What Is DDR?: Difference between revisions

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== Judgment System ==
== Judgment System ==
Depending on the timing accuracy of the player, various text-based judgement can appear on screen. From highest to lowest:
Depending on how accurate the step hits the arrow, the player will earn a text-based rating that will appear on screen. From highest to lowest:
* <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> - This judgment is 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> - This judgment is obtained when the step hit the arrow exactly on the beat.
* <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: #25ea17;">'''Great!'''</span> - This judgment is obtained when the step hits the arrow slightly before or after the beat.
* <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: #1ba1ff;">'''Good'''</span> - This judgment is obtained for steps that hit the arrow more than slightly off-beat. Prior to DanceDanceRevolution (2013), scoring a Good caused the current combo to reset to 0. Starting with DDR 2013, this rating does not break a combo.
* <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: #9238BE;">'''Boo'''</span> - This judgment is obtained if a step was off-beat. It is present in older games, and was merged with Miss in DanceDanceRevolution X2. This is known as '''Almost''' in SuperNOVA, SuperNOVA2, and select American CS games.
* <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> - This judgment is obtained if a step was not hit at all. Since DanceDanceRevolution X2, it is also obtained if a step is hit too late, due to Boo/Almost being merged with this judgment. In SuperNOVA, SuperNOVA2, and select American CS games, it was called '''Boo'''.
** <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.
Freeze arrows and shock arrows have their own judgments. These are:
* <span style="color: #f47514;">'''O.K.!!!'''</span> - This judgment is obtained when a freeze arrow is hold successfully or when shock arrows pass the STEP ZONE without being stepped on.
* <span style="color: #757474;">'''N.G.'''</span> - This judgment is 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. N.G. is short for '''No Good'''.


Since DanceDanceRevolution X2, the game can display a judgment timing indicator (判定タイミング表示) on screen: <span style="color: #ca00cd;">'''Slow'''</span> when the arrow was stepped after it matched the STEP ZONE arrows and <span style="color: #311aa3;">'''Fast'''</span> if the step was pressed before the arrows met the STEP ZONE properly. Getting a Marvelous judgment or higher (O.K. included) won't trigger the timing indicator. This feature can be disabled by the arcade operator and thus, it is not available on every arcade machine. Beginning with DanceDanceRevolution (2014), the Fast/Slow indicator can be enabled by purchasing an e-amusement Basic subscription plan.
Since DanceDanceRevolution X2, the game can display a judgment timing indicator (判定タイミング表示) on screen: <span style="color: #ca00cd;">'''Slow'''</span> when the arrow was stepped after it matched the STEP ZONE arrows and <span style="color: #311aa3;">'''Fast'''</span> if the step was pressed before the arrows met the STEP ZONE properly. Getting a Marvelous judgment or higher (O.K. included) won't trigger the timing indicator. This feature can be disabled by the arcade operator and thus, it is not available on every arcade machine. Beginning with DanceDanceRevolution (2014), the Fast/Slow indicator can be enabled by purchasing an e-amusement Basic subscription plan.


The existence of a judgment better than "Perfect" can be thought of as an anachronism: as the game uses frame-based timing, a Perfect on the first 30 fps arcade cabinets literally meant frame perfect. After the series transitioned to 60 fps, the Perfect timing window was changed to 2 frames to keep gameplay consistent and comparable, allowing the introduction of a new frame perfect timing window smaller than the original.
The existence of a judgment better than "Perfect" can be thought of as an anachronism: as the game uses frame-based timing, a Perfect on the first 30 FPS arcade cabinets literally meant frame perfect. After the series transitioned to 60 FPS, the Perfect timing window was changed to 2 frames to keep gameplay consistent and comparable, allowing the introduction of a new frame perfect timing window smaller than the original.


; 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 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. If the DANCE GAUGE is set to GRADE, it will always be colored yellow except when in DANGER. 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). If the player performs poorly, the DANCE GAUGE will be reduced. When it has been completely depleted, the player fails the song they were playing and the game will end prematurely, resulting in a "Game Over". 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. If the DANCE GAUGE is set to GRADE, it will always be colored yellow except when in DANGER. Prior to DanceDanceRevolution (2013), the DANCE GAUGE was known as the dance meter in the game tutorial.
 
