AC DDRMAX2: Difference between revisions

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== Release Information ==
== Release Information ==
* Release Date: March 27th, 2002.
* Release Date: March 27th, 2002
* Soundtrack Release Date: June 19th, 2002.
* Soundtrack Release Date: June 19th, 2002


== General Information / Changes ==
== General Information / Changes ==
* 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]] 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 courses.
** 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 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]].
** Combo increases only if players get the Perfect judgment.
** Combo increased by one for jumps (instead of two in normal gameplay). Used until EXTREME.
* Scoring system works similar to DDRMAX, with one major difference: fixed maximum score is now 10,000,000 X the foot level in a song (for example, a Level 10 chart has a max possible score of 100,000,000).
* Scoring system works similar to DDRMAX, with one major difference: fixed maximum score is now 10,000,000 X the foot level in a song (for example, a Level 10 chart has a max possible score of 100,000,000).
** This scoring system would also be used in DanceDanceRevolution EXTREME.
** This scoring system would also be used in [[AC DDR EXTREME|DanceDanceRevolution EXTREME]].
** Post-song bonuses are no longer granted.
** Post-song bonuses are no longer granted.
* Difficulty ratings return, now on a scale of 1 to 10.
* Difficulty ratings return, now on a scale of 1 to 10.
** Also, like in 5thMIX, the songlist is ordered by BASIC foot ratings, from easiest to hardest.
** First mainline DanceDanceRevolution game to have a difficulty level of 10.
* [[Junko Karashima]] makes her BEMANI debut in this game.
** Songlist is once again ordered by BASIC foot ratings, from easiest to hardest, like in 5thMIX.
* Introduces the DARK modifier, which hides the stepping zone. The DARK modifier can be chosen among the OFF (Vivid), FLAT, and SOLO options. Starting with SuperNOVA, this modifier was separated.
* [[Junko Karashima]] makes her BEMANI debut.
* Last game that uses the "music from beatmania" label from [[AC DDR 3rd|old versions]].
* First appearance of the DARK modifier, which hides the stepping zone. The DARK modifier can be chosen among the OFF (Vivid), FLAT, and SOLO options. Starting with [[AC DDR SuperNOVA|SuperNOVA]], this modifier was separated.
* Final DanceDanceRevolution game that uses the "music from beatmania" label from [[AC DDR 3rd|old versions]].
* All DanceDanceRevolution 5thMIX arcade songs received brand-new banners, replacing the old banners (which were crops of the background images).
* All DanceDanceRevolution 5thMIX arcade songs received brand-new banners, replacing the old banners (which were crops of the background images).
* The Dancemania licenses have generic background movies as their graphics.  
* The Dancemania licenses have generic movie backgrounds for their graphics.  
* First DanceDanceRevolution game to hide the actual BPM of a song by showing random 3-digit BPMs on the songwheel. This is mainly seen on EXTRA STAGE and ENCORE EXTRA STAGE songs in later games. The actual BPM is shown in the following game or when unlocked for normal play.
* First DanceDanceRevolution game to hide the actual BPM of a song by showing random 3-digit BPMs on the songwheel. This is mainly seen on EXTRA STAGE and ENCORE EXTRA STAGE songs in later games. The actual BPM is shown in the following game or when unlocked for normal play.
* First and only DanceDanceRevolution game to hide the GROOVE RADAR rating of a song by continually animating through random songs' ratings. This can only be seen on [[Kakumei|革命]] when on ONE MORE EXTRA STAGE.
* First and only DanceDanceRevolution game to hide the GROOVE RADAR rating of a song by continually animating through random songs' ratings. This can only be seen on [[Kakumei|革命]] on ONE MORE EXTRA STAGE.
* Color labeling on the songwheel has changed since DDRMAX:
* Color labeling on the songwheel has changed since DDRMAX:
** Green for default Songs new to DDRMAX2.
** Green for default songs new to DDRMAX2.
** Blue for songs that made their debut on DDRMAX.
** Blue for DDRMAX songs.
** Yellow for songs that made their debut prior to DDRMAX.
** Yellow for songs pre-DDRMAX.
** Purple for unlockable songs.
** Purple for unlocks.
** Red for EXTRA STAGE and ONE MORE EXTRA STAGE songs.
** Red for EXTRA STAGE and ONE MORE EXTRA STAGE songs.
* New songs: 53
* Total songs: 135
* Total songs: 135


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= CHALLENGE MODE =
= CHALLENGE MODE =
New to DDRMAX2 is CHALLENGE MODE. In this mode, you play a set of songs back-to-back with no breaks, similar to NONSTOP in earlier games. However, instead of the usual dance gauge, you have a battery with three marks on it. Each time you get anything lower than a PERFECT or GREAT, a part of the battery will come off. Once you misstep four times, you immediately fail the course and get an instant GAME OVER. The battery will refill partially after every song depending on your performance. Regardless if you fail or pass a course, you get an overall percentage out of 100 of your performance in the course, which can also be seen in the top left corner of the screen as you play.
New to DDRMAX2 is CHALLENGE MODE. In this mode, you play a set of songs back-to-back with no breaks, similar to NONSTOP in earlier games. However, it works very differently:
* Instead of the usual dance gauge, you have a battery with three marks on it. Each time you get anything lower than a PERFECT or GREAT, or break a freeze arrow, a part of the battery will deplete; four missteps results in an instant GAME OVER. The battery will refill between songs.
* Mods cannot be set in this mode; you are locked into default colored arrows at 1X.
* Your combo will only increase with PERFECTs.
* Jumps count as one step, unlike in regular play.
* Regardless if you fail or pass a course, you get an overall percentage out of 100 of your performance in the course, which can also be seen in the top left corner of the screen as you play.


Exclusive to this course as well are 19 songs that use the new difficulty level of CHALLENGE. These CHALLENGE-only charts can ''only'' be played in this mode. They are listed with their original version's banner, background and song title. These unique songs will be marked with an asterisk.
Exclusive to this course as well are 19 songs that use the new difficulty level of CHALLENGE. These CHALLENGE-only charts can ''only'' be played in this mode. They are listed with their original version's banner, background and song title. These unique songs will be marked with an asterisk.
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= Related Link =
= Related Link =
* [https://web.archive.org/web/20170621205550/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/ DDRMAX2 official site] (archived)
* [https://web.archive.org/web/20170621205550/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/ DDRMAX2 official site] (archived)
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[[Category:DDR]]
[[Category:DDR]]

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