What Is DDR?: Difference between revisions

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== Notes / Arrow Types ==
== Notes / Arrow Types ==
Usually, the arrows (or notes) are seen scrolling upward from the bottom to the top of the screen. The arrows are normally placed to match the main beat of the song. The most common note found in the game is a ¼ note. In the first two games, only ¼, ⅛, and <sup>1</sup>/<sub>16</sub> notes existed and they were each colored the same. After [[AC DDR 3rd|DanceDanceRevolution 3rdMIX]], the game sporadically added options to change the color of the notes depending on the beat they fall on. For example, a ¼ note will appear colored in red when the modifiers ARROW COLOR is set to NOTE.
Usually, the arrows (or notes) are seen scrolling upward from the bottom to the top of the screen. The arrows are normally placed to match the main beat of the song. The most common note found in the game is a ¼ note. In the first two games, only ¼, ⅛, and <sup>1</sup>/<sub>16</sub> notes existed and they were each colored the same. After [[AC DDR 3rd|DanceDanceRevolution 3rdMIX]], the game sporadically added options to change the color of the notes depending on the beat they fall on. For example, a ¼ note will appear colored in red when the modifier ARROW COLOR is set to NOTE.


Other than the regular arrows, the game also has:
Other than the regular arrows, the game also has:
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; DANCE GAUGE
; DANCE GAUGE
The timing result influences both the score and the player's DANCE GAUGE (ダンスゲージ). Continuously missing (Miss) or receiving timing judgments lower than Good (except O.K.) will 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 misses) and finally to red (danger). Also, audio cues that help identify when the player is in danger of failing include a booing audience and the announcer encouraging the player to stop missing notes. The gauge usually starts at half its capacity and is shown in green as default. Prior to DanceDanceRevolution (2013), the DANCE GAUGE was known as the dance meter in the game tutorial.
The timing result influences both the score and the player's DANCE GAUGE (ダンスゲージ). Continuously missing (Miss) or receiving timing judgments lower than Good (except O.K.) will 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 misses) and finally to red (danger). Also, audio cues that help identify when the player is in danger of failing include a booing audience and the announcer encouraging the player to stop missing notes. The gauge usually starts at half its capacity and is shown in green as default. Prior to DanceDanceRevolution (2013), the DANCE GAUGE was known as the dance meter in the game tutorial.


Since DDRMAX, the standard DANCE 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.
Since DDRMAX, the standard DANCE 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.
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== Play Modes ==
== Play Modes ==
* NORMAL MODE: This is the default mode found in every version of the game which allow the player to select one song by STAGE.
* NORMAL MODE: This is the default mode found in every version of the game which allows the player to select one song by STAGE.
* COURSE MODE: Instead of selecting one song at a time, a set of songs (known as a course) can be selected. Available in select games only.
* COURSE MODE: Instead of selecting one song at a time, a set of songs (known as a course) can be selected. Available in select games only.


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; EXTRA STAGE
; EXTRA STAGE
The EXTRA STAGE is a free STAGE awarded to the player after successfully completed a set of conditions. It was first introduced in DanceDanceRevolution but only returned in DDRMAX -DanceDanceRevolution 6thMIX-. In fact, EXTRA STAGEs are not available in 2ndMIX through 5thMIX, the Japanese Dancing Stage games, or the Solo games, and are only available for [[PASELI]] users as of [[AC DDR 2014|DanceDanceRevolution (2014)]].
The EXTRA STAGE is a free STAGE awarded to the player after successfully completing a set of conditions. It was first introduced in DanceDanceRevolution, but it later returned in DDRMAX -DanceDanceRevolution 6thMIX-. In fact, EXTRA STAGEs are not available in 2ndMIX through 5thMIX, the Japanese Dancing Stage games, or the Solo games, and are only available for [[PASELI]] users as of [[AC DDR 2014|DanceDanceRevolution (2014)]].


