Tato stranka by vapadalo mnohem lepe v prohlizeci, ktery podporuje webove standardy, nicmene prohlizet ji muzete v jakemkoliv prohlizeci, nebo zarizeni s pristupem na Internet.



DDR portal tě vítá na serveru českých hráčů Dance Dance Revolution


Chcete si koupit softpad ?

Existuje calá řada softpadů - levnější, dražší, s výplní, bez výplně, pro různé platformy. Mají různou výdrž, jiný potisk a barvy šipek a tlačítek a různou koncovku. Nejčastěji jsou pro PS2, XboX nebo na PC (USB). Hlavně na koncovku si dejte při koupi pozor. Pokud to není právě ta co potřebujete, je nutné si k padu koupit i redukci.

Doporučovaný postup pro získání softpadu:

  • Podívejte se na fórum, jestli někdo softpady právě neprodává, nebo se nechystá nějaká skupinka hráčů k hromadnému nákupu. To by pak ulehčilo peněžence.

  • Softpady na Internetu můžete koupit u firmy PositiveGaming. Jděte na stránky www.positivegaming.com, klikněte na Shop a softpad si vyberte. Mívají akce kdy za 1 pad nakoupíte 2... Na této stránce si můžete koupit i redukci. Při registraci použijte promote kód "czechddr". Získáte alespoň pětiprocentní slevu na první nákup.

  • Další softpady můžete koupit v e-shopu Play-Asia . U tohoto obchodu nemusíte používat promokód, stačí na shop přijít a následně realizovat objednávku před odkaz dole na stránce. Ten odkaz použijte prosím i v případě, že si zboží chce koupit nějaký vás známý.

    Další zkušenosti najdete na fóru - Tam najdete vše od údržby, zátěže, výdrže, vzhledu, až po rady jak docílit toho, aby se softpad moc nehýbal a naklouzal po podlaze při rychlejším hraní.


    Odkazy na internetové obchody

    PositiveGamming - www.positivegaming.com (promo kód "czechddr")
    název redukce - Trio Linker Plus

    Play-Asia - www.play-asia.com (pouzijte vzdy tento odkaz)
    název redukce - Dual Shooter (EMS USB2)

    soft1.jpg, 92 kB
    soft2.jpg, 91 kB

    Datum poslední modifikace definice 'koupit_softpad':
    01.11.2009 00:00
  • << zpět na Czech DDR portal

    DDR a ITG: FAQ a kody

    Frequently Asked Questions, codes and unlock for DDR and ITG


    Dance Dance Revolution PA Guide by TCCMagnus

    ***INSERT WITTY TEXT ART HERE! :O***

    Versions:

    July 30, 2005 - Second Stage!

    Added song info on the Complicated Songs List.
    Seperated all of Chapter 3's Subchapters into it's own Chapter of subchapters.
    Added more to Subchapter 4B.
    Added a new chapter to get newbies to shut the hell up.


    June 5, 2005 - First Stage!

    Sup.

    ************
    Contents:
    1. Intro and Such
    2. How to Get Better: Perfect Attack and the Grading Scale
    3. The Nine-Footers and Other Hard Songs
    4. WAT
    4a. Using Mods Effectively
    4b. Hug Someone's Bar Tonight
    4c. Nonstop DDR Action!
    4d. Headin' to the Gym
    5. Look Ma, I'm on the Interweb!
    6. Contact, Credit, Etc.

    ************

    ************************************************
    Chapter 1: Intro and Such
    ************************************************

    Congratulations! You have just proven to yourself and your loved ones that you
    have no life at all! Welcome to the void that is Dance Dance Revolution, a
    socially depriving world that will sap your time and money like a venemous
    spider. Not to worry, however, using this guide, you'll make your time
    worthwhile.

    This guide will teach you, essentially, how to get better. Now, before you
    start spamming my e-mail into oblivion asking for more in-depth information,
    I'm going to admit right now that I am FAR from the greatest DDR players
    in the country. With my luck, I'd barely break the Top 1000 (which still isn't
    horrible considering the tens of thousands of people who play hardcore).
    But I do know the fundamentals of this game and I've taught some people
    how to get better the same way I did (leeching off information.
    Thanks, Random Negro!).

    To use this guide effectively, you must actually go out and play some DDR. For
    the sake of this guide, I will assume that you're starting to play Heavy
    (although people comfortable to Standard can use this as well to get to
    Heavy). If you have trouble deciding where the Down Arrow is, this guide
    is not for you. If you have problems passing 8-footers, go back to the arcade.
    If you've got a nice handful of AAA's and SDG's, you're probably going to
    want to stop reading this. This is for the people who want to get better and
    have the ability to do so. If you can devote at least one day out of the week
    to go to the arcade, pump a good $10-20 into an 8th Mix machine, and come
    out feeling accomplished, then you will get better. The speed of your growth
    is entirely up to you.

