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* Many of the KONAMI originals from [[AC DDR 5th|5thMIX]] have returned. However, none of the previous Dancemania licenses removed in [[AC DDRMAX|DDRMAX]] returned. | * Many of the KONAMI originals from [[AC DDR 5th|5thMIX]] have returned. However, none of the previous Dancemania licenses removed in [[AC DDRMAX|DDRMAX]] returned. | ||
* First DanceDanceRevolution game to not feature "How To Play" in attract mode. | * First DanceDanceRevolution game to not feature "How To Play" in attract mode. | ||
* First game to introduce Challenge Mode a variant of Nonstop Mode | * First game to introduce Challenge Mode, a variant of Nonstop Mode. | ||
** Unlike Nonstop, Challenge courses consist of a variable number of songs (as opposed to Nonstop's four songs) and under only one difficulty. Many of these songs use a separate difficulty level, CHALLENGE/ONI difficulty. No modifiers can be used, and | ** Unlike Nonstop, Challenge courses consist of a variable number of songs (as opposed to Nonstop's four songs) and under only one difficulty. Many of these songs use a separate difficulty level, CHALLENGE/ONI difficulty. No modifiers can be used, and are forced on a LIFE4 battery. | ||
** First DanceDanceRevolution game to introduce | ** First DanceDanceRevolution game to introduce LIFE4, whereas the players are allowed up to four combo breaks and N.G. in a single song; a fourth combo break will cause an instant stage failure. | ||
*** The LIFE4 modifier depicts a battery with three sections, and an empty battery (after the player down to one life left) will cause the interface to flash red. Used until [[AC DDR EXTREME|DanceDanceRevolution EXTREME]]. | *** The LIFE4 modifier depicts a battery with three sections, and an empty battery (after the player down to one life left) will cause the interface to flash red. Used until [[AC DDR EXTREME|DanceDanceRevolution EXTREME]]. | ||
** Combo increases only if players get the Perfect judgment. | ** Combo increases only if players get the Perfect judgment. |