Crit | 50 |
| Perfect | 50 |
| Cool | 30 |
| Ok | 15 |
| Bad | 0 |
| Wrong | 0 |
| Miss | 0 |
Cool hits are counted as Perfect hits whenever Ally Boosts are applied. For more details, see Ally-Boosts.
These points are then multiplied by the current score multiplier.
The score multiplier, also known as Momentum, is shown on the right side on the screen. It starts at 1.0x and will increase or decrease depending on how well the team is doing. Accurate hits raise it, whereas mistakes will lower it. It will also naturally decay over time, back to its initial value of 1.0x. The higher the multiplier, the faster it will decay, and the more difficult it will be to maintain its current value.
The amount of multiplier gained or lost depends on the judgment:
| Judgment | Change |
|---|---|
| Crit | +0.065 |
| Perfect | +0.05 |
| Cool | +0.03 |
| Ok | +0.01 |
| Bad | -0.01 |
| Wrong | -0.05 |
| Miss | -0.25 |
Cool hits are counted as Perfect hits whenever Ally Boosts are applied. For more details, see Ally-Boosts. Any increase to the multiplier is itself boosted by the Multiplier Gain Rate, displayed above the Turbo Energy meter on the left side of the screen. This gain rate is usually 0%, but is significantly increased whenever one or more players have Turbo activated. For more details, see Turbo.md.
Similar to individual combos, the team score also tracks a shared combo across the whole team. This combo is incremented whenever any player hits a note successfully, and resets when any player makes a mistake. A higher team combo slightly increases the Multiplier Gain Rate, making it easier to build a larger team score during a strong run. At the end of the song, the team's Max Combo will be displayed on the Song Results Screen.
The team's overall performance is primarily tracked using Stars. During gameplay, the current number of stars earned, as well as progress to the next one, will be shown next to the Team Score, on the bottom of the screen. The better the team performs, the more Stars awarded. Note that the amount of Team Score required for each star is dynamically adjusted based on the number of players present, and the total number of notes each player needs to hit. Therefore, a star rating of five stars is always attainable, regardless of the number of players present, or their selected difficulties. The maximum possible stars is determined by the number of players present, as indicated in the next section.
NOTE: Although it is possible to earn more than 5 stars, only 5 stars will actually be drawn in this case. The game will indicate more than 5 stars by changing their colour instead.
Team scores are stored separately depending on how many players were in the session. The categories are as follows:
| Category | Players | Max Team Stars |
|---|---|---|
| Solo | 1 | 6 |
| Duet | 2 | 7 |
| Squad | 3-4 | 8 |
| Crowd | 5-8 | 9 |
| Legion | 9+ | 10 |
In the Song Select screen, only team scores matching the current category (based on the number of players currently joined in) will be displayed.