![]() ![]() ![]() Their color codes-orange, fuchsia and green, respectively-remain the same. They are also given Japanese difficulty names in conjunction: 楽 ( raku), 踊 ( you), and 激 ( geki), respectively. 'Basic' was renamed 'Light', 'Trick' was named 'Standard', and 'Maniac' was named 'Heavy'. First, the difficulty levels were renamed. ĦthMix was intended to be the Next Generation of Dance Dance Revolution. This scoring system would be kept for Dance Dance Revolution Extreme. The dance point system, which determines grade, remains unchanged. Bonus scores are abolished, though the new long-score system tends to be weighted so that errors early in a routine are not as costly as errors late. Maximum scores can range from 10 million to 100 million for individual songs. For the long-score system in DDRMax2, it now has a maximum for each song of 10,000,000 multiplied by the foot rating for the routine. This 2-tiered scoring system is still utilized on DDRMax2, though the long-score system is reformed. The final grade for the entire game is an average of the grades from the last three songs and not derived from the actual dance points scored. ![]() If a net dance-point total of zero is obtained without depleting the life bar and, thus, failing, an 'E' is awarded. The grade is dependent on the number of dance points accumulated: 100% dance points is 'AAA', at least 93% is 'AA', at least 80% is 'A', at least 65% is 'B', at least 45% is 'C' and anything below 45% is a 'D'. In two-player games, if one player fails, they can continue dancing, but it ceases to accumulate dance points for the failed player, accumulates score points at only 10 points per step, and automatically gives the failed player an 'E' for the song. If the first song is in Light mode, then the game will allow a player to fail that song and continue, but will fail the player out if they fail a second song. As always, if a player takes too many bad steps and depletes the life bar, they will fail, and the game will end immediately. The dance points are also tied to the life bar. An 'O.K.' freeze adds six points, and an 'N.G.' freeze is worth nothing. A 'perfect' step adds two points, a 'great' step adds one point, a 'good' step is worth nothing, a 'boo' step takes away four points, and a 'miss' step takes away eight points. The dance-point system uses raw step values to determine the grade. If a song is played repeatedly among the three songs used for ranking, then the repeated songs carry no bonus score. If a player plays more than three songs, then it only counts the last three played. Rankings are given for the highest long-score accumulations a round. Scores are calculated with 2 distinct scoring systems, the long-score system used to determine rankings, and an independent dance point system (known on later games as EX SCORE) now used to determine the grade.Īll songs have a long-score ceiling of 50 million points, and a bonus score is tacked onto it based on the difficulty of the song and other factors. If it is not held down for the entire length, a N.G. If they are held for the entire length successfully, a O.K. Core gameplay remained mostly the same on 6thMix and 7thMix, with the addition of Freeze Arrows and a new scoring system:įreeze Arrows appear as green arrows with a long extension. The interface used is a recoloring and smoothing of the song wheel interface first introduced in Dance Dance Revolution 5thMix, with the addition of changeable sort settings and a longer time limit. Main article: Gameplay of Dance Dance Revolution ![]()
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