What Is DDR?: Difference between revisions

no edit summary
No edit summary
No edit summary
(23 intermediate revisions by 8 users not shown)
Line 19: Line 19:
A list of all the DanceDanceRevolution releases can [[DanceDanceRevolution Information|be found here]].
A list of all the DanceDanceRevolution releases can [[DanceDanceRevolution Information|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 [[AC DDR 2nd|DanceDanceRevolution 2ndMIX]] until [[AC DDRMAX2|DDRMAX2 -DanceDanceRevolution 7thMIX-]]. The games released after that received unique names: [[AC DDR EXTREME|EXTREME]], then [[AC DDR SuperNOVA|SuperNOVA]] and its sequel, [[AC DDR SuperNOVA2|SuperNOVA2]]. To celebrate the 10th anniversary of the series, [[AC DDR X|DanceDanceRevolution X]] was announced as the successor to SuperNOVA2 and spanned two sequels: [[AC DDR X2|X2]] and [[AC DDR X3|X3 VS 2ndMIX]]. In 2013, the arcade game returned to its core name DanceDanceRevolution. The 2013 version is known as [[AC DDR 2013|DanceDanceRevolution (2013)]] while the 2014 to early 2016 version is known as [[AC DDR 2014|DanceDanceRevolution (2014)]]. The current version is known as [[AC DDR A20 PLUS|DanceDanceRevolution A20 PLUS]].
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 [[AC DDR 2nd|DanceDanceRevolution 2ndMIX]] until [[AC DDRMAX2|DDRMAX2 -DanceDanceRevolution 7thMIX-]]. The games released after that received unique names: [[AC DDR EXTREME|EXTREME]], then [[AC DDR SuperNOVA|SuperNOVA]] and its sequel, [[AC DDR SuperNOVA2|SuperNOVA2]]. To celebrate the 10th anniversary of the series, [[AC DDR X|DanceDanceRevolution X]] was announced as the successor to SuperNOVA2 and spanned two sequels: [[AC DDR X2|X2]] and [[AC DDR X3|X3 VS 2ndMIX]]. In 2013, the arcade game returned to its core name DanceDanceRevolution. The 2013 version is known as [[AC DDR 2013|DanceDanceRevolution (2013)]] while the 2014 to early 2016 version is known as [[AC DDR 2014|DanceDanceRevolution (2014)]]. The current version is known as [[AC DDR A3|DanceDanceRevolution A3]].


= Gameplay =
= Gameplay =
Line 39: Line 39:


== 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 how accurate the step hits the arrow, the player will earn a text-based rating that will appear on screen. From highest to lowest:
* <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:#f0d3a1;">'''Marvelous!!!'''</span> - This judgment is 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> - This judgment is obtained when the step hit the arrow exactly on the beat.
* <span style="color: #25ea17;">'''Great!'''</span> is the judgment when the step hits 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> - This judgment is obtained when the step hits the arrow slightly before or after the beat.
* <span style="color: #1ba1ff;">'''Good'''</span> is the judgment for a step that hits the arrow more than slightly off-beat. Since 2013, this rating doesn't break the combo anymore.
* <span style="color: #1ba1ff;">'''Good'''</span> - This judgment is obtained for steps that hit the arrow more than slightly off-beat. Prior to DanceDanceRevolution (2013), scoring a Good caused the current combo to reset to 0. Starting with DDR 2013, this rating does not break a combo.
* <span style="color: #f47514;">'''O.K.!!!'''</span> is the judgment obtained when a freeze arrow is hold successfully or when shock arrows pass the STEP ZONE without being stepped on.
* <span style="color: #9238BE;">'''Boo'''</span> - This judgment is obtained if a step was off-beat. It is present in older games, and was merged with Miss in DanceDanceRevolution X2. This is known as '''Almost''' in SuperNOVA, SuperNOVA2, and select American CS games.
* <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: #fe1d23;">'''Miss...'''</span> - This judgment is obtained if a step was not hit at all. Since DanceDanceRevolution X2, it is also obtained if a step is hit too late, due to Boo/Almost being merged with this judgment. In SuperNOVA, SuperNOVA2, and select American CS games, it was called '''Boo'''.
** <span style="color: #757474;">'''N.G.'''</span> (No Good) is the judgment obtained when a Freeze Arrow is missed or Shock Arrows are 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 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. Beginning with DanceDanceRevolution (2014), the Fast/Slow indicator can be enabled by purchasing an e-amusement Basic subscription plan.
Freeze arrows and shock arrows have their own judgments. These are:
* <span style="color: #f47514;">'''O.K.!!!'''</span> - This judgment is obtained when a freeze arrow is hold successfully or when shock arrows pass the STEP ZONE without being stepped on.
* <span style="color: #757474;">'''N.G.'''</span> - This judgment is obtained when a Freeze Arrow is missed or Shock Arrows are stepped on. N.G. is now counted as part of Miss but is still shown on screen during gameplay. N.G. is short for '''No Good'''.


