The Dodging Rain Competition (DRC) is a Touhou game competition that was devised by ZM and is held on the official DRC Discord. Two teams go up against each other in several different categories. Each player posts an arbitrarily long list of categories, ordered by preference, which can be either survival or scoring of any Touhou shooting game and any difficulty. They will be matched up against a player from the other team, in a category that both players had on their list. The teams and categories are determined by the DRC management team. Players are given two weeks to sign up for the competition, and once it starts, two weeks to submit a replay, which will be awarded points dependent on the rubrics. Runs done outside those two weeks are invalid. Players can submit an unlimited number of replays; the replay that is worth the most DRC points will count.
If you want to know how many DRC points a run is worth, the points for a given run can be determined using the calculator below.
Points Calculator
Scores can only contain digits, commas, dots and spaces. Survival runs are assumed to have cleared, scoring runs not.
Rules
No cheating by using external programs or modifying the game FPS.
Replays are required for Windows game submissions, while for PC-98 a video is accepted.
All runs must be played using at most default lives and bombs.
Rubrics
The rubrics are the formulas and fixed values used to calculate the number of DRC points for a run. If you are curious about how your points are being determined, click the button below to expand.
If you achieve a new World Record, your points are equal to the maximum number of points; otherwise, the formula applies.
Some categories use a fictional WR. Click here for the list of them.
Some categories always use the WR of a specific shottype. Click here for the list of them.
MoF uses a separate system. Click here for said system.
DS uses a separate system. Click here for said system.
Scoring ||Max * (Score/WR)^Exp||
Game
Max points
Exponent
HRtP Easy
300
11
HRtP Normal
325
11
HRtP Hard
350
11
HRtP Lunatic
400
10
SoEW Easy
300
4
SoEW Normal
300
4
SoEW Hard
350
3
SoEW Lunatic
375
2
SoEW Extra
325
5
PoDD Easy
300
4
PoDD Normal
350
3
PoDD Hard
400
3
PoDD Lunatic
450
3
LLS Easy
300
4
LLS Normal
350
3
LLS Hard
375
3
LLS Lunatic
400
2.5
LLS Extra
350
9
MS Easy
300
4
MS Normal
350
3
MS Hard
400
3
MS Lunatic
450
2
MS Extra
375
4
EoSD Easy
350
4
EoSD Normal
400
3
EoSD Hard
450
2.5
EoSD Lunatic
500
2
EoSD Extra
450
2.5
PCB Easy
375
4
PCB Normal
400
3
PCB Hard
450
2.5
PCB Lunatic
500
2
PCB Extra
450
2.5
PCB Phantasm
450
2.5
IN Easy
375
4
IN Normal
400
3
IN Hard
450
2.5
IN Lunatic
500
2.7
IN Extra
450
3
PoFV Easy
375
4
PoFV Normal
400
3
PoFV Hard
450
2.5
PoFV Lunatic
500
2
PoFV Extra
450
2.5
SA Easy
375
4
SA Normal
400
3
SA Hard
450
2.5
SA Lunatic
500
2.2
SA Extra
450
6.5
UFO Easy
375
4
UFO Normal
400
2.5
UFO Hard
450
2
UFO Lunatic
500
2
UFO Extra
450
3
GFW Easy
375
8.5
GFW Normal
400
7.5
GFW Hard
450
7
GFW Lunatic
500
6.5
GFW Extra
450
7
TD Easy
375
5
TD Normal
400
4
TD Hard
450
3.5
TD Lunatic
500
3.5
TD Extra
450
2.5
DDC Easy
375
4
DDC Normal
400
3
DDC Hard
450
2.5
DDC Lunatic
500
2
DDC Extra
450
9
LoLK Easy
375
4
LoLK Normal
400
3.5
LoLK Hard
450
3
LoLK Lunatic
500
3
LoLK Extra
450
3.5
HSiFS Easy
375
3
HSiFS Normal
400
3
HSiFS Hard
450
2.5
HSiFS Lunatic
500
2
HSiFS Extra
450
2.5
WBaWC Easy
375
3
WBaWC Normal
400
3
WBaWC Hard
450
2.5
WBaWC Lunatic
500
2
WBaWC Extra
450
2.5
Fictional WRs
The categories in the table below use a fictional WR instead of the real one.
HRtP Easy
13.4m
HRtP Normal
13.4m
HRtP Hard
13.4m
HRtP Lunatic
15.5m
LLS Lunatic
165m
MS Lunatic
200m
PCB Lunatic ReimuB
3.3b
PCB Lunatic SakuyaB
3.6b
LoLK Lunatic Reimu
2.5b
LoLK Lunatic Marisa
2.4b
'WR' definition
The categories in the table below always use the WR of a specific shottype.
