DDR Glossary: Difference between revisions

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* AC: Acronym of the term '''A'''rcade '''C'''abinet. Used to designate the arcade version of a title.
* AC: Acronym of the term '''A'''rcade '''C'''abinet. Used to designate the arcade version of a title.
* Air: One of the five parameters of the GROOVE RADAR. It is determined by the number of jumps and Shock Arrows in the song.
* Air: One of the five parameters of the GROOVE RADAR. It is determined by the number of jumps and Shock Arrows in the song.
* Announcer: It's a voice that provides all of the game's commentary, and has been a main feature throughout the series. In order, a currently unknown person was the game announcer from [[AC DDR 1st|DanceDanceRevolution]] up to [[AC DDR 5th|DanceDanceRevolution 5thMIX]], [[Londell Hicks|Londell "Taz" Hicks]] from [[AC DDRMAX|DDRMAX -DanceDanceRevolution 6thMIX-]] to [[AC DDR SuperNOVA2|DanceDanceRevolution SuperNOVA2]], and Justin and Wil-Dog from Ozomatli from [[AC DDR X|DanceDanceRevolution X]] onwards. Spin-off titles such as the Solo series and [[AC DS DREAMS COME TRUE|Dancing Stage featuring DREAMS COME TRUE]] feature other announcers as well.
* Announcer: The voice that provides all of the commentary in-game. This has been a main feature throughout the series. In order, a currently unknown person was the game announcer from [[AC DDR 1st|DanceDanceRevolution]] up to [[AC DDR 5th|DanceDanceRevolution 5thMIX]], [[Londell Hicks|Londell "Taz" Hicks]] from [[AC DDRMAX|DDRMAX -DanceDanceRevolution 6thMIX-]] to [[AC DDR SuperNOVA2|DanceDanceRevolution SuperNOVA2]], and Justin and Wil-Dog from Ozomatli from [[AC DDR X|DanceDanceRevolution X]] onwards. Spin-off titles such as the Solo series and [[AC DS DREAMS COME TRUE|Dancing Stage featuring DREAMS COME TRUE]] feature other announcers as well.
* ANOTHER: Name for the DIFFICULT dance level in DanceDanceRevolution to [[AC DDR 3rd|DanceDanceRevolution 3rdMIX]].
* ANOTHER: Name for the DIFFICULT dance level in DanceDanceRevolution to [[AC DDR 3rd|DanceDanceRevolution 3rdMIX]].
* Auto-Fail: Refers to a setting which when set to on, the song ends immediately when the player's dance gauge is completely empty. Nowadays, [[PASELI|Premium]] users have that feature set to Off.
* Auto-Fail: Refers to a setting which when set to on, the song ends immediately when the player's dance gauge is completely empty. Nowadays, [[PASELI|Premium]] users have that feature set to Off.
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* Chaos: One of the five parameters of the GROOVE RADAR. It is determined by the number of notes (including Shock Arrows) which are not placed on 4ths, as well as the number of stops and BPM changes, in the song.
* Chaos: One of the five parameters of the GROOVE RADAR. It is determined by the number of notes (including Shock Arrows) which are not placed on 4ths, as well as the number of stops and BPM changes, in the song.
* Clear Rank (クリアランク): Official term used for the grade letters (AAA to E) used in the scoring system.
* Clear Rank (クリアランク): Official term used for the grade letters (AAA to E) used in the scoring system.
* Combo: The number of consecutive Marvelous, Perfect, Great, or Good (the latter as of [[AC DDR 2013|DanceDanceRevolution (2013)]]) judgments the player has gotten.
* Combo: The number of consecutive non-combo breaking judgments the player has gotten.
* Combo Breaker: A judgment that breaks the current combo. Combo breakers include Good, Boo, Miss, and N.G.; with Good no longer being a combo breaker in DDR 2013 onwards.
* COUPLE Play (カップルプレー): A VERSUS Play-based two-player style where two players play a chart with note variations for each player.
* COUPLE Play (カップルプレー): A VERSUS Play-based two-player style where two players play a chart with note variations for each player.
* Course: A set of songs that must be played back-to-back.
* Course: A set of songs that must be played back-to-back.
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* Freeze Arrow (フリーズアロー): A green-colored note on which the player has to hold down their foot for the full duration. Sometimes also abbreviated as '''FA'''. Successfully holding down gives the result OK; failing gives an N.G. or Not Quite (in DDR II)
* Freeze Arrow (フリーズアロー): A green-colored note on which the player has to hold down their foot for the full duration. Sometimes also abbreviated as '''FA'''. Successfully holding down gives the result OK; failing gives an N.G. or Not Quite (in DDR II)
* Freeze: One of the five parameters of the GROOVE RADAR. It is determined by the number and total length of the Freeze Arrows in the song.
* Freeze: One of the five parameters of the GROOVE RADAR. It is determined by the number and total length of the Freeze Arrows in the song.
* Full Combo (FC): Given to a player that hit all of the notes in a song without getting judgments worse than a Great (Good as of DanceDanceRevolution (2013)), and without getting any N.G.'s on Freeze Arrows or Shock Arrows, effective as of DanceDanceRevolution X.
* Full Combo (FC): Given to a player that hit all of the notes in a song without getting any Goods (before DDR 2013), Boos, and Misses, in addition to avoiding N.G.s on Freeze Arrows or Shock Arrows, effective as of DanceDanceRevolution X.


