Traditional Culture Encyclopedia - Traditional festivals - What are the modes of Dazzle Dance?

What are the modes of Dazzle Dance?

2 Game modes

In the January 2011 update of "New Year's Dance", QQ Dazzle Dance **** has 23 game modes, which are listed in detail in the overview, and are described below. [1]

2.1 Dazzle Dance Mode

This is the default game mode, which supports both 4-key and 8-key forms. In Dazzling Dance mode, players can experience both traditional and rhythmic modes of operation QQ Dazzling Dance

Style. In the softer parts of the song, you will use the traditional up and down, left and right sound input methods to operate, when entering the climax of the song, the screen will prompt to enter the "special show" paragraph. When you reach the climax of the song, the screen will prompt you to enter the "special show" section. At this point, you will need to correctly enter the rhythmic notes that scroll to the right into the judgment box. When switching between the two modes of operation, the accumulation of P's and COMBO's will be interrupted. Press the four keys for direction, and the eight keys for number. Up, down, left, right is 8246, and the other four directions are 7913.

2.2 Traditional Mode

This is a game mode that consists entirely of traditional operations, and supports both 4-button and 8-button formats. In Traditional Mode, the LV of the note sequences will gradually increase up to LV9. Traditional Mode requires you to maneuver as many Perfect decisions as possible, accumulating the number of consecutive P's in order to obtain a higher score.

2.3 Rhythm Mode

A mode that utilizes full rhythmic manipulation, supporting both 4- and 8-button formats. Rhythm notes scrolling to the right appear on the screen, and you need to correctly enter the rhythm notes that keep scrolling to the right to enter the judgment box, Rhythm Mode emphasizes the rhythm of the operation.

2.4 Team Mode

Team Mode supports both 4-key and 8-key formats. Players are divided into two teams to play against each other for a total of **** for 4 rounds. The team that scores more points in each round wins the round. Victory in Team Mode is determined by how many rounds are scored by both teams. The first 3 rounds are 1v1 solo confrontations, where one player from each team will represent their team in a solo match against the other team. During the solo rounds, the solo player in the front row will use tempo maneuvers, while his teammates in the back row will use traditional maneuvers. The score of the round will depend on how many points the solo player scores in the round, with the back row teammates' actions having less of an effect on the total score. A victory in a Singles Round will accrue 1 Round Score. The final round is a collective round, which requires all members of both teams to play together in a collective round. In the collective round, all players use traditional actions, and the sum of all the points scored by all the members of each team in the round will be the total score of the team. A victory in a collective round will result in a total of 2 round points.

2.5 Prom Mode

Prom Mode operates in the same way as Dazzle Mode, supporting both 4-key and 8-key forms. Players need to form a partner with another player to participate in the game, and there can be up to 3 pairs of partners in each game. In Prom Mode, two goodwill progress bars will be displayed at the bottom of the action area. Each successful move will increase the favor progress bar by 1. When both players' favor progress bars are filled once, it will increase the partner's favor by 1 and decrease the number on the right side of the bar by 1. The total score and favor level of each partner will be displayed at the top of the screen. In Prom Mode, the winner will be determined by the favorability of each partner. In the event of a tie, the ranking will be based on the total score. The favorability of a couple in Prom Mode will be converted into heart value.

2.6 Practice Mode

Practice Mode is a practice mode for novice players and consists entirely of traditional controls in both 4-key and 8-key formats. The note sequences in Practice Mode are identical to those in Traditional Mode. Sonic operations are performed asynchronously, with no time limit for each turn. You can wait for any accented beat (metronome puck moving to the brightest point) to press space after all notes have been entered. The player with the highest score wins.

2.7 Kinetic Mode

Kinetic Mode emphasizes the metronomic game mode, supporting both 4-key and 8-key forms. The game will be 4 music beats for a round of operation, each beat corresponds to a group of key operation. Players need to follow the beat in order to correctly enter each group of keys, at the end of the round for the perfect judgment, and then start the next round after a beat interval. During the climax of the song, you will enter Triple Beat mode, which requires you to input 3 rounds of keystrokes in a row, and then make a perfect judgment for each round based on the inputs of the 3 rounds.