    ************************************************
    Chapter 2: How to Get Better: Perfect Attack and the Grading Scale
    ************************************************

    Well, this sure is an obvious chapter, isn't it?

    The best way to get better is to know where you stand. I don't care that you
    passed Rhythm & Police with a B, it's up to you to know where you are at in
    terms of progress. If you tell yourself that you are "awesome," you are probably
    not. If you tell yourself that you're "decent," then you are.

    The thing with DDR is that the score-system is flawed. The amount of points
    you get per song tells you almost nothing if you are unfamiliar with the
    concept of Perfect Attack. You can tell yourself that getting 55 Million
    Points on Tsugaru is a lot, but when you consider that the maximum amount of
    points possible on it is 90 Million, you easily see yourself in a slump.
    DO NOT trust the score system.

    Instead, there is an alternative. It is commonly known as "Perfect Attack."
    Perfect Attack, which will now be referred to as PA, is the basis for all score
    tracking in the DDR world. So what exactly determines it? Obviously, the
    amount of Perfects that you get. That's what it is, getting as many Perfects
    as possible. There are stipulations, however. Everything else that you get,
    a Great, Good, and so on, has an effect on your overall score. Getting a
    certain amount of Dance Points, or DP, will determine your overall
    ranking on the song.

    The DP System works like this:

    Perfect = 2 DP
    Great = 1 DP
    Good = 0 DP
    Boo (Almost on home versions) = -4 DP
    Miss (Boo on home versions) = -8 DP
    OK = 6 DP
    NG = 0 DP

    Remember that getting anything that isn't a Perfect will pretty much subtract
    from your score. While a miss is is -8 DP, you still lose the 2 points from not
    getting a Perfect. Therefore, it is better to see it as so:

    Perfect = 0
    Great = -1
    Good = -2
    Boo = -6
    Miss = -10
    OK = 0
    NG = -6

    Looking at this, it works to your advantage to get as many Perfects as you
    possibly can. If you cannot, then the next best thing is the amount of Greats.
    When working on PA, you'll most likely hear from other players, "I got thismany
    Greats on soandsosong." This indicates that they got all Perfects and however
    many Greats they got, giving them a total of the maximum amount of DP possible
    minus whatever they got in Greats.

    Knowing this, it also works to your advantage to get every single freeze arrow.
    I cannot stress this enough. You could think to yourself, "what's so hard about
    that?" Kiss Kiss Kiss, Ordinary World, and others with freeze arrows, all of
    these are usually sort of easy songs. However, scores will be determined when
    it counts and you'll need to get EVERYTHING. Don't rely so much on your
    Perfect Attack if you're unable to hit all the freeze arrows through. A Freeze
    is worth three Perfects, and that could be the difference between getting that
    AA or losing to an opponent at a tournament.

    So how does this affect you? Simple. The percentage of DP you have is
    dependant on your ranking and overall score. With a certain amount of points,
    you can get that B, A, or AA that you've been looking for. All you need to do
    is some simple multiplication and minor percentages in order to figure out
    where you stand and what you need to do to get to that level.

    This is how your grade is determined.

    AAA = 100% DP (in other words, all Perfects and all OKs)
    AA = 93% DP
    A = 80% DP
    B = 65% DP
    C = 45% DP
    D = Anything Else (negative percentages have been recorded)
    E = Failed the song at any point.

    Let's see how this plays out on a certain song. An easy one. Ah, Nori Nori
    Nori! A classic. It's easy to PA and it's Happy Hardcore up the wazoo. Plus,
    it's the only N song on 8th Mix. It has 215 steps and 16 Freeze Arrows, which
    totals up to a small but modest 526 DP.

    Nori Nori Nori Heavy DP Cutoffs
    AAA = 0 DP Missing
    AA = 36 DP Missing
    A = 105 DP Missing
    B = 184 DP Missing
    C = 289 DP Missing
    D = Anything Else
    E = Failed (you poor thing)

    Of course, you may not always be so lucky. Even if you get 36 Greats or less,
    you must factor in the amount of anything else you may have gotten. For
    instance, say you picked up 30 Greats and a Miss. That's a total of 40 Missing
    DP, so you get an A. 174 Greats, 5 Goods, 2 Boos and a Miss? That totals up
    to 190 Missing DP, so you just got yourself a C.

    It's a little confusing at first, but once you understand the system you're
    more likely to do better. Knowing is half the battle. Simply get Perfects.

    Alternatively, there's an unofficial count called SDG, or Single Digit Greats.
    If you'rehalf-intelligent, you should've guessed that means that one got a
    lot of perfects and less than or equal to 9 Missing DP. Most players at higher
    levels tend to shoot for this, especially on more difficult songs, than to
    simply play them out until they earn the coveted AAA. It's a count that can
    determine how well you play. Some go as far as to count the amount of songs
    which they score in the teens. Most online trackers have a section for this.