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.
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.
 
From DanceDanceRevolution (2014) to DanceDanceRevolution A3, the Fast/Slow indicator could be enabled from the games' websites by purchasing an e-amusement Basic subscription plan. However, as of March 24th, 2022 in DanceDanceRevolution A3, it no longer requires an e-amusement subscription.
 
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.


; DANCE GAUGE
; DANCE GAUGE
The timing result influences both the score and the player's DANCE GAUGE (ダンスゲージ). Continuously missing (Miss) or receiving timing judgments lower than Good (except O.K.) will drain the life gauge. After a while, if the player doesn't improve, this could lead to the game ending prematurely (getting a "Game Over", thus failing the song). A visual cue exists to help identify when the life meter is low; it goes from being rainbow colored (no misses in a while) to green and/or blue (a few misses) and finally to red (danger). Also, audio cues that help identify when the player is in danger of failing include a booing audience and the announcer encouraging the player to stop missing notes. The gauge usually starts at half its capacity and is shown in green and/or blue by default. If the DANCE GAUGE is set to GRADE, it will always be colored yellow except when in DANGER. Prior to DanceDanceRevolution (2013), the DANCE GAUGE was known as the dance meter in the game tutorial.
The timing result influences both the score and the player's DANCE GAUGE (ダンスゲージ). If the player performs poorly, the DANCE GAUGE will be reduced. When it has been completely depleted, the player fails the song they were playing and the game will end prematurely, resulting in a "Game Over". A visual cue exists to help identify when the life meter is low; it goes from being rainbow colored (no misses in a while) to green and/or blue (a few misses) and finally to red (danger). Also, audio cues that help identify when the player is in danger of failing include a booing audience and the announcer encouraging the player to stop missing notes. The gauge usually starts at half its capacity and is shown in green and/or blue by default. If the DANCE GAUGE is set to GRADE, it will always be colored yellow except when in DANGER. Prior to DanceDanceRevolution (2013), the DANCE GAUGE was known as the dance meter in the game tutorial.
 
The following actions will drain the life gauge:
 
*Continuously missing (getting Misses)
*Receiving timing judgments lower than Good (O.K. does not count)


Since DDRMAX, the standard DANCE GAUGE is often replaced with a stricter gauge such as [[DDR AC General Info|RISKY or LIFE4]] during a special event called an EXTRA STAGE which is unlocked after fulfilling one or more conditions.
Since DDRMAX, the standard DANCE GAUGE is often replaced with a stricter gauge such as [[DDR AC General Info|RISKY or LIFE4]] during a special event called an EXTRA STAGE which is unlocked after fulfilling one or more conditions.


; Combo
; Combo
Another concept is the ability to create a combo (コンボ). After hitting successfully a number of steps (4), the combo number will appear on the screen. Since [[AC DDR 2013|DanceDanceRevolution (2013)]], getting a Good 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 (コンボ). After successfully hitting at least 4 notes, the combo number will appear on the screen. Each successful hit will increase the current combo by 1. Getting a Good (before DDR 2013), Miss, or N.G. will break a combo.