; ONE MORE EXTRA STAGE / ENCORE EXTRA STAGE
; ONE MORE EXTRA STAGE / ENCORE EXTRA STAGE
If the EXTRA STAGE was cleared by completing a specific condition (different for every games), an ENCORE EXTRA STAGE can be played. It was first introduced as ONE MORE EXTRA STAGE in DDRMAX before being renamed ENCORE EXTRA STAGE in SuperNOVA2. The ENCORE EXTRA STAGE was removed in DanceDanceRevolution (2013) after being used in nine arcade games, but was temporarily revived for [[Another Phase]] via a bug, and revived again for [[MAX.(period)]] and [[Over The "Period"|Over The “Period”]] as part of the ''Replicant D-ignition'' event in DanceDanceRevolution (2014).
If the EXTRA STAGE was cleared by completing a specific condition (different for every game), an ENCORE EXTRA STAGE can be played. It was first introduced as ONE MORE EXTRA STAGE in DDRMAX before being renamed ENCORE EXTRA STAGE in SuperNOVA2. The ENCORE EXTRA STAGE was removed in DanceDanceRevolution (2013) after being used in nine arcade games, but was temporarily revived for [[Another Phase]] via a bug, and revived again for [[MAX.(period)]] and [[Over The "Period"|Over The “Period”]] as part of the ''Replicant D-ignition'' event in DanceDanceRevolution (2014).


== Song Selection ==
== Song Selection ==
[[Image:DanceDanceRevolution Music Select Screen.png|thumb|Music Select Screen in DanceDanceRevolution (2014).]]
[[Image:DanceDanceRevolution Music Select Screen.png|thumb|Music Select Screen in DanceDanceRevolution (2014).]]
To select a song, the player have to browse through the song list of the game using a song wheel. Throughout the various versions of the game, the song wheel received three major overhauls. The first version was in DanceDanceRevolution up to DanceDanceRevolution 3rdMIX, a jukebox-like interface was used. A second one was used in DanceDanceRevolution 4thMIX up to DanceDanceRevolution X, the game used its most well-known iteration, a vertical song wheel. Since DanceDanceRevolution X2, the songs are chosen from left to right in a Cover Flow-style interface.
To select a song, the player must browse through the song list of the game using a song wheel. Throughout the various versions of the game, the song wheel received three major overhauls. The first version was in DanceDanceRevolution up to DanceDanceRevolution 3rdMIX: a jukebox-like interface was used. A second one was used in DanceDanceRevolution 4thMIX up to DanceDanceRevolution X, the game used its most well-known iteration: a vertical song wheel. Since DanceDanceRevolution X2, the songs are chosen from left to right in a Cover Flow-style interface.
Usually, the Song Selection Screen shows for each song its banner, the ratings and difficulties available for that song, its BPM and any previous high score by the player. In DanceDanceRevolution X2, the series' long-time traditional banners were replaced by album jackets.


Similar to most other rhythm games, the songs featured in a DanceDanceRevolution game are usually short, ranging between 1:30 and 1:50 in length. Only in DanceDanceRevolution 5thMIX and DanceDanceRevolution X (known as Xmix) that long versions were in the game. In order to create more complexity in the game, the BPM of the songs can either be constant or vary during the song. Additionally, a feature known as a stop (a moment where the arrows stop scrolling on the screen) was added in DanceDanceRevolution 5thMIX.
Usually, the Song Selection Screen shows for each song its banner, the ratings and difficulties available for that song, its BPM, and any previous high score by the player. In DanceDanceRevolution X2, the series' long-time traditional banners were replaced by album jackets.
 
Similar to most other rhythm games, the songs featured in a DanceDanceRevolution game are usually short, ranging between 1:30 and 2:15 in length. Only in DanceDanceRevolution 5thMIX and DanceDanceRevolution X (known as Xmix) that long versions were in the game. In order to create more complexity in the game, the BPM of the songs can either be constant or vary during the song. Additionally, a feature known as a stop (a moment where the arrows stop scrolling on the screen) was added in DanceDanceRevolution 5thMIX.