    Speaking of which, if you honestly want to get better, there's an easy way to
    keep track. There are online scorekeepers where players can upload scores they
    have gotten onto their account, compare themselves to others, and give/receive
    challenges from friends and other players. There used to be one called NNR,
    and it was a big success until the server crashed and left everyone searching
    for alternatives. There are now two well-sized trackers, one called Over the
    Monkey (http://www.cydirum.com/OtM), the other, which is the one I use, called
    DDRecall (http://ddrecall.com, my account is THECapedCaper if you'd like to add
    me to your list). These are both free, although you can get Premium Services by
    making a one-time donation to DDRecall.

    Because of this, it is imperative that, if you decide to get an account (which
    is highly reccommended), that you update constantly and with plenty of scores
    so that you and others know where exactly you stand. Currently, I have
    most of the 256 songs on 8th Mix down (hate to brag, but most of them
    AA's ^^;;; ), so I know where I stand and where I can improve, as well as
    others to send me challenges that are respectable to my PA and
    help me get better.

    When you play, keep note of any scores you get (or want to keep, your choice).
    Take pencil and paper, or a camera (digital so that you don't waste film).
    Write down the amount of non-Perfects you get, and your OK amount if you got
    any NGs (since DDR only keeps track of how many OK's you got and not your NG's
    as well). Bring them back to your tracker to see your improvement. Over time,
    you'll start to remember your scores like they were your friends. You'll be
    scrolling through the Song List wondering, "Don't I have 48 Greats on that?
    I can easily break 35." Voila, you get a score that you weren't even thinking
    of getting when you came to the arcade.

    This isn't to say memorize your scores and be a douchebag about them. You're
    now my Apprentice, and I don't want my pupils going around and bragging, "I got
    14 Greats on Freckles! TAKE THAT, FURRY!" If you are bragging about your
    scores to other people, you are either desperate for attention or you're
    compensating for something. It's okay to talk about them to other people, but
    try and show some respect for the masses.

    Remember, you are now playing to get better. But do not, I repeat do NOT let
    this get in the way of your ability to have fun with this game. One of the
    guys I've played with said it the best, "He who has the most fun is the true
    winner." It's good to get better, but if you're making a chore out of it then
    you should be playing something else. DDR was meant to be fun and competitive,
    but if you choose to be the more competitve type (like guys who come to
    tournaments to steal the prize money and waste most of their day not talking
    to people) you will probably be shunned by the DDR Community.
    Keep this in mind.

    Now on to happy things!

    ************************************************
    Chapter 3: The Nine-Footers and Other Hard Songs
    ************************************************

    Now that you know what PA is, it's time to get you started.

    First thing's first, no home versions. None. The timing window is too off
    compared to the Arcade's. Unless you're playing to prevent yourself from
    getting rusty, or if you like the exercise, you should not be playing home
    versions. A better thing to use is Stepmania (www.stepmania.com, it is a free
    download), a computer program that allows you to play DDR songs, official
    and fan made alike. You can pillage the Internet for StepFiles, just ask
    around. Honestly, home version is great to start off with for beginners. But
    for the more experienced, definitely hook up a pad (a hard one like the
    RedOctane Afterburner or the Cobalt Flux) to your PC, put on Stepmania and
    adjust the timing window accordingly.

    A nice thing to start shooting for, especially if you've grown comfortable to
    Heavy, is to start picking up some AA's. If not, then start getting A's on
    nine-footers and hard eights, which will be mentioned later. If you'd like to
    make a decent first impression on DDRecall, it'd be nice to put up a few AA's.
    That said, here are the 20 Easiest AA's to get on 8th Mix, with the amount of
    Greats you need (or less):

    ---Easy AA's to start off with---
    Kind Lady- 47
    1998 - 46
    Let the Beat Hit Em! - 26
    After the Game of Love - 28
    Love Love Sugar - 35
    Butterfly (Heavy) - 29
    My Summer Love - 36
    Sync (Heavy) - 45
    Do it Right (Harmonized 2Step Mix) - 47
    Sexy Planet (from Nonstop Megamix) - 44
    We Will Rock You - 26
    Sobakasu Freckles - 48
    Happy Wedding - 39
    Last Message - 51
    Love Shine - 52
    Mahou no Tobira (Door of Magic) - 41
    Nori Nori Nori - 36
    Spin the Disc - 45
    Think Ya Better D - 33
    La Copa de la Vida - 33

    This is a general overview of what are the easiest songs to AA. Keep in mind
    that everybody has a different playing style. Knowing this, it is most likely
    that you will AA something not on this list before you can complete it. It
    happened to me. I was AAing harder things such as I'm in the Mood for Dancin'
    and Cow Girl before I even got Sync. Heck, Think ya Better D was the last thing
    on this list for me (although some argue that it's a hard song to AAA because
    of its slow beat), and before then I already had about 35-40 AA's. Investigate
    what is easy and what is not when you make your turn into the PA world. By
    getting used to the easier things, you will eventually learn the basics of what
    makes the harder songs work.