; EX Score
; EX Score
An alternate scoring system similar to the [[What is beatmania|beatmania]] and its [[Beatmania IIDX Information|sequel]]'s [[EX Score]], which was primarily used in competitions and as an accuracy standard. First used in [[AC DDR EXTREME|DanceDanceRevolution EXTREME]] in the CHALLENGE mode, and [[AC DDR X2|X2]] and later games, which can be enabled through a code. 3 points are awarded for a MARVELOUS!!! and O.K.!!!, 2 points for a PERFECT!!, and 1 for GREAT!.
An alternate scoring system similar to the [[What is beatmania|beatmania]] and its [[Beatmania IIDX Information|sequel]]'s [[EX Score]], which was primarily used in competitions and as an accuracy standard. First used in [[AC DDR EXTREME|DanceDanceRevolution EXTREME]] in the CHALLENGE mode, and [[AC DDR X2|X2]] and later games, which can be enabled through a code. 3 points are awarded for a Marvelous and O.K., 2 points for a Perfect, and 1 for a Great.


Since [[AC DDR A|DanceDanceRevolution A]], EX Score is now displayed in the results screen, meaning that the player do not need to input their codes anymore.
Since [[AC DDR A|DanceDanceRevolution A]], EX Score is now displayed in the results screen without the need to input a code.


== Play Styles ==
== Play Styles ==
Line 82: Line 91:
| STANDARD
| STANDARD
| Up to 3 songs
| Up to 3 songs
| This is the default mode found in every version of the game which allows the player to select one song by STAGE.
| This is the default mode found in every version of the game. It allows the player to select one song per STAGE.
|-
|-
| BATTLE
| BATTLE
Line 94: Line 103:
| COURSE MODE
| COURSE MODE
| Up to 4 songs
| Up to 4 songs
| Instead of selecting one song at a time, a set of songs (known as a course) can be selected. Available in select games only.<br>In A20, COURSE is no longer a separate mode and courses can be chosen from folders in the song list.
| Instead of selecting one song at a time, a set of songs (known as a course) can be selected. Available in select games only.<br>In A20, COURSE is no longer a separate mode, and courses can be chosen from folders in the song list.
|}
|}


Line 110: Line 119:
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|FREE
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|FREE
|-
|-
| Japan || Japanese || 3 songs || PASELI only || PASELI only ||No ||No
| Japan || Japanese || 3 songs || Yes* || PREMIUM only ||No ||No
|-
|-
| U.S. || U.S. || 3 songs || Yes || PREMIUM only || No ||No
| U.S. || U.S. || 3 songs +1 || Yes || Yes || No ||No
|-
|-
| Korea || Korean || 3 songs || Yes || PREMIUM only || No ||No
| Korea || Korean || 3 songs || Yes || PREMIUM only || No ||No
Line 126: Line 135:
| Home versions || N/A || Up to 5 songs || No || Yes || Yes || Yes
| Home versions || N/A || Up to 5 songs || No || Yes || Yes || Yes
|}
|}
<nowiki>*</nowiki>PASELI is required if it is enabled.


== STAGE System ==
== STAGE System ==
Due to the game being an arcade game, it uses a STAGE (ステージ) system to limit the amount of songs played so that other player can enjoy the game too. Only one song can be played by STAGE. In the earlier games, the number of STAGE possible for a play session was decided by the arcade operator, usually from 3 to 5 songs. In the most recent versions, the game is set to 3 STAGEs (FIRST, 2nd, and FINAL) with a potential EXTRA STAGE if unlocked.
Due to the game being an arcade game, it uses a STAGE (ステージ) system to limit the amount of songs played so that other players can enjoy the game. A single song can be played by STAGE. In the earlier games, the number of STAGE possible for a play session was decided by the arcade operator, usually from 3 to 5 songs. In the most recent versions, the game is set to 3 STAGEs (FIRST, 2nd, and FINAL) with a potential EXTRA STAGE if unlocked.


