AC DDR 3rd: Difference between revisions

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** SoulExpress ([[BOLDO]] for P1, [[TRACY]] for P2), Puppets:03 ([[KONSENTO:03]] & [[DEVIL-ZUKIN]]), FUTURE PATROL ([[ASTRO]] & [[CHARMY]]), Burning ([[RAGE]] & [[EMI]])
** SoulExpress ([[BOLDO]] for P1, [[TRACY]] for P2), Puppets:03 ([[KONSENTO:03]] & [[DEVIL-ZUKIN]]), FUTURE PATROL ([[ASTRO]] & [[CHARMY]]), Burning ([[RAGE]] & [[EMI]])
** Returning (and hidden) characters: [[AFRO]] & [[LADY]], Puppets:01 ([[KONSENTO:01]] & [[OSHARE-ZUKIN]]), [[DISC Beings|DISC-BEINGS]] (DISK-A & DISK-B), [[DREAD|DREAD-SNAKE]] & [[JANET]]
** Returning (and hidden) characters: [[AFRO]] & [[LADY]], Puppets:01 ([[KONSENTO:01]] & [[OSHARE-ZUKIN]]), [[DISC Beings|DISC-BEINGS]] (DISK-A & DISK-B), [[DREAD|DREAD-SNAKE]] & [[JANET]]
* First and only DanceDanceRevolution game to feature SOFT mode. This mode removes tougher steps from part of each chart until using LITTLE (later known as CUT on ON1). This mode allows only 1 song to be played.
* First and only DanceDanceRevolution game to feature SOFT mode. This mode removes tougher notes from part of each chart until using LITTLE (later known as CUT on ON1). This mode allows only 1 song to be played.
* First DanceDanceRevolution game to introduce NONSTOP mode, which features courses containing four selected songs each. It has been used in every DanceDanceRevolution game since, excluding [[AC DDR 5th|5thMIX]] to [[AC DDRMAX2|DDRMAX2]], and from [[AC DDR 2013|DanceDanceRevolution (2013)]] to [[AC DDR A|DanceDanceRevolution A]].
* First DanceDanceRevolution game to introduce NONSTOP mode, which features courses containing four selected songs each. It has been used in every DanceDanceRevolution game since, excluding [[AC DDR 5th|5thMIX]] to [[AC DDRMAX2|DDRMAX2]], and from [[AC DDR 2013|DanceDanceRevolution (2013)]] to [[AC DDR A|DanceDanceRevolution A]].
* Introduces UNISON mode, in which both players share one playfield and must hit arrows corresponding to their color: red for 1P, blue for 2P, and yellow for both players. If one player does not hit one of their exclusive arrows, the other player can "save" them by hitting it.
* Introduces UNISON mode, in which both players share one playfield and must hit arrows corresponding to their color: red for 1P, blue for 2P, and yellow for both players. If one player does not hit one of their exclusive arrows, the other player can "save" them by hitting it.
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In order to calculate the Dancer Score, the Base Step Score is required:
In order to calculate the Dancer Score, the Base Step Score is required:
:Base Step Score = int(1000000 ÷ (N × (N + 1) ÷ 2))
:Base Step Score = int(1000000 ÷ (N × (N + 1) ÷ 2))
:N is the number of steps (notecounts) in the song.
:N is the number of notes in the song.
The Dancer Score includes 4 formulas, the first 3 are related to the timing:
The Dancer Score includes 4 formulas, the first 3 are related to the timing:
*Dancer Perfects: Base Step Score × 10 × Number of Perfects
*Dancer Perfects: Base Step Score × 10 × Number of Perfects
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If the life bar becomes depleted, but the song continue to play (due to Versus mode or Autofail set to off), the Base Step Score is replaced by 1.
If the life bar becomes depleted, but the song continue to play (due to Versus mode or Autofail set to off), the Base Step Score is replaced by 1.


The final formula for the dancer score is a bonus for the final step of the song:
The final formula for the dancer score is a bonus for the final note of the song:
:Final Step Bonus = 10 × [1000000 - int[1000000 ÷ (N × (N+1) ÷ 2)] × (N × (N+1) ÷ 2)]
:Final Step Bonus = 10 × [1000000 - int[1000000 ÷ (N × (N+1) ÷ 2)] × (N × (N+1) ÷ 2)]
This formula will gives its full bonus value if the step was a Perfect, half of it for a Great and 0 for a Good or worst.
This formula will gives its full bonus value if the step was a Perfect, half of it for a Great and 0 for a Good or worst.
;Grade
;Grade
The Grade is calculated with a different formula using Dance Points. Each step in the song has a value of two Dance Points assigned to it. When adding them all up, the result is the maximum number of possible "Dance Points" for the song. This equal to 2 × N. N still being the number of steps in the song.
The Grade is calculated with a different formula using Dance Points. Each note in the song has a value of two Dance Points assigned to it. When adding them all up, the result is the maximum number of possible "Dance Points" for the song. This equal to 2 × N. N still being the number of notes in the song.


The grade is then found by adding all the Dance Points calculated as follows:
The grade is then found by adding all the Dance Points calculated as follows:

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