User:Miik/DDR2: Difference between revisions

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= DanceDanceRevolution =
= DanceDanceRevolution =
[[Image:DanceDanceRevolution logo.png|thumb|DanceDanceRevolution series logo since 2009.]]
[[Image:DanceDanceRevolution logo.png|thumb|DanceDanceRevolution series logo since 2009.]]
'''DanceDanceRevolution''' (ダンスダンスレボリューション), abbreviated '''DDR''' and also known as '''Dancing Stage''' (ダンシングステージ) in select games and territories, is the second music video game series produced by KONAMI in the [[BEMANI]] series in 1998. It started initially as an arcade only game but also received home versions (both ports and exclusive versions) and various spin-offs.  
'''DanceDanceRevolution''' (ダンスダンスレボリューション), abbreviated '''DDR''' and also known as '''Dancing Stage''' (ダンシングステージ) in select games and territories, is the second music video game series produced by KONAMI in the [[BEMANI]] series in 1998. It started initially as an arcade-only game but since received both home versions (both ports and exclusive versions) and various spin-offs. To this date, DanceDanceRevolution is the BEMANI series with the most released titles internationally.


== Background ==
== Background ==
:A timeline of the DanceDanceRevolution series can be [[DDR History|found on this page]].
:A timeline of the DanceDanceRevolution series can be [[DDR History|found on this page]].
In the spring of 1998, [[Yoshihiko Ota]], a game producer at KCET (a former subsidiary of KONAMI) had an idea for a music game inspired by his habit of walking around town and visiting clubs and discos. He thought that moving his body along to music was fun and could be a great idea for a game.  His initial idea received mostly a negative reception from his colleagues: “It's embarrassing to dance in front of people; no one will want to do it!" He argued that the same logic could be applied to Karaoke which was quite popular at that time. Ota’s first idea evolved into a game operated by hand by pushing buttons to go along with the music. This concept eventually became beatmania.  
In the spring of 1998, [[Yoshihiko Ota]], a game producer at KCET (a former subsidiary of KONAMI) had an idea for a music game inspired by his habit of walking around town and visiting clubs and discos. He thought that moving his body along to music was fun and could be a great idea for a game.  His initial idea received mostly a negative reception from his colleagues: “It's embarrassing to dance in front of people; no one will want to do it!" He argued that the same logic could be applied to Karaoke which was quite popular at that time. Ota’s initial idea was for a a game operated by hand by pushing buttons to go along with the music. However, during the development of that plan, he heard about a product in development that would require the player to stand on panels and operating the game would require the player‘s foot. That concept mixed with his own idea inspired him to create DanceDanceRevolution.  


During the development of beatmania, he heard about a product in development that would require the player to stand on panels and operating the game would require the player‘s foot. That concept inspired him to create DanceDanceRevolution. Instead of the usual one year production schedule, Ota decided to make the initial prototype in four months with a core team of 35 people. During the production of the first game, the team studied all kind of different dances and used motion capture technique to analyze the dancers' movement. The results of their research indicated that using 4 arrows for the game would be the most optimal setting. The development process went smoothly but the reception within the company was still negative. Ota believed in his concept and decided to pursue the project with a location test. The first day wasn't successful due to the machine being put higher than the first floor. On the second day, they moved the machine and it was a real success with the customers.  
Instead of the usual one year production schedule, Ota decided to make the initial prototype in four months with a core team of 35 people. During the production of the first game, the team studied all kind of different dances and used motion capture technique to analyze the dancers' movement. The results of their research indicated that using 4 arrows for the game would be the most optimal setting. The development process went smoothly but the reception within the company was still negative. Ota believed in his concept and decided to pursue the project with a location test. The first day wasn't successful due to the machine being put higher than the first floor. On the second day, they moved the machine and it was a real success with the customers.  