; EXTRA STAGE
; EXTRA STAGE
Line 153: Line 163:


=== DANCE LEVEL ===
=== DANCE LEVEL ===
Depending on the edition of the game, dance steps are broken into 3 to 5 levels of difficulty. Each dance level is also represented by a color. The difference between each difficulty for a song is the sequence of pre-recorded dance steps (known as a chart).
Depending on the edition of the game, charts are broken into 3 to 5 levels of difficulty. Each dance level is also represented by a color. The difference between each difficulty for a song is the sequence of pre-recorded charts.


; <span style="color:#1fd6fe;">BEGINNER</span>
; <span style="color:#1fd6fe;">BEGINNER</span>
: Added in [[AC DDR EXTREME|DanceDanceRevolution EXTREME]], this difficulty is aimed at newcomers. It usually has a foot level which ranges from 1 to 4, with the maximum being 9. A typical chart can include Jumps and simple Freeze Arrows. This difficulty doesn't exist in DOUBLE Play. BEGINNER can also be known as 習 (Shuu) or カンタン (Kantan) in Happy Mode found in DanceDanceRevolution X2 and X3 vs 2ndMIX respectively only.
: Added in [[AC DDR EXTREME|DanceDanceRevolution EXTREME]], this difficulty is aimed at newcomers. It usually has a foot level which ranges from 1 to 4, with the maximum being 9. A typical chart can include Jumps and simple Freeze Arrows. This difficulty is exclusive to Single Play in arcade titles. BEGINNER is also known as <span style="background:#1fd6fe; color:#ffffff"></span> (''shuu'', X2) or カンタン (''kantan'', X3 vs 2ndMIX) in HAPPY MODE only.


; <span style="color:#fdac1c;">BASIC</span>
; <span style="color:#fdac1c;">BASIC</span>
: Introduced in [[AC DDR 1st|DanceDanceRevolution]], this difficulty is aimed at people more familiar with the game. The level range is from 3 to 7 with 13 being the maximum and 1 the minimum. Charts include 4th notes, and at times, 8th notes. In DDRMAX to DanceDanceRevolution EXTREME, BASIC was known as LIGHT (楽, ''raku''). For the Happy Mode in DanceDanceRevolution X2 to DanceDanceRevolution X3 VS 2ndMIX, BASIC was known as ふつう (Futsuu).
: Introduced in [[AC DDR 1st|DanceDanceRevolution]], this difficulty is aimed at people more familiar with the game. The level range is from 3 to 7 with 13 being the maximum and 1 the minimum. Charts include 4th notes, and at times, 8th notes. In DDRMAX to DanceDanceRevolution EXTREME, BASIC was known as LIGHT (<span style="background:#ffa500; color:#ffffff"></span>, ''raku''). For HAPPY MODE in X2 and X3 VS 2ndMIX, BASIC was known as ふつう (''futsuu'').


; <span style="color:#ff1e3c;">DIFFICULT</span>
; <span style="color:#ff1e3c;">DIFFICULT</span>
: Introduced in [[AC DDR 1st|DanceDanceRevolution]], this difficulty is aimed at intermediate players. The minimum difficulty is 4 and the standard difficulty range is 5 to 9 with 15 being the maximum. Charts can have 4th, 8th, and occasional 16th notes. DIFFICULT was known initially as ANOTHER from DanceDanceRevolution to DanceDanceRevolution 3rdMIX, it was changed to TRICK in DanceDanceRevolution 4thMIX to 5thMIX and became STANDARD (踊) in DDRMAX to DanceDanceRevolution EXTREME. It finally received the name DIFFICULT in DanceDanceRevolution SuperNOVA.
: Introduced in [[AC DDR 1st|DanceDanceRevolution]], this difficulty is aimed at intermediate players. The minimum difficulty is 4 and the standard difficulty range is 5 to 9 with 16 being the maximum. Charts can have 4th, 8th, and occasional 16th notes. DIFFICULT was known initially as ANOTHER from DanceDanceRevolution to 3rdMIX, it was changed to TRICK in DanceDanceRevolution 4thMIX to 5thMIX, and became STANDARD (<span style="background:#ff00ff; color:#ffffff"></span>, ''odori'') in DDRMAX to DanceDanceRevolution EXTREME. It finally received the name DIFFICULT in DanceDanceRevolution SuperNOVA.