    Let's cover that now. Oh, and before you ask, I am not covering the ten-
    footers. Not only have I not beaten any of the "real" tens (I have too poor
    stamina for them. I am working on this, but I know what my flaws are as a
    player, which is why I'm trying to get better so that I CAN BEAT THIS
    SONUVAMOTHER), but they are simply hit-or-miss. Max 300, for example, is simply
    half-steps and streams, nothing incredibly complicated, just fast. Paranoia
    Survivor Max Oni is a complex mix of half-steps, gallops, speed changes,
    complex streams, and what have you, but some even consider that to be easier
    to PA than it's Heavy counterpart. For better information on this, I refer to
    you to Sir Orion's Level 10 Guide. It's a pretty good guide if you don't have
    Stepmania to play the songs with and don't know what to expect.

    Now the fun part. Here's the guide to all the songs that are deemed difficult
    to PA. I have divided them into seperate sections to fit specific
    playing styles.

    ***I WILL ADD SPECIFIC DATA FOR EACH SONG IN LATER VERSIONS OF THIS GUIDE***

    ---Complicated Songs---
    A Challenge
    Candy Star
    Dance Dance Revolution Heavy/Challenge
    Daikenkai Heavy/Challenge
    Do You Remember Me
    DXY!
    Dynamite Rave Heavy/Challenge
    Frozen Ray ~for EXTREME~
    Gentle Stress (AMD SEXUAL MIX)
    Insertion
    Kakumei Heavy/Challenge
    Lovin' You ~Rob Searle Club Mix~
    Stoic (EXTREME version)
    Sync Challenge
    The Reflex
    Trip Machine Survivor
    Tsugaru

    These songs, for the most part, aren't very fast and one is likely to not lose
    their breath over them, but they require some fancy footwork. Some of these
    songs will require you to turn (A Challenge, Sync Challenge, Frozen Ray),
    others love to have odd speed runs (The Reflex, Gentle Stress, Lovin' You is
    offbeat like no other), and some have annoying step-step-jump movements
    (Dynamite Rave, DXY!). Players often have trouble with these in the beginning
    because of the way the arrows are placed, causing unfamiliar turns, gallops,
    what have you. Others tend to see these as easier due to their overall lack of
    speed, causing more time to think about their body position and timing.
    Again, it's a matter of playing style.

    ___A Challenge___
    Those familiar, or with a decent score, on A Heavy shouldn't really have much
    of a problem with the Challenge version. The trick here, however, is that while
    A Challenge is a nine-footer, it requires less Greats to obtain a certain goal
    than it's Heavy counterpart. It tends to piss off most players. The beginning
    portion of the song is about as difficult as the Heavy part. As soon as it
    speeds up, you'll find annoying step-jump patterns, which can pick you up some
    bad non-Perfects if you're not careful enough. After the Freeze Arrow, you'll
    get a constant stream of crossovers, and at 191 BPM it's easy to lose your
    place. A few measures into this, there will be an odd step plus another freeze
    arrow (some people turn on the odd step, so it can be learned eventually).
    After this, there will be a few more odd steps, which may require some fancy
    footwork in order to land. Overall, it's a slightly confusing song but it can
    be done with a little playing around.

    ___Candy Star___
    Personally, there isn't much to it except for some odd steps with Freezes.
    It's not a necessity to crossover on the first half of the song, it can be
    done with moving your feet rapidly (especially with a high speed mod). Just
    be careful with the Freezes in this, as it is possible to get an NG from this
    part. Other than that, it's really not too difficult but it can bring you down
    if you play differently.

    ___Dance Dance Revolution___
    Heavy
    The Heavy steps to DDR follow the lyrics and beat to the song, which gives it
    much space for off-beats, odd steps and crossovers. There are quite a few
    gallops as well, but it isn't incredibly difficult after you've played some
    songs with similar qualities.

    Challenge
    This song gives most people trouble. It's got tons of Chaos so it'll probably
    mess you up a bit. The key to remember here is that DDR Challenge consists of,
    well, DDR songs. You'll see Brunin' the Floor (I believe), Dynamite Rave,
    Afronova, AM-3P, Celebrate Nite, B4U, and more Dynamite Rave at the end. What
    confuses most players is this layout and switching the style from one song to
    the next. Just remember that the song does not change tempo. Afterall, who do
    you think of when "DDR All Stars" is named? Naoki. Almost all Naoki songs are
    same. 150 BPM.

    ___Do You Remember Me___

    It's odd at first since there are so many gallops and freeze strings to deal
    with, but the thing to watch out for here are the crossovers. You're going
    to want to crossover whenever you can. If you shuffle your feet on something
    like this you'll most likely lose your spot. Keep with the flow and move your
    feet around.