2.8 Prop Mode

Prop Mode is a featured mode of QQ Dance that is different from other dance games, using the traditional operation method and supporting 4-key and 8-key forms. In the game, 3 rows of notes will be displayed. The right side of each line corresponds to 3 props columns. Players can choose any row to operate, after successful operation, the props in the right props column will be moved to the left. If there are props in the leftmost column, they will be released automatically according to the rules. Players need to choose the right props to release at the right time. The winner of the props mode is still determined by how many points each player scores.

2.9 Crazy Mode

Crazy Mode uses traditional controls throughout, supporting both 4- and 8-button forms. During the climax of the song, you will enter a "CRAZY" section. During the "CRAZY" section, you will push the boundaries of traditional operation and see LV10 and LV11 note sequences. Each successful maneuver will result in a very high score. In Crazy Mode, the winner is also determined by the number of points scored.

2.10 Fighting Spirit Mode

A mode where you unleash solo passages by building up your fighting spirit, supporting both 4-key and 8-key formats. Players normally use traditional maneuvers and build up Fighting Spirit slots through traditional maneuvers. The higher the judgment you get for a maneuver, the faster you can build up your ki slots. The Fighting Spirit Slots are divided into 3 segments, and every time a segment is saved up, the Fighting Spirit level will be raised by one. Fighting Spirit levels start at level 1 and can go up to level 3. The higher the level, the longer the Solo segment will last after releasing the Fighting Spirit. Game Mode (20 pictures) When the Fighting Spirit slot is full, you need to input the current note sequence correctly, and then press shift instead of space at the accent beat, the Fighting Spirit will be released according to the Fighting Spirit level. After the Fighting Spirit is released it will switch to the Solo passage, the player who enters the Solo passage will automatically move to the top row and use the Rhythm Note Maneuvering method to get a higher score than the other players. Once a player enters the Solo passage, other players will not be able to release Fighting Spirit until that player exits the Solo passage. Fighting Mode is determined by the number of points scored.

2.11 Fighting Spirit Mode

Like Fighting Spirit, players accumulate Fighting Spirit to unleash Solo passages, which support both 4-button and 8-button formats. Players normally use traditional maneuvers, through which they accumulate Fighting Spirit slots. The higher the judgment obtained from the maneuver, the faster the Fighting Spirit Slot is built up. The Fighting Spirit Slots are divided into 3 segments, and every time a segment is saved up, the Fighting Spirit level will be raised by one. Fighting Spirit levels start at level 1 and can go up to level 3. The higher the level, the longer the Solo segment will last after releasing the Fighting Spirit. When the Fighting Spirit slot is saved up, you need to enter the current note sequence correctly, and then press shift instead of space at the accent beat, which will release the Fighting Spirit according to the Fighting Spirit level. In Fighting Spirit Mode, after entering the Solo section, it is still the traditional way of operation, but the note sequences of LV10 and LV11 will appear. Successful maneuvers will result in higher scores. The Soul Mode is also determined by the number of points scored.

2.12 Dating Mode

Dating Mode is a game mode that must be played with 3 men and 3 women, and is a must for players who want to become partners, and supports both 4-key and 8-key formats. Dating Mode begins with a group showcase where each player will take turns moving to the center of the stage and doing a short dance as a showcase. This will be followed by 6 bars of person selection time, where players can select a partner by pressing the F1~F3 keys against the cues above the head of the opposite sex. In the next individual showcase, each player will have the opportunity to go in front of their previously chosen partner and do a short dance. Then enter the second selection, the method is the same as the first, this time the choice will determine the final pairing results, only each other to choose each other two people can be paired successfully. After the second selection, successful partners will dance together, using rhythmic maneuvers. Failed partners will have to dance on their own, using traditional maneuvers. Successful partners will be able to accumulate favor points during the dance phase. The method is the same as in Ballroom Mode. The partner with the highest favorability will win, and if the favorability is the same, the total score will be compared. If no player is successfully paired, the winner will be determined by the player's individual score. The winning partner equipped with the Proposal Badge and with more than 5 favorability in Dating Mode will be able to start dating after the game.

