AC DDRMAX: Difference between revisions

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* The dancing characters were removed. They're replaced with background animations, this time stored as videos instead of sprites.
* The dancing characters were removed. They're replaced with background animations, this time stored as videos instead of sprites.
* Freeze Arrows are introduced. Unlike the regular arrows, you must hold the Freeze Arrow during its duration. Failure to do so will not dock Dance Points or break combo, but will result in a significant loss of the Dance Meter.
* Freeze Arrows are introduced. Unlike the regular arrows, you must hold the Freeze Arrow during its duration. Failure to do so will not dock Dance Points or break combo, but will result in a significant loss of the Dance Meter.
* Unlike previous DanceDanceRevolution games, scores now have a fixed maximum amount of points, regardless of step count: 50,000,000 points.
** Points are also worth more and more as the song nears its end.
* BASIC, TRICK and MANIAC difficulties are renamed as LIGHT, STANDARD and HEAVY, respectively.
* BASIC, TRICK and MANIAC difficulties are renamed as LIGHT, STANDARD and HEAVY, respectively.
* Hitting a jump adds 2 to your combo but counts as only one step for all other purposes. This behavior is similar to [[AC_DDR_Solo_BASS|DanceDanceRevolution Solo BASS MIX]] and [[AC_DDR_Solo_2000|DanceDanceRevolution Solo 2000]], but the entire jump is judged as one note rather than both notes being judged separately. Jumps would go back to incrementing combo by only one in [[AC_DDR_SuperNOVA|DanceDanceRevolution SuperNOVA]].
* Hitting a jump adds 2 to your combo but counts as only one step for all other purposes. This behavior is similar to [[AC_DDR_Solo_BASS|DanceDanceRevolution Solo BASS MIX]] and [[AC_DDR_Solo_2000|DanceDanceRevolution Solo 2000]], but the entire jump is judged as one note rather than both notes being judged separately. Jumps would go back to incrementing combo by only one in [[AC_DDR_SuperNOVA|DanceDanceRevolution SuperNOVA]].