    ___DXY!___

    This song is hit-or-miss. I couldn't get this one until just recently, but
    that's just me. You've got some gallops in the beginning, followed by a
    somewhat easy stream. But the real killer is the stream of step-step-jumps
    towards the end. You'll probably end up doing an unintentional crossover here.
    This is a decent plan, but for a song like this it's best to try and avoid
    that. The steps could've been made better IMO, but for now just try not to
    crossover on this one.

    Ironic how I tell you when to cross and when to not, eh?

    ___Dynamite Rave___

    Heavy
    Ah, classic Cata. You've got your gallops in the beginning, quarter-beats
    throughout the song, You'll end up with jump streams in the middle, followed by
    even more quarter-beat runs. Afterwards, some simple runs, followed by
    step-jump-step movements. Gallops in the end, but they're simple enough.
    It's odd, however. While the song is amazingly on-beat, it's hard to PA for
    most. Probably because they sneak in so many areas where people find their
    Greats. It's harder than it looks.

    Challenge
    About the same difficulty as its Heavy Counterpart, however it looks harder
    than it really is. Simple crossovers in the beginning, after the freeze arrows
    there are some step-step-jump movements from other songs. Don't worry, however,
    the quarter-beat runs are still there and they'll probably cause you damage.
    That, and the gallops towards the end make this one a song to watch out for.
    But if you have no problems with the Heavy version, the Challenge version
    shouldn't be hard for you as well.

    ___Frozen Ray (for Extreme)___

    Slightly tricky, Frozen Ray will give you Greats like no other if you cannot
    shuffle your feet around, or if you haven't memorized the song. Lots of gallops
    in the beginning, followed by some simple runs. Afterwards, the turning. If
    you're uncomfortable with turning your back against the machine, you'll end up
    shuffling your feet. This is probably where you'll get most of your Greats.
    After that, some crossovers. You don't necessarily have to cross on this song,
    but it will probably work to your benefit to do so.

    ___Gentle Stress___

    I. HATE. THIS. SONG.

    Onto happy things, you'll encounter some on-beat gallops in the beginning,
    followed by some crappy-beat gallops, and then some Sorrow-ish runs in the
    middle. Be wary of the jump runs. The middle-end piano runs are the worst.
    Remember it goes: "One-Two. One-Two-Three. One-Two-Three. One-Two-Three-Four.
    One-Two." Hell, that's even an inaccuracy. If you can somehow read 3x on this,
    it will be easy. It looks like Hell on 2x or pretty much anything lower. Of
    course we must mention the White-Boy Runs in the end. Learn to keep beat with
    just one foot, but even so it is a great challenge to get that through.

    ___Insertion___

    Classic 5th Mix. Starts off with some gallops, which lead onto quarter-beat
    runs. This is going to keep going until you get to the stop. The trick after
    the stop is that the arrows will gradually slow down, speed up, slow down, and
    then pick itself back to its original speed. It generally follows the music
    very well. Afterwards, it's back to the gallops. For this portion, I
    reccommend crossing-over, keeping one foot on the down arrow and letting
    the other do the rest. This will happen for three measures, then there are
    sets of gallop-gallop-gallop-gallop-step-step. These ten arrows will continue
    until you get to the stream of half-step runs. This will then speed itself up
    to 225 BPM. Fortunately, it's not very complicated, so speed mods on this
    song are useful in taking care the slow part.

    ___Kakumei___

    The Heavy and Challenge parts are pretty similar. Keep in mind of the gallops
    that take place on the piano parts. Most find the Heavy part to be one of the
    harder songs to PA, but the Challenge one is relatively easier. Before trying
    out the Heavy one, take on the Challenge, as it is only an 8-footer. Also be
    on the lookout for triplet runs, especially in the end's freeze arrows. It may
    look like a jump but it's really just fooling ya.

    ___Lovin' You___

    While most consider Lovin' You to be offbeat, it essentially is not. Rather,
    the TIMING changes around in order to mess with you. It's a song like this
    that you should probably listen to a while before playing. While it doesn't
    change tempo, the beat slightly changes around from 3/4, 4/4, and 7/4 timing,
    which really confuses most people. Don't rush the quarter-beat runs, they will
    be on beat and are surprisingly easier to land than they appear.

    ___Stoic___

    In a sense, it's a lot like DXY! is. The majority of the songs contains step-
    step-jump patterns that makes DXY! a pain in the ass. This becomes especially
    true in the middle of the song, before the quarter-beat runs. A nifty trick to
    do is to crossover-type trick with the jumps in order to avoid getting lost.
    Again, it's hit-or-miss for this one. Some people can SDG it easy, while others
    need more time to get it down. But it's a song worth getting down.

