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Missing a Frezze Arrow or stepping on a Shock Arrow will result in getting a <span style="color: #757474;">'''N.G.'''</span> (No Good) while hitting it (or avoiding stepping on it for Shock Arrows) correctly will give the timing <span style="color: #f47514;">'''O.K.!'''</span> The timing Marvelous was added on every play modes in [[AC DDR SuperNOVA2|DanceDanceRevolution SuperNOVA2]]. Until [[AC DDR X2|DanceDanceRevolution X2]], Almost was a judgement result placed before Miss. | Missing a Frezze Arrow or stepping on a Shock Arrow will result in getting a <span style="color: #757474;">'''N.G.'''</span> (No Good) while hitting it (or avoiding stepping on it for Shock Arrows) correctly will give the timing <span style="color: #f47514;">'''O.K.!'''</span> The timing Marvelous was added on every play modes in [[AC DDR SuperNOVA2|DanceDanceRevolution SuperNOVA2]]. Until [[AC DDR X2|DanceDanceRevolution X2]], Almost was a judgement result placed before Miss. | ||
;LIFE GAUGE | |||
The timing result influences both the score of the player and the player’s life meter. Continuously missing or receiving poor timing judgments drain the life gauge. After a while if the player doesn’t improve, this could lead to the game ending prematurely (getting a “Game Over”, thus failing the song). A visual cue exists to help identify when the life meter is low, it goes from being rainbow colored (no misses in a while) to green (a few miss) and finally to red (danger). The life gauge usually starts at half its capacity and is shown in green as default. | The timing result influences both the score of the player and the player’s life meter. Continuously missing or receiving poor timing judgments drain the life gauge. After a while if the player doesn’t improve, this could lead to the game ending prematurely (getting a “Game Over”, thus failing the song). A visual cue exists to help identify when the life meter is low, it goes from being rainbow colored (no misses in a while) to green (a few miss) and finally to red (danger). The life gauge usually starts at half its capacity and is shown in green as default. | ||
In later games, the standard LIFE GAUGE is often replaced with a stricter gauge such as [[DDR AC General Info|RISKY]] during a special event called an EXTRA STAGE which is unlocked after fulfilling one or more conditions. | In later games, the standard LIFE GAUGE is often replaced with a stricter gauge such as [[DDR AC General Info|RISKY]] during a special event called an EXTRA STAGE which is unlocked after fulfilling one or more conditions. | ||
;Combo | |||
Another concept is the ability to create a combo. After hitting successfully a number of steps, the combo number will appear on the screen. Since [[AC DDR 2013|DanceDanceRevolution (2013)]], getting a Great won’t break the combo and only getting a Miss or a N.G. can now break the combo. | Another concept is the ability to create a combo. After hitting successfully a number of steps, the combo number will appear on the screen. Since [[AC DDR 2013|DanceDanceRevolution (2013)]], getting a Great won’t break the combo and only getting a Miss or a N.G. can now break the combo. | ||
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