; <span style="color:#33eb19;">EXPERT</span>
; <span style="color:#33eb19;">EXPERT</span>
: Introduced in [[AC DDR 1st|DanceDanceRevolution]], this difficulty is aimed at experienced players, and for many songs is the highest difficulty. The usual interval is 10 to 13 with 18 being the maximum and 6 the minimum. Introduced as MANIAC in DanceDanceRevolution until DanceDanceRevolution 3rdMIX, it was temporarily named SSR (Step Step Revolution) in 3rdMIX but returned to its former name in DanceDanceRevolution 3rdMIX PLUS. From DDRMAX to DanceDanceRevolution EXTREME, MANIAC was known as Heavy (激, ''geki'') before receiving its current name EXPERT in DanceDanceRevolution SuperNOVA.
: Introduced in [[AC DDR 1st IR|DanceDanceRevolution Internet Ranking Version]], this difficulty is aimed at experienced players, and for many songs is the highest difficulty. The usual interval is 10 to 13 with 18 being the maximum and 6 the minimum. Introduced as MANIAC in DanceDanceRevolution Internet Ranking Version to 5thMIX, it was temporarily named SSR (Step Step Revolution) in 3rdMIX but returned to its former name in DanceDanceRevolution 3rdMIX PLUS. From DDRMAX to DanceDanceRevolution EXTREME, MANIAC was known as HEAVY (<span style="background:#00d000; color:#ffffff"></span>, ''geki'') before receiving its current name EXPERT in DanceDanceRevolution SuperNOVA.


; <span style="color:#eb1eff;">CHALLENGE</span>
; <span style="color:#eb1eff;">CHALLENGE</span>
: Added in [[AC DDRMAX2|DDRMAX2 -DanceDanceRevolution 7thMIX-]], this last difficulty is aimed at very experienced players seeking to go beyond the above difficulty. CHALLENGE is also often referred to as 鬼 (Oni). In DDRMAX2, this difficulty was exclusive to select songs during some Nonstop Mode courses, as well as its ONE MORE EXTRA STAGE song, and even in modern games appears on a minority of songs, often with different unlock conditions compared to corresponding EXPERT charts. Typical range is 13 to 18 with 19 being the maximum and 5 being the minimum. A few songs have ''only'' a CHALLENGE chart and no other difficulties, more often than not indicating that the song selection itself is a special take on or a special remix of another song. Due to an anachronism, some older songs have a CHALLENGE chart slightly easier than their HEAVY/EXPERT chart, due to the CHALLENGE chart previously being restricted to Nonstop Mode (course) or Challenging Mode (boss course) play. In addition, the Shock Arrows (SA) added in DanceDanceRevolution X are found in CHALLENGE charts only, and an icon is displayed on-screen to notify the player of their presence in the chart. Some Shock Arrow CHALLENGE charts are intentionally a lower difficulty than their corresponding EXPERT chart, either because the Shock Arrow chart is a modified lower difficulty chart or because the Shock Arrow chart is intended to follow a certain choreography, or is otherwise meant to use Shock Arrows in a special way.
: Added in [[AC DDRMAX2|DDRMAX2 -DanceDanceRevolution 7thMIX-]], this last difficulty is aimed at very experienced players seeking to go beyond the above difficulty. CHALLENGE is also often referred to as <span style="background:#a9adff; color:#ffffff"></span> (Oni). In DDRMAX2, this difficulty was exclusive to select songs during some Nonstop Mode courses, as well as its ONE MORE EXTRA STAGE song, and even in modern games appears on a minority of songs, often with different unlock conditions compared to corresponding EXPERT charts. Typical range is 13 to 18 with 19 being the maximum and 5 being the minimum. A few songs have ''only'' a CHALLENGE chart and no other difficulties, more often than not indicating that the song selection itself is a special take on or a special remix of another song. Due to an anachronism, some older songs have a CHALLENGE chart slightly easier than their HEAVY/EXPERT chart, due to the CHALLENGE chart previously being restricted to Nonstop Mode (course) or Challenging Mode (boss course) play. In addition, the Shock Arrows (SA) added in DanceDanceRevolution X are found in CHALLENGE charts almost exclusively, and an icon is displayed on-screen to notify the player of their presence in the chart. Some Shock Arrow CHALLENGE charts are intentionally a lower difficulty than their corresponding EXPERT chart, either because the Shock Arrow chart is a modified lower difficulty chart or because the Shock Arrow chart is intended to follow a certain choreography, or is otherwise meant to use Shock Arrows in a special way.