2.13 Dance Mode (now offline)

Dance Mode is also a mode that requires 3 men and 3 women to participate in, and operates in the same way as the traditional mode, with 4-key and 8-button support. Heterosexual partners can cooperate with each other to make a beautiful duo dance. After each round, players will exchange partners once, and each heterosexual will have one chance to dance with one of their three partners***.

2.14 Wedding Mode

This is a wedding-only witnessing ceremony. Two groomsmen and two bridesmaids need to be invited in order for it to take place. Players can also invite friends to witness the ceremony. Wedding Mode is not scored.

2.15 VOS Mode

This is the mode that uses the VOS method of operation. There are five tracks of notes that keep falling, and each of these tracks corresponds to keys that are completely different from the tempo. The keys are, from left to right, s, d, space, k, and l. As with Rhythm, the player needs to hit as many notes as possible to accumulate COMBOs and get a higher score, and the difficulty of the VOS operation fluctuates depending on the intensity of the different parts of the song.

2.16 Freestyle

In Freestyle mode, the player must enter the first 4 notes correctly, and the last 5 blank notes can be entered as many times as desired. At least 1 blank note needs to be entered. However, the higher the number of notes entered, the higher the score. Each note sequence corresponds to a dance move. By memorizing the correspondence between the note sequences and the dance moves, the player can create a complete dance to his or her liking. In Free Mode, the winner is also determined by the number of points scored.

2.17 Catching Pigs

Now with Catching Pigs, the questioning is left to the QQ Dance system, and all you need to do is look at the question and answer it. Players in the game through the traditional operation to answer randomly appearing multiple-choice questions, each answer is divided into three phases, respectively, see the question stage, answer the question stage and show stage. In the "reading stage" clock to complete a circle before the answer options, and then in the "answer stage" to complete the option of a line of dance moves, the correct words will be in the "show stage" to show the corresponding dance moves. If the answer is correct, you will get bonus points, but if it is wrong, you will be turned into a piggy! At the end of the game, the players will be ranked according to their scores. The most intelligent players will of course be at the top of the list.

2.18 King of Dance Mode

In King of Dance Mode, players need to start with a small traditional mode, generally in the LV6 length of the note will enter the official King of Dance Mode, in the order of traditional, rhythmic, dynamic three phases, and finally enter the random mode, from the traditional, rhythmic, dynamic, piggyback randomly take a pattern to dance, in the random mode, the players are facing the same pattern. In the randomized mode each player faces the same pattern. Similarly, the King of Dance mode is based on the score to determine the player's victory or defeat.