    ___Sync Challenge___

    Face it, if you don't know the music for Sync, you should be playing the
    Heavy part first (but why wouldn't you, it's easy!). The song's steps follow
    to the blips, but what's tricky is that you have to crossover and them. It can
    be PA'd no problem with knowledge of the song, but some choose to use Shuffle
    when doing so. See if that works. If not, learn to crossover better.

    ___The Reflex___

    This song is rediculously slow. Again, like Lovin' You, it's probably wise to
    listen a few times before playing. The gallops and quarter-beat runs make this
    one of the harder 8's, but the SLIGHT tempo change (it's only a 1 BPM
    difference) makes it even more confusing in the end when landing those jumps.

    ___Trip Machine Survivor___

    It's no Trip Machine Climax, but Survivor is a tricky nine that is more bent
    on making you crossover than it is to trip you up. Fortunately, it's slower.
    You start off with your regular Trip Machine style steps, which evolve into
    quarter-beat runs and gallops. Throughout the song, it will also hit you with
    offbeat steps. After the freeze, it will land you with even more of them,
    followed by some crossovers.

    ___Tsugaru___

    Again with the tricky nines. It's way harder than Apple Mix, but you probably
    already know this. Like it's brother, Tsugaru's got an insane amount of
    gallops. Keep in mind that in the middle of the gallop streams, it'll trick you
    with what looks like jumps. These are actually gallops that are *VERY* close
    to each other. It is possible, but unlikely, that one can just jump on these
    and get two Perfects. Oftentimes, at least one Great comes from this. Keep in
    mind the crossovers throughout the song as well.

    ---Fast Songs---
    Across the Nigthmare Heavy/Challenge
    Afronova
    Can't Stop Fallin' in Love -Speed Mix-
    Colors (for Extreme) Challenge
    Dead End
    Drop Out
    era [nostalmix]
    Exotic Ethnic
    Fantasy (Mellisa)
    Gradiusic Cyber
    Healing Vision ~Angelic Mix~
    La Senorita Virtual
    Matsuri Japan
    Mikeneko Rock
    Orion.78 (AMeruo-MIX)
    Rhythm and Police (K.O.G G3 Mix)
    Sakura Challenge
    ska a go go
    V (for EXTREME) Challenge
    Waka Laka
    Witch Doctor

    The exact opposite of the complicated songs, these songs are built for speed.
    The majority of these songs breach 170 BPM, which is moderately speedy. What
    sets these apart from the easier songs is their complexity, obviously most of
    these songs are nine-footers (some argue Witch Doctor to be worth nine,
    although it is an eight). However, most of these songs take into consideration
    the stamina of the player. Drop Out's last 25-35% is a maniac run of 260 BPM in
    which most players find their non-Perfects, same with ska a go go final
    machine-gun runs and Gradiusic Cyber's runs in the middle. Again, a matter of
    playing style. Since these songs require you to hammer on the pad, one is good
    at running in place (preferably on beat) will have little problem trying to PA
    these songs. You may notice that some of these songs are not fast at all, but
    rather they contain quarter-beats which MAKE them faster by comparison
    (Orion.78 (AMeuro-MIX) is only 100 BPM, but with quarter-beats and half-steps
    throughout the song, it may as well be 200 like the other version).
    They're not entirely difficult, but fast.

    ---Complicated and Fast Songs---
    Afronova Primeval
    Burning Heat! (3 Option Mix)
    Captain Jack (GRANDALE REMIX)
    Cartoon Heroes (Speedy Mix)
    End of the Century
    Heaven is a '57 metallic gray (gimmix)
    Leading Cyber
    Love This Feelin'
    Orion.78 (civilization mix)
    Pretty much all the Paranoias
    So Deep ~Perfect Sphere Remix~
    Sweet Sweet Heart Magic
    The Least 100sec
    Trip Machine Climax
    Xenon

    The children of the first two, it is these songs that cause people the most
    trouble when learning to PA. Even people with hundreds of AA's find them hard
    (I've yet to get all of this list, but have come pretty close on those that I
    don't have). Not only do these songs require fast footwork but an even faster
    mind. Most of these have crossovers, gallops, odd foot-placements, the works.
    The most dreaded are easily Cartoon Heroes, The Least 100sec, and Xenon, but
    the rest of these songs require notice by newcomers to PA. Sweet Sweet Heart
    Magic, Captain Jack, and Paranoia Rebirth are excellent songs to build
    stamina, which will be described later.

    ---The Sorrows---
    Hyper Eurobeat [this is debated, however]
    i feel...
    L'amour et la liberte
    Memories
    On the Jazz
    Rain of Sorrow
    Tears
    Vanity Angel

    These songs are hit-or-miss. Some despise these songs with an ever-bitter
    passion for their high numbers of offbeats, gallops, and turns. Others love
    them for their complexity, as they are excellent picks in tournaments. Decent
    PA on L'amour or Rain of Sorrow will win 75% of the time, I saw the best player
    in America lose On the Jazz to someone who didn't place, people SHIVER at the
    sight of Tears. If you are going to start to play competitvely, these songs
    are great picks against most players. Regardless, these are the songs that
    will most likely be difficult to the beginning PA player, but with practice
    they are so easy. Learn these songs.