=== GROOVE RADAR ===
=== GROOVE RADAR ===
Introduced in DDRMAX, the [[GROOVE RADAR]] (グルーヴレーダー) was supposed to be the successor to the traditional feet level system. Due to the negative reception, the Feet Level system returned in DDRMAX2 and ever since both systems have been used in the game. In a nutshell, the GROOVE RADAR is a graphical representation of a song difficulty using a pentagon shape. The pentagon is drawn using 5 categories:
Introduced in DDRMAX, the [[GROOVE RADAR]] (グルーヴレーダー) was supposed to be the successor to the traditional feet level system. Due to the negative reception, the Feet Level system returned in DDRMAX2 and ever since both systems have been used in the game. In a nutshell, the GROOVE RADAR is a graphical representation of a song difficulty using a pentagon shape. The pentagon is drawn using 5 categories:
* VOLTAGE refers to the peak density of the steps of the song. It's the highest density of arrows that ever appear on the screen at once.
* VOLTAGE (最大密度, ''saidai mitsudo'', "maximum density") refers to the peak density of the notes of the song. It's the highest density of arrows that ever appear on the screen at once.
* AIR refers to the amount of Jumps of the song.
* AIR (ジヤンプ度, ''JUMP do'', "jump degree") refers to the amount of Jumps of the song.
* FREEZE refers to the amount of Freeze Arrows of the song.
* FREEZE (踏みつぱ度, ''fumitsupado'', "stepping degree") refers to the amount of Freeze Arrows of the song.
* CHAOS refers to the amount of steps that do not match well with the beat of the song.
* CHAOS (変則度, ''hensokudo'', "irregularity degree") refers to the amount of notes that do not match well with the beat of the song.
* STREAM refers to the amount of sets of steps that are right after one another (density of steps), in the song. It is actually determined as the number of steps per minute.
* STREAM (全休密度, ''zenkyuu mitsudo'', "total density") refers to the amount of sets of notest that are right after one another (note density), in the song. It is actually determined as the number of notes per minute.


Different values will appear on the GROOVE RADAR depending on the difficulty currently selected for a song. Before DanceDanceRevolution SuperNOVA, BEGINNER charts had no GROOVE RADAR data at all. The maximum value for a category is 200, having been changed to 270 after the introduction of [[EGOISM 440]]'s CHALLENGE charts, which have STREAM values above 200; Single CHALLENGE has 226, while Double CHALLENGE has 270.
Different values will appear on the GROOVE RADAR depending on the difficulty currently selected for a song. Before DanceDanceRevolution SuperNOVA, BEGINNER charts had no GROOVE RADAR data at all. The maximum value for a category is 200, having been changed to 270 after the introduction of [[EGOISM 440]]'s CHALLENGE charts, which have STREAM values above 200; Single CHALLENGE has 226, while Double CHALLENGE has 270.
Line 183: Line 193:
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]].


Intended to help or to increase the difficulty of the game, modifiers have been 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 occasions such as an EXTRA STAGE, the modifiers are set by the game and cannot be changed (LIFE4 in recent arcade games). Also, all ASSIST options can alter the score obtained by the player.
Intended to help or to increase the difficulty of the game, modifiers have been 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 notes on the screen. Usually, the players are free to use any options but on select occasions such as an EXTRA STAGE, the modifiers are set by the game and cannot be changed (LIFE4 in recent arcade games). Also, all ASSIST options can alter the score obtained by the player.
 
