This is a list of terms used commonly in Dance Dance Revolution
Beats per minute (BPM)Edit
The song's tempo, or how "fast" it plays. A beat is a basic unit of time in music which can correspond to any length of time, depending on the song's tempo. For example, at 120BPM (like Butterfly), a beat is .5 seconds. In MAX 300, with a BPM of 300, a beat is .2 seconds. There are 8 beats on the screen at a time, so you can calculate scrolling speed. The slowest constant BPM is 50 (9.6 seconds for an arrow to get across the screen), for I'll Make Love to You. The slowest BPM is 20 (24 seconds for an arrow to get across the screen), since the song Sakura has a section at 20 BPM. The fastest constant BPM is 300 (1.6 seconds to get across the screen), for Across the Nightmare. The fastest BPM is Tohoku Evolved; at 1020 BPM, the last arrow streaks across the screen in 0.47 seconds!
Dance Dance Revolution started originally started with three difficulty modes. This changed to five in Dance Dance Revolution: Extreme. The names of these difficulty modes have changed over the games. The listing of them is as follows:
Beginner modes: Beginner Easy modes: Basic, Light Intermediate modes: Another, Trick, Standard, Difficult Hard modes: Maniac, SSR, Heavy, Expert Very hard modes: Oni, Challenge
Difficulty rating in Dance Dance Revolution is noted by "feet". The more feet there are in a song, the harder it is. The scale started off as 1-8 for the first two mixes (including the Solo mixes), 1-9 until MAX 2, 1-10 for MAX2, Extreme, SuperNOVA, and SuperNOVA 2. Dance Dance Revolution X changed the format so that the ratings went from 1-20. For the first three mixes and DDR Universe, each difficulty rating had a name attached to it.
1 - Simple | 2 - Moderate | 3 - Ordinary | 4 - Superior | 5 - Marvelous | 6 - Genuine | 7 - Paramount | 8 - Exorbitant | 9 - Catastrophic | 10 - Apocalyptic | Flashing 10 - Superapocalyptic
Game modes consist of Singles, Versus, and Doubles Play. Singles is using one dance pad. Versus is with two players on two dance pads dancing to the same music (though not necessarily the same difficulty). Doubles play uses two dance pads and is meant to be played by one person. DDR Ultramix 2 featured Quad Mode which was four dance pads arranged horizontally.
The Groove Radar was introduced in DDR MAX as a replacement for the feet ratings to determine how difficult a song is. However, due to backlash from the fans, Konami instantiated the feet ratings along with the Groove Radar in DDR MAX2 and both have been used since. The Groove Radar ranks the song's difficulty in five categories:
- Voltage: The peak density of notes in the song/how many out of the whole song the arrows will last.
- Stream: How much of a consecutive stream of notes there are. (Overall Density)
- Air: How many jumps there are in the song
- Freeze: How many freeze arrows there are in the song
- Chaos: The higher this rating is, the more the song contains notes in the 1/12 beat, 1/16 beat, or higher, along with stops.
A game mode in which it only costs one credit to Versus or Doubles Play, as opposed to two.
Judgment is how the game rates your timing on hitting the arrows. There are six different ratings: Marvelous, Perfect, Great, Good, Boo! (Almost in the US version), Miss (Boo! in the US version). Getting Marvelouses, Perfects and Greats will increase your score, life bar, and combo. Getting Goods will not affect your score or life bar (except when playing with Battery mode), but it will stop combos. Getting a Boo! or Miss will give no score, but will drain your life bar and stop combos.
There are also two basic judgment ratings for freeze arrows: OK! and N.G. (No good). These are for holding down the button for the length of the freeze arrow and letting up before the length respectively.
A modifier is anything that changes how the arrows scroll during game play. A common modifier players use is the speed modifier, which increases the speed at which the arrows scroll, but not how fast the song plays.
A note is any arrow in the song, and may be called a step note to make it unique from the musical term. In musical terms a note is four beats, thus an arrow on the beat is referred to as a 1/4 step note (1/4 a note).
Arrow Pattern TermsEdit
A crossover, also known as a candlestick, is a pattern which typically starts with the left or right arrow, uses the up or down arrow, and ends in the opposite side arrow. An example would be left, down, right. The reason why it's called crossover is that in order to do this pattern without using the same foot twice, the foot you start the pattern with must cross over the other foot. This pattern is tricky, since to do this effectively, the legs must be turned about 90 degrees to keep up if the pattern lasts for more than three notes. Some times the vertical arrow that's used is switched, which requires a 180 turn.
The example picture is Can't Stop Falling In Love -Speed Mix- on Maniac, the intro is a series of crossovers using the down arrow first, followed by a series using the up arrow.
A gallop is a succession of two distinct arrows spaced apart at 1/12-1/16 note with the next two spaced at 1/4 note. Typically the direction of the second arrow in a set is the same as the first arrow in the next set. An iconic song that uses gallops is Tsugaru. In order to effectively do this pattern, you must do a galloping motion to the arrows.
A type of arrow introduced in In The Groove which was similar to a freeze arrow, only that the player had to repeatedly press the arrow button. A similar type of pattern exists where a single direction is presented multiple times in a row. A few songs such as in various PARANOiA songs and Can't Stop Falling In Love -Speed Mix- have this.
Any arrow pattern that allows for a complete 360 turn. A typical setup would be: left, down, right, up, left. The player would first put a foot on the left arrow, the other foot on down, the first foot on right, turn around to put the other foot on up, then turn around again to put the first foot on left. Butterfly on Basic incorporated a quite a few turns that this move is sometimes called Butterfly Turn.
These terms were made by players.
FC, PFC, MFCEdit
FC is short for full combo, which happens when you get all greats, perfects, and marvelouses in a song. A PFC is short for perfect full combo, meaning you have to get all perfects and marvelouses. A PFC is required to get an AAA in most games. An MFC is short for Marvelous Full Combo, meaning you have to get all marvelouses (only possible in games that have them). A PFC is always 999,000 points or higher, and an MFC is always 1,000,000 points.