2.19 Cake Battle mode

The "Cake Battle" mode is a new team mode for QQ Dance and was updated on April 19th in the "Cake Battle" version. Players can choose from 1V1, 2V2 or 3V3 modes. This mode cannot be used in the Arena, and it is a traditional mode that does not allow the use of the back button. Unlike other modes, in this mode players do not dance, but both teams make corresponding offensive and defensive moves based on offense and defense. In this mode, every 4 bars is a round, and each round is divided into two sides: attacker and defender. The attacking team can select the object of attack from the defending team. The system decides whether the attack is successful or not based on the judgment of both sides, and scores points when it is successful. In a 2V2 or 3V3 situation, if the attacker gets all P's or the defender gets all P's, there will be an extra bonus! N lines of notes will appear on the attacker's traditional action keys, and N is equal to the number of players on the defending team. Each line of notes corresponds to one player on the defense side, and the attacker enters which line indicates which player he wants to attack. The defending side has only 1 line of operation notes. This mode is divided into 4 phases: 1 Preparation Phase: Used to show which side is the attacking side and which side is the defending side. 2 Operation Phase: Attackers and defenders need to enter a sequence of notes and generate a decision in this chukka. 3 Judgment Phase: The system determines the judgments of all players on both the attacking and defending sides. 4 Results Presentation Phase: The scores and rewards for attack and defense are presented according to the results of the judgments. For each attack and defense operation, if the judgment of the attacking side is greater than the judgment of the defending side, the defending player is considered to be "knocked down", and the attacking side scores one point. If more than one player on the attacking side attack the same player on the defending side, even if all the attacking players' decisions are greater than the defending player's decision, only a total of **** 1 point can be scored. For example, if A1 is Perfect and attacks D1's good, and A2's bad attacks D2's good, then the attacking side scores 1 point in this round. Note: When the attacker is Perfect, there is a certain chance to ignore the opponent's defense and directly break the defense. In a 2V2 or 3V3 situation, there are special logics that allow for extra points to be scored: 1 Perfect Attack: If the attacking side's regular score for the round is greater than 0, and all players on the attacking side are Perfect, then the attacking side scores an extra 1 point. 2 Perfect Hit: If the attacking side's regular score for the round is equal to the number of players on the defending side, the attacking side scores an additional 1 point. 3 Perfect Defense: If the offense's regular score for the round is equal to 0, and not all of the offense's player actions are Perfect, and all of the defense's player actions are Perfect, the defense scores an additional 1 point. 4 The above special scoring logics may be stacked if they exist at the same time. The final score for the offense in each turn is equal to the regular score plus the special score. The defense may also score points in each round: if the "perfect defense" in the special scoring logic is met, the defense gets 1 point

2.20 Star Challenge Mode

1 Star Challenge Mode consists of a match between a player and an NPC, where the homeowner chooses a level and then all the players challenge the NPC. 2 This mode does not involve a challenge to the NPC. 2 This mode does not add any new modes of operation, and various existing modes can be used in the game depending on the configuration of each star level. It is similar to the copy system in RPG (Role Playing Game) games, so the levels in this mode are collectively called copies. 3 A copy consists of small levels, each with some rules attached to them. These levels are referred to as "mini-levels" in the Side Story. 4 NPCs in the game will use various skills to attack the player, affecting the player's maneuvering and scoring. 5 Players can also use various props to interfere with the stars, thus reducing the difficulty of the challenge 6 Players can quit midway through the challenge, and quitting is considered a failure. 7 Players who fail to challenge the replica must be held accountable. 7 If a player fails a challenge, they must start all over again. 8 All copies can be repeatedly challenged to win various rewards, and players will get a special reward after successfully challenging a copy for the first time. 9 Supports 1~5 players. 10 There is no 4-key 8-key option, all are 4-key. 11 Reverse keys are not allowed in the game. 12 This mode is not allowed in Arena. 13 Star Challenge Mode will not drop music boxes or any items during the game. 14 Random missions will not use this mode. Level Rewards: At the end of each level, the system will reward you with experience and G-coins based on the number of players, the level of the NPCs, and the outcome of the game. Copy Rewards: Rule: At the end of the copy, the rewards are given out in the copy settlement screen. The system rewards according to the completion of the copy, which is displayed on the copy settlement screen. Players who didn't stick to the end can't get the reward, when there are players all quit in the middle, all players can't get the copy reward. Reward content: Random rewards that can be obtained after winning the copy, the rewards contain items, experience, money, honor and so on. The first time through the copy of the player will have additional rewards Oh! NPC Rampage: When the game is played to the last section of the level, the system will compare the total score of the player's team and the total score of the NPC. Under certain circumstances, the NPC will enter the rampage state, the rampage state will last until the end of the level, in the rampage state when the NPC will use the skills of the chances will be relatively high, and at this time the NPC's special effects will be exceptionally gorgeous Oh! The NPCs will be able to use their skills when they are in the storm state, and the NPCs will have special effects at this time. It supports one or more players; it does not support 8-button operation, and allows in-game counter-keying; the rules for using props are the same as those of Dynamic Mode; and it is allowed to use this mode in the Arena. Operation Methods Use the five keys of Up, Down, Left, Right and Space to operate; 8-key operation is not supported; before the start of the operation round, refresh the display to show all the notes of this bar. The highlighted scan line moves from left to right. When the scan line touches a note, the player presses the corresponding operator to obtain a judgment; it must be entered on the beat point of the current beat in order to obtain the highest judgment, the exact range of which is determined by the judgment scale. The space bar at the end of each measure is the key note. Within each measure, each note action and key note is scored, and the total score for the measure is the sum of the two. At the end of the game, you will be ranked according to your score. The following props cannot be used in Score Mode: Tranquility Drinks, Precision Drinks, Crazy Drinks, Note Radar, and Note Input.