== Clear Lamps ==
When playing on an e-amusement account, or on a CS game such as [[CS DDR GRAND PRIX|DanceDanceRevolution GRAND PRIX]], the game will record your scores and clear status on each song. This will be shown on the song select screen as a flashing frame surrounding the jacket (or a ring prior to [[AC DDR 2014|DanceDanceRevolution (2014)]]). Which color you'll get depends on the clear conditions for playing that particular song (order based on lowest precedence):
 
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
|-
!style="background:#9999ee; text-align: center;" | Clear frame
!style="background:#9999ee; text-align: center;" | A and after
!style="background:#9999ee; text-align: center;" | 2014
!style="background:#9999ee; text-align: center;" | 2013
!style="background:#9999ee; text-align: center;" | X3 VS 2ndMIX
!style="background:#9999ee; text-align: center;" | Info
|-
| NO PLAY
|colspan=4| No light || The song has not yet been played.
|-
| FAILED
| Flickering orange
| Dark gray
| colspan=2| No ring
| The song was played, but failed (with a Step Grade of E).
|-
| ASSIST CLEAR
| Purple
| colspan=3| N/A
| The song was passed using any ASSIST modifiers (CUT1, CUT2, JUMP OFF, or FREEZE OFF).<br>(added on DanceDanceRevolution A)
|-
| CLEAR
| Yellow
| Purple
| colspan=2| No ring
| The song was passed on regular conditions.
|-
| LIFE4 CLEAR
| colspan=2| Flashing red
| colspan=2| N/A
| The song was passed using LIFE4 life gauge setting.<br>(added on DanceDanceRevolution (2014))
|-
| FULL COMBO (Blue)
| colspan=2| Flashing blue
| Blue with ring
| N/A
| The song is cleared via FULL COMBO with Good judgements. Abbreviated as FC.<br>(Added on DanceDanceRevolution (2013); prior to 2013, Good judgements break combo hence this clear does not exist)
|-
| FULL COMBO (Green)
| colspan=2| Flashing green
| colspan=2| Green with ring
| The song is cleared via FULL COMBO without Good judgements. Abbreviated as FC or GFC.
|-
| PERFECT FULL COMBO
| colspan=2| Flashing gold
| colspan=2| Yellow with ring
| This song is cleared via PERFECT FULL COMBO (all Marvelous!!!, Perfect!! and O.K. judgements). Abbreviated as PFC.
|-
| MARVELOUS FULL COMBO
| colspan=2|Flashing white/rainbow
| White with ring
| Yellow with ring
| The song is cleared via MARVELOUS FULL COMBO (all Marvelous!!! and O.K. judgements, and with a maximum score of 1,000,000). Abbreviated as MFC.
|}


== Scoring System ==
== Scoring System ==
[[Image:DanceDanceRevolution Results Screen.png|thumb|Results Screen in DanceDanceRevolution (2014).]]
[[Image:DanceDanceRevolution Results Screen.png|thumb|Results Screen in DanceDanceRevolution (2014).]]
For a complete list of scoring systems, [[DanceDanceRevolution Scoring System|see this page]].
For a complete list of scoring systems, [[DanceDanceRevolution Scoring System|see this page]]. For games from SuperNOVA2 onwards, [[DanceDanceRevolution SuperNOVA2 Scoring System|see this page instead]].


After each song completion, an evaluation is performed on the player's performance. It typically includes a list of each timing judgement with how many of them were obtained, the max combo, the calories burned (since DanceDanceRevolution SuperNOVA2), a global score, and a letter grade. In case the song was failed, the word FAILED appears before the evaluation screen. The same happens when the song is cleared with the word CLEARED appearing (except for [[Tohoku EVOLVED]], which displays "Pray for All" instead).
After each song completion, an evaluation is performed on the player's performance. It typically includes a list of each timing judgement with how many of them were obtained, the max combo, the calories burned (since DanceDanceRevolution SuperNOVA2), a global score, and a letter grade. If the player clears the song, the word CLEARED (except for [[Tohoku EVOLVED]], which displays "Pray for All" instead) appears before the evaluation screen. The same happens when the song is failed with the word FAILED appearing.


= External Links =
= External Links =