SoEW Hard
ReimuB
SoEW Lunatic
ReimuA
LLS Easy
ReimuA
LLS Normal
ReimuB
LLS Hard
ReimuB
LLS Extra
ReimuB
HSiFS Hard
MarisaAutumn
MoF Scoring
For each difficulty and shottype there are six thresholds, at which you will have set numbers of points respectively. Then, increments are done, dependent on how much higher than the threshold your score is. The maximum is 375 on Easy and 500 on Lunatic.
Easy
If score < 1st threshold, then: ||220*(Score/T1)^2||
ReimuA
Threshold
Base points
Increments
1.48b
220
+1 for every 3m
1.51b
230
+2 for every 1m
1.52b
250
+3 for every 1m
1.53b
280
+4 for every 1m
1.54b
320
+5.5 for every 1m
ReimuB
Threshold
Base points
Increments
1.5b
220
+1 for every 3m
1.53b
230
+2 for every 1m
1.54b
250
+3 for every 1m
1.55b
280
+4 for every 1m
1.56b
320
+5.5 for every 1m
ReimuC
Threshold
Base points
Increments
1.495b
220
+1 for every 3m
1.525b
230
+2 for every 1m
1.535b
250
+3 for every 1m
1.545b
280
+4 for every 1m
1.555b
320
+5.5 for every 1m
MarisaA
Threshold
Base points
Increments
1.495b
220
+1 for every 3m
1.525b
230
+2 for every 1m
1.535b
250
+3 for every 1m
1.545b
280
+4 for every 1m
1.555b
320
+5.5 for every 1m
MarisaB
Threshold
Base points
Increments
1.505b
220
+1 for every 3m
1.535b
230
+2 for every 1m
1.545b
250
+3 for every 1m
1.555b
280
+4 for every 1m
1.565b
320
+5.5 for every 1m
MarisaC
Threshold
Base points
Increments
1.51b
220
+1 for every 3m
1.54b
230
+2 for every 1m
1.55b
250
+3 for every 1m
1.56b
280
+4 for every 1m
1.57b
320
+5.5 for every 1m
Lunatic
If score < 2b, then: ||200*(Score/2b)^2||
ReimuB
Threshold
Base points
Increments
2b
220
+5 for every 10m
2.1b
270
+1 for every 1m
2.15b
320
+2 for every 1m
2.17b
360
+5 for every 1m
2.18b
410
+6 for every 1m
2.19b
470
+7 for every 1m
MarisaC
Threshold
Base points
Increments
2b
210
+5 for every 10m
2.1b
260
+1 for every 1m
2.15b
310
+1.5 for every 1m
2.19b
370
+5 for every 1m
2.2b
420
+6 for every 1m
2.21b
480
+6 for every 1m
Extra
If score < 900m, then: ||100*(Score/900m)^2||
ReimuB
Threshold
Base points
Increments
900m
100
+1 for every 1m
950m
150
+1 for every 500,000
975m
200
+1 for every 150,000
990m
300
+1 for every 40,000
994m
400
+1 for every 34,000
995.7m
450
+1 for every 25,000
DS Scoring
For each scene there are three thresholds, at which you will have set numbers of points points respectively. Then, increments are done, dependent on how much higher than the threshold your score is.
Scene
Base points
Increments
Threshold 1
Increments
Threshold 2
Increments
Threshold 3
2-5
0
+1 for every 12,500
250,000
+1 for every 2,333
320,000
+1 for every 1,167
355,000
5-3
0
+1 for every 30,000
600,000
+1 for every 2,500
675,000
+1 for every 833
700,000
7-3
0
+1 for every 37,500
750,000
+1 for every 4,500
885,000
+1 for every 1,667
935,000
8-1
0
+1 for every 37,500
750,000
+1 for every 3,000
840,000
+1 for every 1,667
890,000
8-5
0
+1 for every 70,000
1,400,000
+1 for every 16,667
1,900,000
+1 for every 11,667
2,250,000
11-8
0
+1 for every 65,000
1,300,000
+1 for every 17,333
1,820,000
+1 for every 4,000
1,940,000
Survival Notes
For a main game clear, a shottype multiplier is applied to your DRC points, the result of which is again rounded. Click here for the list of them.
The Phantasmagorias use a separate system. Click here for said system.
For IN, you obtain 2 (1 on Easy) additional points for each captured Last Spell, with the exception of Imperishable Shooting, which yields 5 points.
For HSiFS, the first release adds 2 to n, and further releases add 0.5, 0.4, 0.3, 0.2, 0.1 to n.
