What Is DDR?: Difference between revisions

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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 prototype was then brought to a public arcade in Japan for two days of observation. 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 prototype was then brought to a public arcade in Japan for two days of observation. 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 released 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 released 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 and later in North America.


== Releases ==
== Releases ==
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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 the timing accuracy of the player, various text-based judgement can appear on screen. From highest to lowest:
* <span style="color:#f0d3a1;">'''Marvelous!!!'''</span> is the judgment obtained when the step hit perfectly the arrow. It was added on every Play modes in DanceDanceRevolution SuperNOVA2. The accuracy for this rating is higher than a Perfect.
* <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: #f6ee1f;">'''Perfect!!'''</span> is the judgment obtained when the step hit the arrow exactly on the beat.
* <span style="color: #f6ee1f;">'''Perfect!!'''</span> is the judgment obtained when the step hit the arrow exactly on the beat.
* <span style="color: #25ea17;">'''Great!'''</span> is the judgment when the step hit 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> is the judgment when the step hit 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: #1ba1ff;">'''Good'''</span> is the judgment for a step that hit the arrow more than slightly off-beat. Since 2013, this rating doesn't break the combo anymore.
* <span style="color: #1ba1ff;">'''Good'''</span> is the judgment for a step that hit the arrow more than slightly off-beat. Since 2013, this rating doesn't break the combo anymore.
* <span style="color: #f47514;">'''O.K.!!!'''</span> is the judgment obtained when a freeze arrow was hold successfully or when shock arrows passed the STEP ZONE without being stepped on.
* <span style="color: #f47514;">'''O.K.!!!'''</span> is the judgment obtained when a freeze arrow was hold successfully or when shock arrows passed the STEP ZONE without being stepped on.
* <span style="color: #fe1d23;">'''Miss...'''</span> (also known as Boo in American CS games) is the judgment for a step either hit too late, or not at all.
* <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: #757474;">'''N.G.'''</span> (No Good) is the judgment obtained when a Freeze Arrow was missed or Shock Arrows were stepped on. N.G. is now counted as part of Miss but is still shown on screen during gameplay.
** <span style="color: #757474;">'''N.G.'''</span> (No Good) is the judgment obtained when a Freeze Arrow was missed or Shock Arrows were 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 the American CS versions). That step rating was merged with Miss in DanceDanceRevolution X2.
** 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.


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.
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 eAmusement 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.
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== Play Styles ==
== Play Styles ==
[[Image:DanceDanceRevolution VERSUS Play.png|thumb|VERSUS Play in DanceDanceRevolution (2014).]]
[[Image:DanceDanceRevolution VERSUS Play.png|thumb|VERSUS Play in DanceDanceRevolution (2014).]]
Introduced in the first game, these three Play Styles are found in nearly every titles of DanceDanceRevolution.
Introduced in the first game, these three Play Styles are found in nearly every title of DanceDanceRevolution.
* SINGLE Play (シングルプレー): A solo game using the 4 foot panels.
* SINGLE Play (シングルプレー): A solo game using the 4 foot panels.
* DOUBLE Play (ダブルプレー): A solo game using two 4 foot panels
* DOUBLE Play (ダブルプレー): A solo game using two 4 foot panels
* VERSUS Play (バーサスプレー): A two players, 4 foot panels for each player.
* VERSUS Play (バーサスプレー): A two-player game, with 4 foot panels for each player.


== Play Modes ==
== Play Modes ==
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== Song Selection ==
== Song Selection ==
[[Image:DanceDanceRevolution Music Select Screen.png|thumb|Music Select Screen in DanceDanceRevolution (2014).]]
[[Image:DanceDanceRevolution Music Select Screen.png|thumb|Music Select Screen in DanceDanceRevolution (2014).]]
To select a song, the player must browse through the song list of the game using a song wheel. Throughout the various versions of the game, the song wheel received three major overhauls. The first version was in DanceDanceRevolution up to DanceDanceRevolution 3rdMIX: a jukebox-like interface was used. A second one was used in DanceDanceRevolution 4thMIX up to DanceDanceRevolution X, the game used its most well-known iteration: a vertical song wheel. Since DanceDanceRevolution X2, the songs are chosen from left to right in a Cover Flow-style interface.
To select a song, the player must browse through the song list of the game using a song wheel. Throughout the various versions of the game, the song wheel received three major overhauls. The first version was in DanceDanceRevolution up to DanceDanceRevolution 3rdMIX: a jukebox-like interface was used. A second one was used in DanceDanceRevolution 4thMIX up to DanceDanceRevolution X, the game used its most well-known iteration: a vertical song wheel. Since DanceDanceRevolution X2, the songs are chosen from left to right in a Cover Flow-style interface. DanceDanceRevolution A keeps the album covers, but switches to a [[SOUND VOLTEX Information|SOUND VOLTEX]]-esque selection interface.


Usually, the Song Selection Screen shows for each song its banner, the ratings and difficulties available for that song, its BPM, and any previous high score by the player. In DanceDanceRevolution X2, the series' long-time traditional banners were replaced by album jackets.
Usually, the Song Selection Screen shows for each song its banner, the ratings and difficulties available for that song, its BPM, and any previous high score by the player. In DanceDanceRevolution X2, the series' long-time traditional banners were replaced by album jackets.
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