For the first few games, KONAMI opted to use mostly licensed songs from the popular nonstop mixed compilation series, Dancemania by the label Intercord Japan (now i-DANCE). Some original songs (known as KONAMI originals) made by the game staff were also included in the song list. As the years progressed, the ratio of original songs overtook the number of Dancemania licenses. This also includes cover of songs or licenses mainly from Japanese artists that are included in the game but in a smaller proportion. With the addition of more rhythm games in the BEMANI series, songs from the other games got transplanted to DanceDanceRevolution as well.
For the first few games, KONAMI opted to use mostly licensed songs from the popular nonstop mixed compilation series, Dancemania by the label Intercord Japan (now i-DANCE). Some original songs (known as KONAMI originals) made by the game staff were also included in the song list. As the years progressed, the ratio of original songs overtook the number of Dancemania licenses. This also includes cover of songs or licenses mainly from Japanese artists that are included in the game but in a smaller proportion. With the addition of more rhythm games in the BEMANI series, songs from the other games got transplanted to DanceDanceRevolution as well.
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=== DANCE LEVEL ===
=== DANCE LEVEL ===
Depending on the edition of the game, dance steps are broken into 3 to 5 levels of difficulty. Each dance level is also represented by a color. The difference between each difficulty for a song, is the sequence of pre-recorded dance steps (known as a chart).
Depending on the edition of the game, dance steps are broken into 3 to 5 levels of difficulty. Each dance level is also represented by a color. The difference between each difficulty for a song is the sequence of pre-recorded dance steps (known as a chart).


; <span style="color:#1fd6fe;">BEGINNER</span>
; <span style="color:#1fd6fe;">BEGINNER</span>
: Added in [[AC DDR EXTREME|DanceDanceRevolution EXTREME]], this difficulty is aimed at the newcomers to the game. It usually has a foot level which ranges from 1 to 4 with the maximum being 9. A typical chart can include Jumps and simple Freeze Arrows. This difficulty doesn't exist in DOUBLE Play. BEGINNER can also be known as 習 (Shuu) or カンタン (Kantan) in Happy Mode found in DanceDanceRevolution X2 and X3 vs 2ndMIX respectively only.
: Added in [[AC DDR EXTREME|DanceDanceRevolution EXTREME]], this difficulty is aimed at the newcomers to the game. It usually has a foot level which ranges from 1 to 4, with the maximum being 9. A typical chart can include Jumps and simple Freeze Arrows. This difficulty doesn't exist in DOUBLE Play. BEGINNER can also be known as 習 (Shuu) or カンタン (Kantan) in Happy Mode found in DanceDanceRevolution X2 and X3 vs 2ndMIX respectively only.


; <span style="color:#fdac1c;">BASIC</span>
; <span style="color:#fdac1c;">BASIC</span>
: Introduced in [[AC DDR 1st|DanceDanceRevolution]], this is the setting for those familiar to the game. This is the ideal difficulty for players between beginners and intermediates as the level range is from 3 to 7 with 13 being the maximum and 1 the minimum. Charts include 4th notes, and at times, 8th notes. In DDRMAX to DanceDanceRevolution EXTREME, BASIC was known as LIGHT (楽). For the Happy Mode in DanceDanceRevolution X2 to DanceDanceRevolution X3 VS 2ndMIX, BASIC was known as ふつう (Futsuu).
: Introduced in [[AC DDR 1st|DanceDanceRevolution]], this is the setting for those familiar to the game. This is the ideal difficulty for players between beginners and intermediates as the level range is from 3 to 7 with 13 being the maximum and 1 the minimum. Charts include 4th notes, and at times, 8th notes. In DDRMAX to DanceDanceRevolution EXTREME, BASIC was known as LIGHT (楽, ''raku''). For the Happy Mode in DanceDanceRevolution X2 to DanceDanceRevolution X3 VS 2ndMIX, BASIC was known as ふつう (Futsuu).