== G ==
== G ==
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* GENUINE: Old term to refer to a level 6 song.
* GENUINE: Old term to refer to a level 6 song.
* Good: Judgment level, lower than Great but above Almost/Boo. The lowest judgment that will not break the player's combo as of DanceDanceRevolution (2013).
* Good: Judgment level, lower than Great but above Almost/Boo. The lowest judgment that will not break the player's combo as of DanceDanceRevolution (2013).
* Good Full Combo: A type of full combo acheived by getting only Marvelouses/Perfects/Greats/Goods, as well as no N.G.s. Known as simply "Full Combo" in-game, and can be acheived in DanceDanceRevolution (2013) and later games.
* Great: Judgment level, lower than Perfect but above Good. The lowest judgment that would not break the player's combo until DanceDanceRevolution (2013).
* Great: Judgment level, lower than Perfect but above Good. The lowest judgment that would not break the player's combo until DanceDanceRevolution (2013).
* Great Full Combo: A type of full combo acheived by getting only Marvelouses/Perfects/Greats, as well as no N.G.s. Known as simply "Full Combo" in-game.
* [[GROOVE RADAR]]: A graphic representation of different aspects of the song's difficulty. In [[AC DDRMAX|DDRMAX]], it was the ''only'' representation of difficulty.
* [[GROOVE RADAR]]: A graphic representation of different aspects of the song's difficulty. In [[AC DDRMAX|DDRMAX]], it was the ''only'' representation of difficulty.


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* MANIAC: Previous name for the difficulty EXPERT in DanceDanceRevolution to DanceDanceRevolution 3rdMIX.
* MANIAC: Previous name for the difficulty EXPERT in DanceDanceRevolution to DanceDanceRevolution 3rdMIX.
* Marvelous: The highest timing judgment level as of SuperNOVA2. Also an old name for a Level 5 song.
* Marvelous: The highest timing judgment level as of SuperNOVA2. Also an old name for a Level 5 song.
* Marvelous Full Combo (MFC): The highest type of full combo acheived by getting only Marvelouses, as well as no N.G.s.
* Miss: The lowest judgment, for when a player does not step on an arrow at all. This judgment breaks the player's combo.
* Miss: The lowest judgment, for when a player does not step on an arrow at all. This judgment breaks the player's combo.
* MODERATE: Old term to refer to a level 2 song.
* MODERATE: Old term to refer to a level 2 song.
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* [[PASELI]]: A digital currency service created by KONAMI in 2010 for its arcade games. For more information, see [[PASELI|its article]].
* [[PASELI]]: A digital currency service created by KONAMI in 2010 for its arcade games. For more information, see [[PASELI|its article]].
* Perfect: The highest judgment level by default until [[AC DDR SuperNOVA2|DanceDanceRevolution SuperNOVA2]].
* Perfect: The highest judgment level by default until [[AC DDR SuperNOVA2|DanceDanceRevolution SuperNOVA2]].
* Perfect Full Combo (PFC): A type of full combo acheived by getting only Marvelouses/Perfects, as well as no N.G.s.


== Q ==
== Q ==
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