What Is DDR?: Difference between revisions

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* <span style="color:#f0d3a1;">'''Marvelous!!!'''</span> is the judgment obtained when the step hits perfectly on the arrow. While it was introduced in [[AC DDR EXTREME|DanceDanceRevolution EXTREME]]'s Course mode, it was later added on every Play mode in DanceDanceRevolution SuperNOVA2. The accuracy for this rating is higher than a Perfect.
* <span style="color:#f0d3a1;">'''Marvelous!!!'''</span> is the judgment obtained when the step hits perfectly on the arrow. While it was introduced in [[AC DDR EXTREME|DanceDanceRevolution EXTREME]]'s Course mode, it was later added on every Play mode in DanceDanceRevolution SuperNOVA2. The accuracy for this rating is higher than a Perfect.
* <span style="color: #f6ee1f;">'''Perfect!!'''</span> is the judgment obtained when the step hit the arrow exactly on the beat.
* <span style="color: #f6ee1f;">'''Perfect!!'''</span> is the judgment obtained when the step hit the arrow exactly on the beat.
* <span style="color: #25ea17;">'''Great!'''</span> is the judgment when the step hit the arrow slightly before or after the beat. Prior to DanceDanceRevolution (2013), it was the last rating that didn't break a combo count.
* <span style="color: #25ea17;">'''Great!'''</span> is the judgment when the step hits the arrow slightly before or after the beat. Prior to DanceDanceRevolution (2013), it was the last rating that didn't break a combo count.
* <span style="color: #1ba1ff;">'''Good'''</span> is the judgment for a step that hit the arrow more than slightly off-beat. Since 2013, this rating doesn't break the combo anymore.
* <span style="color: #1ba1ff;">'''Good'''</span> is the judgment for a step that hits the arrow more than slightly off-beat. Since 2013, this rating doesn't break the combo anymore.
* <span style="color: #f47514;">'''O.K.!!!'''</span> is the judgment obtained when a freeze arrow was hold successfully or when shock arrows passed the STEP ZONE without being stepped on.
* <span style="color: #f47514;">'''O.K.!!!'''</span> is the judgment obtained when a freeze arrow is hold successfully or when shock arrows pass the STEP ZONE without being stepped on.
* <span style="color: #fe1d23;">'''Miss...'''</span> (also known as Boo in SuperNOVA and select American CS games) is the judgment for a step either hit too late, or not at all.
* <span style="color: #fe1d23;">'''Miss...'''</span> (also known as Boo in SuperNOVA and select American CS games) is the judgment for a step either hit too late, or not at all.
** <span style="color: #757474;">'''N.G.'''</span> (No Good) is the judgment obtained when a Freeze Arrow was missed or Shock Arrows were stepped on. N.G. is now counted as part of Miss but is still shown on screen during gameplay.
** <span style="color: #757474;">'''N.G.'''</span> (No Good) is the judgment obtained when a Freeze Arrow is missed or Shock Arrows are stepped on. N.G. is now counted as part of Miss but is still shown on screen during gameplay.
** In older games, hitting a step off-beat would get the step rating Boo (known as Almost in SuperNOVA and select American CS versions). That step rating was merged with Miss in DanceDanceRevolution X2.
** In older games, hitting a step off-beat would get the step rating Boo (known as Almost in SuperNOVA and select American CS versions). That step rating was merged with Miss in DanceDanceRevolution X2.


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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 or blue (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 or blue by 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 and/or blue (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 and/or blue by 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 or LIFE4]] 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 or LIFE4]] during a special event called an EXTRA STAGE which is unlocked after fulfilling one or more conditions.
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