Survival ||Max * (Base^-n)||
Game
Max points
Base
Lost life (n)
First bomb (n)
Further bombs (n)
HRtP Easy
60
1.04
2
4
2
HRtP Normal
110
1.04
2
4
2
HRtP Hard
150
1.04
2
5
2
HRtP Lunatic
300
1.04
2
10
2
SoEW Easy
40
1.05
2
2
1
SoEW Normal
80
1.05
2
3
1
SoEW Hard
120
1.05
2
3
1
SoEW Lunatic
250
1.05
2
5
1
SoEW Extra
100
1.1
2
3
1
LLS Easy
40
1.05
2
2
1
LLS Normal
90
1.05
2
2
1
LLS Hard
140
1.05
2
2
1
LLS Lunatic
290
1.07
2
3
1
LLS Extra
90
1.07
2
3
1
MS Easy
60
1.05
2
2
1
MS Normal
100
1.05
2
3
1
MS Hard
150
1.05
2
3
1
MS Lunatic
300
1.07
2
5
1
MS Extra
100
1.08
2
3
1
EoSD Easy
50
1.05
2
2
1
EoSD Normal
100
1.05
2
3
1
EoSD Hard
150
1.05
2
3
1
EoSD Lunatic
320
1.05
2
5
1
EoSD Extra
110
1.08
2
3
1
PCB Easy
60
1.05
2
2
1
PCB Normal
100
1.05
2
3
1
PCB Hard
150
1.05
2
3
1
PCB Lunatic
280
1.05
2
5
1
PCB Extra
110
1.08
2
3
1
PCB Phantasm
110
1.08
2
3
1
IN Easy
45
1.05
2
2
1
IN Normal
90
1.05
2
3
1
IN Hard
140
1.05
2
3
1
IN Lunatic
290
1.05
2
5
1
IN Extra
110
1.08
2
3
1
MoF Easy
60
1.05
2
2
1
MoF Normal
100
1.05
2
3
1
MoF Hard
150
1.05
2
4
1
MoF Lunatic
290
1.05
2
5
1
MoF Extra
105
1.08
2
3
1
SA Easy
50
1.05
2
2
1
SA Normal
110
1.05
2
3
1
SA Hard
150
1.05
2
4
1
SA Lunatic
300
1.05
2
5
1
SA Extra
110
1.08
2
3
1
UFO Easy
50
1.05
1.6
2
1
UFO Normal
100
1.05
1.6
3
1
UFO Hard
160
1.05
1.6
4
1
UFO Lunatic
315
1.05
1.6
5
1
UFO Extra
110
1.08
2
3
1
GFW Easy
50
1.09
2
2
1
GFW Normal
90
1.08
2
3
1
GFW Hard
130
1.06
2
3
1
GFW Lunatic
260
1.06
2
4
1
GFW Extra
130
1.07
2
3
1
TD Easy
50
1.05
2
2
1
TD Normal
90
1.05
2
3
1
TD Hard
140
1.05
2
4
1
TD Lunatic
280
1.05
2
5
1
TD Extra
110
1.08
2
3
1
DDC Easy
50
1.07
1.8
2
1
DDC Normal
100
1.05
1.8
3
1
DDC Hard
150
1.05
1.8
4
1
DDC Lunatic
290
1.05
1.8
5
1
DDC Extra
110
1.08
2
3
1
LoLK Easy
60
1.05
1.2
2
1
LoLK Normal
120
1.05
1.2
3
1
LoLK Hard
160
1.05
1.2
4
1
LoLK Lunatic
320
1.05
1.2
5
1
LoLK Extra
130
1.08
2
3
1
HSiFS Easy
50
1.06
2
2
1
HSiFS Normal
100
1.05
2
3
1
HSiFS Hard
150
1.05
2
3
1
HSiFS Lunatic
300
1.05
2
3
1
HSiFS Extra
105
1.07
2
3
1
WBaWC Easy
50
1.06
2
2
1
WBaWC Normal
100
1.05
2
3
1
WBaWC Hard
150
1.05
2
3
1
WBaWC Lunatic
300
1.05
2
3
1
WBaWC Extra
105
1.07
2
3
1
PoDD & PoFV Survival
In the below formula, MaxLives is equal to 5 for PoDD, 7 for PoFV main game and 8 for PoFV Extra. NoBombBonus is a difficulty-specific No Bomb bonus for PoDD and a No Charge Attacks bonus for PoFV. RoundsLost is equal to how many rounds the player lost.
These are applied to the result of the survival formula for a main game run only; they do not apply for Extra, nor do they apply for HSiFS runs that use releases.For all shots not listed here, the shottype multipliers are equal to 1.