After the official release, DanceDanceRevolution became a success in Japan which led the game being exported in various countries around the world. Throughout the years, DanceDanceRevolution received various spin-offs along with home versions of the game. In recent years, the game returned to be mostly an arcade only game in Asia.  
After the official release, DanceDanceRevolution became a success in Japan which led the game being exported in various countries around the world. Throughout the years, DanceDanceRevolution received various spin-offs along with home versions of the game. In recent years, the game returned to be mostly an arcade only game in Asia.  
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[[Image:AC DDR SINGLE PLAY.png|thumb|The standard 4 foot panels]]
[[Image:AC DDR SINGLE PLAY.png|thumb|The standard 4 foot panels]]
The core of the game revolves around 4 arrows placed in a cross position on a dance platform to be stepped on by the feet of the players to musical and visual cues. The spin-off, [[AC DDR Solo BASS|DanceDanceRevolution Solo]] used 6 panels by adding an up-left and up-right arrows to the existing 4 arrows setup.   
The core of the game revolves around 4 arrows placed in a cross position on a dance platform to be stepped on by the feet of the players to musical and visual cues. The spin-off, [[AC DDR Solo BASS|DanceDanceRevolution Solo]] used 6 panels by adding an up-left and up-right arrows to the existing 4 arrows setup.   
=== Arrow Types ===
The arrows used on a song chart are usually placed following the bar (a bar equal to 4 beats). Other than the regular arrows, the game also have:
* Freeze Arrows (FA):  One or more arrows that require holding them for the duration indicated on the screen by the length of the arrows. They were added in [[AC DDRMAX|DDRMAX -DanceDanceRevolution 6thMIX-]].
* JUMPs: Two simultaneous arrows to step on by jumping. It was added in [[AC DDR SuperNOVA|DanceDanceRevolution SuperNOVA]].
* Shock Arrows (SA): A set of 4 in Single Play or 8 arrows in Double Play that the player has to avoid stepping on. The Shock Arrows can be identified with the blue lightning graphics and by the metallic color of the arrows. They were added in DanceDanceRevolution X.
=== Judgement System ===
=== Judgement System ===
* Boo
* In SN: BOO→ALMOST、MISS→BOO
Players are judged by how well they time their steps to the patterns shown on screen when they reach the [[DDR Glossary|Step Zone]]. Each arrow that passes the Step Zone receives a text-based timing result based on the accuracy. From highest to lowest: <span style="color:#f0d3a1;">'''Marvelous!!!'''</span>, <span style="color: #f6ee1f;">'''Perfect!!'''</span>, <span style="color: #25ea17;">'''Great!'''</span>, <span style="color: #1ba1ff;">'''Good'''</span>, <span style="color: #fe1d23;">'''Miss...'''</span>
Players are judged by how well they time their steps to the patterns shown on screen when they reach the [[DDR Glossary|Step Zone]]. Each arrow that passes the Step Zone receives a text-based timing result based on the accuracy. From highest to lowest: <span style="color:#f0d3a1;">'''Marvelous!!!'''</span>, <span style="color: #f6ee1f;">'''Perfect!!'''</span>, <span style="color: #25ea17;">'''Great!'''</span>, <span style="color: #1ba1ff;">'''Good'''</span>, <span style="color: #fe1d23;">'''Miss...'''</span><br>
Missing a Frezze Arrow or stepping on a Shock Arrow will result in getting a <span style="color: #757474;">'''N.G.'''</span> (No Good) while hitting it (or avoiding stepping on it for Shock Arrows) correctly will give the timing <span style="color: #f47514;">'''O.K.!'''</span> The timing Marvelous was added on every play modes in [[AC DDR SuperNOVA2|DanceDanceRevolution SuperNOVA2]]. Until [[AC DDR X2|DanceDanceRevolution X2]], Almost was a judgement result placed before Miss.  
Missing a Frezze Arrow or stepping on a Shock Arrow will result in getting a <span style="color: #757474;">'''N.G.'''</span> (No Good) while hitting it (or avoiding stepping on it for Shock Arrows) correctly will give the timing <span style="color: #f47514;">'''O.K.!'''</span> The timing Marvelous was added on every play modes in [[AC DDR SuperNOVA2|DanceDanceRevolution SuperNOVA2]]. Until [[AC DDR X2|DanceDanceRevolution X2]], Almost was a judgement result placed before Miss.  