2.22 Romance Mode

Overview Romance Mode is an improved version of Couple's Dance Mode, replacing Fate Dance Mode. It does not support 8 Keys and does not support in-game reverse keys; This mode is not allowed in the Arena; You cannot earn Dance Group Glory value in this mode; The number of people in the game must be an even number, with a maximum of 6 and the same number of males and females; This mode can be used to increase the Heartbeat value between couples who are already married; This mode relies on the level of accumulated Couple's Points to determine the winners and losers of the various groups of couples. The Romance Mode*** is divided into four sections, including the Warm-up Round, Single PK Round, Double Dance Round, and Final Round. Operation Methods 1. Single PK round operates as follows: Male and female players still carry out traditional operations, but on the display, the operation of the 2 people will be shown at the same time, and after the success of their respective operations, they will trigger the actions of men and women respectively. Illustration: There is a line in the center, dividing the operation of 2 people from the display. 2. The Dance for Two round is as follows: Based on the traditional operation, two people are randomly selected in a long series of operations. 3. The Final Round operates as follows: Based on the traditional operation, a note is left at the end of the round for the player to select the direction of the key. This means that the free mode of operation is used, but there is only 1 button. There is only 1 button.

2.23 Taiko Drum Mode

Overview This mode supports 1 to 6 players. The strengths of this mode, in addition to its rhythmic features, include lively sound effects and graphical presentation. This mode does not support in-game backspace or keystroke count changes. The sound effects of the keys in this mode are not related to judgment, but only to the keys on the specific keyboard. Basic Gameplay Notes move from right to left on the screen, and the player enters the corresponding key in the left judgment area to get a judgment and score points. The rules are similar to those of Rhythm Mode, except that the types of notes, their operation, and the direction of movement are different from those of Rhythm Mode. Level Structure The level segments in Taiko Mode are the same as those in Rhythm Mode. All notes use the same track. A maximum of 32 consecutive notes are allowed per measure (same as Rhythm Mode). Notes and Manipulation Note types: single key notes, combination notes, legato notes. Notes: Drum Faces, Drum Edges, Heavy Drum Faces, Heavy Drum Edges. Single key notes: Drum Flat: Press F or J Drum Edge: Press D or K Combination notes: Heavy Drum Flat: Press F and J at the same time Heavy Drum Edge: Press D and K at the same time Continuous notes: Drum Flat Continuous (no upper limit): Enter no fewer than the required number of Drum Flat notes in the specified time period Cyclic Continuous (no upper limit): Alternate between the Drum Flat and Drum Edge notes, and enter no fewer than the required number of key presses in the specified time period Heavy Drum Flat Continuous (no upper limit): Enter no fewer than the required number of key presses in the specified time period Heavy Drum Flat Continuous ( No Limit: Enter no less than the required number of notes on the top of the drum in the specified period of time Props Trial Rules The following types of props can be used in Taiko Mode games: 1. Props for experience, score, and money 2. Props for popularity 3. Flowers and fireworks 4. Mode

Overview This mode only supports two players. During the game, various monsters will constantly appear to move towards the players and attack them, and each monster will have a corresponding note on its head. Players need to input the corresponding notes to attack, and when the input is successful, they will make an attack action, and according to the judgment result to knock down the monster or hit the opponent to cause damage to them.