The following actions will drain the life gauge:
 
*Continuously missing (getting Misses)
*Receiving timing judgments lower than Good (O.K. does not count)


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.


; Combo
; Combo
Another concept is the ability to create a combo (コンボ). After hitting successfully a number of notes (4), the combo number will appear on the screen. Since [[AC DDR 2013|DanceDanceRevolution (2013)]], getting a Good 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 (コンボ). After successfully hitting at least 4 notes, the combo number will appear on the screen. Each successful hit will increase the current combo by 1. Getting a Good (before DDR 2013), Miss, or N.G. will break a combo.


; EX Score
; EX Score
An alternate scoring system similar to the [[What is beatmania|beatmania]] and its [[Beatmania IIDX Information|sequel]]'s [[EX Score]], which was primarily used in competitions and as an accuracy standard. First used in [[AC DDR EXTREME|DanceDanceRevolution EXTREME]] in the CHALLENGE mode, and [[AC DDR X2|X2]] and later games, which can be enabled through a code. 3 points are awarded for a MARVELOUS!!! and O.K.!!!, 2 points for a PERFECT!!, and 1 for GREAT!.
An alternate scoring system similar to the [[What is beatmania|beatmania]] and its [[Beatmania IIDX Information|sequel]]'s [[EX Score]], which was primarily used in competitions and as an accuracy standard. First used in [[AC DDR EXTREME|DanceDanceRevolution EXTREME]] in the CHALLENGE mode, and [[AC DDR X2|X2]] and later games, which can be enabled through a code. 3 points are awarded for a Marvelous and O.K., 2 points for a Perfect, and 1 for a Great.


Since [[AC DDR A|DanceDanceRevolution A]], EX Score is now displayed in the results screen, meaning that the player do not need to input their codes anymore.
Since [[AC DDR A|DanceDanceRevolution A]], EX Score is now displayed in the results screen without the need to input a code.


== Play Styles ==
== Play Styles ==
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| STANDARD
| STANDARD
| Up to 3 songs
| Up to 3 songs
| This is the default mode found in every version of the game which allows the player to select one song by STAGE.
| This is the default mode found in every version of the game. It allows the player to select one song per STAGE.
|-
|-
| BATTLE
| BATTLE
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| COURSE MODE
| COURSE MODE
| Up to 4 songs
| Up to 4 songs
| Instead of selecting one song at a time, a set of songs (known as a course) can be selected. Available in select games only.<br>In A20, COURSE is no longer a separate mode and courses can be chosen from folders in the song list.
| Instead of selecting one song at a time, a set of songs (known as a course) can be selected. Available in select games only.<br>In A20, COURSE is no longer a separate mode, and courses can be chosen from folders in the song list.
|}
|}


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== STAGE System ==
== STAGE System ==
Due to the game being an arcade game, it uses a STAGE (ステージ) system to limit the amount of songs played so that other player can enjoy the game too. Only one song can be played by STAGE. In the earlier games, the number of STAGE possible for a play session was decided by the arcade operator, usually from 3 to 5 songs. In the most recent versions, the game is set to 3 STAGEs (FIRST, 2nd, and FINAL) with a potential EXTRA STAGE if unlocked.
Due to the game being an arcade game, it uses a STAGE (ステージ) system to limit the amount of songs played so that other players can enjoy the game. A single song can be played by STAGE. In the earlier games, the number of STAGE possible for a play session was decided by the arcade operator, usually from 3 to 5 songs. In the most recent versions, the game is set to 3 STAGEs (FIRST, 2nd, and FINAL) with a potential EXTRA STAGE if unlocked.


; EXTRA STAGE
; EXTRA STAGE
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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 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 before the evaluation screen. The same happens when the song is cleared with the word CLEARED appearing (except for [[Tohoku EVOLVED]], which displays "Pray for All" instead).
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. If the player clears the song, the word CLEARED (except for [[Tohoku EVOLVED]], which displays "Pray for All" instead) appears before the evaluation screen. The same happens when the song is failed with the word FAILED appearing.


= External Links =
= External Links =
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