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;Combo
;Combo
Another concept is the ability to create a combo. After hitting successfully a number of steps, the combo number will appear on the screen. Since [[AC DDR 2013|DanceDanceRevolution (2013)]], getting a Great 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. After hitting successfully a number of steps, the combo number will appear on the screen. Since [[AC DDR 2013|DanceDanceRevolution (2013)]], getting a Great won’t break the combo and only getting a Miss or a N.G. can now break the combo.
=== Arrow Types ===
The arrows used on a song chart are usually placed following the bar (a bar equal to 4 beats). Other than the regular arrows, the game also have:
* JUMPs: Two simultaneous arrows to step on by jumping.
* Freeze Arrows (FA):  One or more arrows that require holding them for the duration indicated on the screen by the length of the arrows. They were added in DDRMAX.
* Shock Arrows (SA): A set of 4 in Single Play or 8 arrows in Double Play that the player has to avoid stepping on. The Shock Arrows can be identified with the blue lightning graphics and by the metallic color of the arrows. They were added in DanceDanceRevolution X.


=== Play Styles ===
=== Play Styles ===
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==== Foot Level ====
==== Foot Level ====
In DanceDanceRevolution, songs are rated using a number from 1, being the easiest, to 20, being the hardest. The difficulty number is known as the Foot Level due to a feet icon being displayed next to the rating number for the song in the earliest games. Initially in the first game, the rating was from 1 to 8 and each number had a corresponding name. The names were dropped in DDR 4thMIX. The rating was changed to 9 in DDR 3rdMIX and finally to 10 in DDRMAX. The whole system was upgraded to its current range of 1 to 20 in DanceDanceRevolution X.
In DanceDanceRevolution, songs are rated using a number from 1, being the easiest, to 20, being the hardest. The difficulty number is known as a Foot Level due to a feet icon being displayed next to the rating number for the song in the earliest games. Initially in the first game, the rating was from 1 to 8 and each number had a corresponding name. However, these names were dropped in DanceDanceRevolution 4thMIX. The rating was changed to 9 in DanceDanceRevolution 3rdMIX and finally to 10 in DDRMAX. The whole system was upgraded to its current range of 1 to 20 in DanceDanceRevolution X.


==== DANCE LEVEL ====
==== DANCE LEVEL ====
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:To see the complete list of modifiers found in the arcade releases, [[DDR AC General Info|see this page]].
:To see the complete list of modifiers found in the arcade releases, [[DDR AC General Info|see this page]].


Both to help or increase the difficulty of the game, modifiers are included in the game for players to use. This includes options like changing the color of the arrows or their shapes to hiding the steps on the screen.
Both to help or to increase the difficulty of the game, modifiers are included for players to use since the very first game. The possible options range from changing the color of the arrows or their shapes to hiding the steps on the screen. Usually, the players are free to use any options but on select occasion such as an EXTRA STAGE, the modifiers are set by the game and can't be changed.


=== Scoring System ===
=== Scoring System ===
:For a complete list of scoring system, [[DanceDanceRevolution Scoring System|see this page]].
:For a complete list of scoring system, [[DanceDanceRevolution Scoring System|see this page]].


After each song completion, an evaluation is performed on the player’s performances. It typically includes a list of each timing judgement with how many of them were obtained, a global score and a letter grade.
After each song completion, an evaluation is performed on the player’s performances. It typically includes a list of each timing judgement with how many of them were obtained, a global score and a letter grade. In case the song was failed, the word FAILED appears in red letter before the evaluation screen. The same happens when the song is cleared with the word CLEARED appearing in green.


= Releases =
= Releases =
A list of all the released DanceDanceRevolution games can [[DDRicon|be found here]].
: A list of all the released DanceDanceRevolution games can [[DDRicon|be found here]].
 
Following the naming convention started with beatmania, each new DanceDanceRevolution games had the suffix MIX added after the version number. That system was kept from DanceDanceRevolution 2ndMIX until DDRMAX2 -DanceDanceRevolution 7thMIX-. The games released after that, received a unique name such as EXTREME or SuperNOVA instead. To celebrate the 10th anniversary of the series, DanceDanceRevolution X was announced as the successor to SuperNOVA2 and spanned two sequels: X2 and X3 VS 2ndMIX. Since 2013, the arcade game returned to its core name DanceDanceRevolution. The 2013 version is known as DanceDanceRevolution (2013) while the current version is known as DanceDanceRevolution.
 
= External Links =
= External Links =
* [http://www.konami.jp/bemani/ddr/jp/ DanceDanceRevolution Japan Gateway website]
* [http://www.konami.jp/bemani/ddr/jp/ DanceDanceRevolution Japan Gateway website]
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