    ************************************************
    Chapter 4: WAT!
    ************************************************

    I put a bunch of subchapters with miscellaneous crap here. Mwaha laziness. :<


    ************************
    Subchapter 4a: Using Mods Effectively
    ************************

    Something you're going to see a lot out of PA Players is that they will not
    play "Virgin Style." This is basically the default setting, 1x Vivid. This is
    mostly from people who have played after 6th Mix (DDR MAX) came out, when mods
    were only a system of challenge and not of aid.

    After 6th Mix came out, there was a useful addition to Mods, and those are the
    speed mods. 1x, 1.5x, 2x, 3x, 5x, and 8x. Beginning players see these as
    intimdating and pretty much refuse to use them, thinking they speed up the song
    or change it in some style. This is not the case. It changes the speed of the
    arrows, which in turn seperates them and makes it easier to read.

    For example, Brilliant2U Heavy is 150 BPM, plus it contains some gallops in
    the song. Wouldn't it be easier to land those gallops if you could read the
    arrows better? Of course. By applying a 1.5x mod to it, it will be like the
    song is 225 BPM, which is slow enough to be comfortable and spreads the arrows
    out a bit. But if you can read even faster, apply a 2x mod to it, to make it
    seem like it is 300 BPM. It's still the same song with the same steps, the only
    difference is the speed of the arrows. Because of this speed, the arrows are
    now spread out to make it easier to read. Some will go as far as to place a 3x
    mod, making it seem 450 BPM, and bar rape the song and read it incredibly
    clearly.

    In turn, you are sacrificing reflex time for reading.

    Try and figure out how fast you can read and go from there. If you can pass
    Max 300 Standard and have no problems reading it, you should be able to 2x a
    majority of the songs. Keep working on this, and eventually you'll be able to
    read 350 BPM, 400 BPM, and so forth. I've seen people go as far as put Max 300
    Heavy on 2x (of course they needed to use the bar), making it seem 600 BPM,
    just to prove that they could. Train your eyes to handle the kind of speed
    necessary to read certain songs.

    Some people go as far as using Boost, with or without speed mods. Same story,
    it helps the person read better to the way that they're used to. Try it out and
    see how you like it, it may come in handy on certain songs (I know people who
    use it on MaxX Unlimited and AA it no problem, for example).

    There are other kinds of mods as well, some of these coming long before 6th
    Mix. Solo and Flat are two commonly used modifiers as well. Solo changes the
    arrows colors so that they don't change, so that it is easier to see different
    kinds of beats. Flat makes it so that all the arrows' colors don't change, but
    rather they are all the same color. This can be effective when using high speed
    mods, but most people tend to prefer Solo than Flat.

    Sometimes they are frowned upon (Solo mostly because it effects both players,
    regardless of whether or not both agree on it. It's a real pain), but they
    can be extremely useful to the beginning PA player, especially Solo. If you're
    playing with someone, it usually common courtesy to ask them if Solo is okay
    with them when you're picking. If not, stick with Vivid (default setting),
    it will do you better in the long run.

    Oh, and Little makes the songs easier by erasing anything that isn't a full-
    beat. Obviously not worth your time.

    Sudden, Hidden, and Stealth are generally for challenge purposes, something new
    to play around with if you get bored. Not very handy for PA-building, it's more
    of a way to show off to newbies.

    Lastly, step turns. In general, not worth it if you've gone into PA, unless you
    like a challenge. They're seen as a crutch on some songs (Afronova on Left
    or Right is ten times easier than playing it normally), but there are times
    when you may need them, such as 5.1.1. or Brilliant2U Orchestra Groove
    Challenge. Put Shuffle on these. Shuffle is different because the steps that
    come up could be either Left, Right, or Mirror, so it's random in this sense.
    Experiment around and you may find it to be easier to PA with.

    Use mods to your advantage. Besides, 1x can get boring after a while.

    ************************
    4b. Hug Someone's Bar Tonight
    ************************

    You know that little thing behind you when you're playing? That tall, red metal
    bar with the black leather laced on top of it to prevent people from slipping
    and falling on their ass and breaking their necks and suing Konami and the
    arcade for millions of dollars because there wasn't a safety device? We'll just
    call it the bar. To some, it is a safety device that prevents people from
    hurting themselves. To others, a method to score higher on their PA.

    Using the bar controls your balance, keeps your upper body still to read the
    arrows better, and lifts weight off of your lower body in order to reach the
    arrows faster and (sometimes) with more efficency. It is also greatly frowned
    upon by a majority of players (it is often called "bar raping" instead of "bar
    hugging"), insisting that it is a crutch which gives players an insane
    advantage.