; <span style="color:#ff1e3c;">DIFFICULT</span>
; <span style="color:#ff1e3c;">DIFFICULT</span>
: Introduced in [[AC DDR 1st|DanceDanceRevolution]], this is for people looking for some resistance. Minimum difficulty is 4 and the standard difficulty range is 5 to 9 with 15 being the maximum. Charts can have 4th, 8th, and occasional 16th notes. DIFFICULT was known initially as ANOTHER from DanceDanceRevolution to DanceDanceRevolution 3rdMIX, it was changed to TRICK in DanceDanceRevolution 4thMIX to 5thMIX and became STANDARD (踊) in DDRMAX to DanceDanceRevolution EXTREME. It finally received the name DIFFICULT in DanceDanceRevolution SuperNOVA.
: Introduced in [[AC DDR 1st|DanceDanceRevolution]], this is for people looking for some resistance. The minimum difficulty is 4 and the standard difficulty range is 5 to 9 with 15 being the maximum. Charts can have 4th, 8th, and occasional 16th notes. DIFFICULT was known initially as ANOTHER from DanceDanceRevolution to DanceDanceRevolution 3rdMIX, it was changed to TRICK in DanceDanceRevolution 4thMIX to 5thMIX and became STANDARD (踊) in DDRMAX to DanceDanceRevolution EXTREME. It finally received the name DIFFICULT in DanceDanceRevolution SuperNOVA.


; <span style="color:#33eb19;">EXPERT</span>
; <span style="color:#33eb19;">EXPERT</span>
: Introduced in [[AC DDR 1st|DanceDanceRevolution]], this difficulty is aimed at people seeking stimulus. The usual interval is 10 to 13 with 18 being the maximum and 6 the minimum. Introduced as MANIAC in DanceDanceRevolution until DanceDanceRevolution 3rdMIX, it was temporarily named SSR (Step Step Revolution) in 3rdMIX but returned to its former name in DanceDanceRevolution 3rdMIX PLUS. From DDRMAX to DanceDanceRevolution EXTREME, MANIAC was known as Heavy (激) before receiving its current name EXPERT in DanceDanceRevolution SuperNOVA.
: Introduced in [[AC DDR 1st|DanceDanceRevolution]], this difficulty is aimed at people seeking stimulus. The usual interval is 10 to 13 with 18 being the maximum and 6 the minimum. Introduced as MANIAC in DanceDanceRevolution until DanceDanceRevolution 3rdMIX, it was temporarily named SSR (Step Step Revolution) in 3rdMIX but returned to its former name in DanceDanceRevolution 3rdMIX PLUS. From DDRMAX to DanceDanceRevolution EXTREME, MANIAC was known as Heavy (激, ''geki'') before receiving its current name EXPERT in DanceDanceRevolution SuperNOVA.


; <span style="color:#eb1eff;">CHALLENGE</span>
; <span style="color:#eb1eff;">CHALLENGE</span>
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To see the complete list of modifiers found in the arcade releases, [[DDR AC General Info|see this page]].
To see the complete list of modifiers found in the arcade releases, [[DDR AC General Info|see this page]].


Both to help or to increase the difficulty of the game, modifiers are included for players to use since the very first game. The possible options range from changing the color of the arrows or their shapes to hiding the steps on the screen. Usually, the players are free to use any options but on select occasion such as an EXTRA STAGE, the modifiers are set by the game and can't be changed. Also, some modifiers such as CUT can alter the score obtained by the player.
Both to help or to increase the difficulty of the game, modifiers are included for players to use since the very first game. The possible options range from changing the color of the arrows or their shapes to hiding the steps on the screen. Usually, the players are free to use any options but on select occasions such as an EXTRA STAGE, the modifiers are set by the game and can't be changed. Also, some modifiers such as CUT can alter the score obtained by the player.


== Scoring System ==
== Scoring System ==
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For a complete list of scoring systems, [[DanceDanceRevolution Scoring System|see this page]].
For a complete list of scoring systems, [[DanceDanceRevolution Scoring System|see this page]].


After each song completion, an evaluation is performed on the player's performances. It typically includes a list of each timing judgement with how many of them were obtained, the max combo, the calories burned (since DanceDanceRevolution SuperNOVA2), a global score and a letter grade. In case the song was failed, the word FAILED appears in red before the evaluation screen. The same happens when the song is cleared with the word CLEARED appearing in green.
After each song completion, an evaluation is performed on the player's performance. It typically includes a list of each timing judgement with how many of them were obtained, the max combo, the calories burned (since DanceDanceRevolution SuperNOVA2), a global score, and a letter grade. In case the song was failed, the word FAILED appears in red before the evaluation screen. The same happens when the song is cleared with the word CLEARED appearing in green (except for [[Tohoku EVOLVED]], which displays "Pray for All" in blue instead).


= External Links =
= External Links =
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