    This isn't so. Using the bar also has its advantages and disadvantes, the same
    with mods. While you are benefitting from the rewards mentioned before, you
    sacrfice movement. This means that gallop streams, turns, and odd steps are now
    your predator.

    That is the precise reason why people generally don't use the bar.
    They don't feel like they're dancing.

    Although people will say that is very difficult to do harder songs without bar,
    and in this case they couldn't be more right. Fast, complicated songs and
    especially the ten-footers are the most bar-hugged, obviously for stamina
    reasons and precision.

    Because of this, it's probably wise to pick and choose when to hold on to
    the bar. For this, I point you to Kevin Boddy's 7974 Legend Road video.
    (http://www.anakedg.com/videos/kevinboddy/KevinBoddy-LegendRoad(7974).zip,
    thanks to ANakedG for hosting the vid.)

    Notice how Kevin uses the bar. On Max 300, he clutches the bar with both of
    his hands, in order to maintain his balance and work his feet to get each
    Marvelous with ease. On MaxX Unlmited (2:04 in the video this case), he lets
    go of the bar in order to cross over to his left, so he keeps his left hand on
    the bar in order to keep as much balance as possible. He suffers a Great out
    of this, but it's way better than getting a string of Greats or even something
    less. He lets go on Sakura, only grabbing it to land the 14 BPM note, in which
    he ends up getting a Marvelous. On The Legend of MAX, he grabs onto the bar
    until 5:45 to land the odd stream, and then goes right back to holding onto
    it. What's probably the coolest part of the video is the great hand-work he
    does at the end of Paranoia Survivor MAX Oni. At 7:41, he does what he did in
    Unlimited and keeps the bar held with one arm so that he can crossover. He
    switches hands twice in order to land all of these steps. He finishes the oni
    course with a whopping 2452 Marvelous, 204 Perfects, 12 Greats, and a Miss.
    (Tough call on whether that's a pad miss or not, but either way it's a
    rediculously high score). The point of this video is to examine how he uses
    every aspect around him, including the bar. He doesn't necessarily "rape" it,
    but rather he uses it to his advantage and doesn't when it is a burden.

    "I'M HOT JAVA! I'M HOT JAVA!!!" That'll never get old.

    In my opinion, I think bar hugging on easier songs is overkill. People will
    claim AAA's and other high scores on easier songs but they do it with a crutch,
    the same way more experienced players can get the same scores by playing
    straight DDR. It's almost as if they feel accomplished by this, and this is sad
    and weak. However, on harder songs (especially ten-footers) I think it's fair-
    game. I watched a video of a guy playing Legend Road no bar, but even he
    had to clutch the bar a few times to keep his balance up.

    Unless you have a physical ailment that prevents you from playing no-bar
    (I know a few people), or if you're playing a hard song, you should not be
    using the bar. By all means, if you slip, grab onto it. It's common sense. But
    in no way should you be bar raping on Kind Lady for an easy AAA. That's
    complete atrocity. Save it for the harder songs.

    ************************
    Subchapter 4c. Nonstop DDR Action!
    ************************

    Aside from playing song after song, there are alternatives to playing normal
    DDR. You've probably seen them and have maybe played a round or two.
    These are the Nonstop and Oni Courses. While they generally don't mean much
    when calculating PA, they're a great help to building it, especially if you
    play or want to relearn 1x (from the Oni courses). Online trackers such as
    DDRecall also keep track of Nonstops and Onis, thus building even more
    competition with others.

    Nonstops are great for stamina, quick thinking, chaos, and probably even speed
    training. Since you can apply mods, they're just as versitale as playing normal
    songs. There are plenty to choose from, but what is most reccommended is
    Random All Nonstop, or Random Caprice Nonstop. On Random All, you don't get
    to see what comes ahead of you, but Random Caprice you do (but they mostly tend
    to be easier songs). I generally prefer Random All with a 2x mod attached to
    it, but if you're uncomfortable with your PA (or Marvelous Attack, rather), it
    could be wise to play one of the other Nonstop courses. Pop4 is a great way to
    start, as it's easy to MA and it is one of the more popular courses.

    Onis work the same way, of course with two huge differences. Firstly, you don't
    get to select your mods. Secondly, anything that is below a Great (or NGs)
    deduct from your life, which can become costly if you go down in the first or
    second level. Oni Courses are generally preferred to Nonstops, due to the
    complexity and extra rules set for them. However, people who have grown
    attached to speed mods often find themselves blundered at even the simplest
    of Onis. Naoki Standard, Soul 6, and From Solo (in that order) are probably
    the easiest Oni courses to start yourself out at.

    Although, if you're hardcore about boosting your PA, you might want to stay
    away from Onis. But if you're up for the challenge or if you simply want to
    milk some more fun out of the game, go ahead and try them. You won't be
    disappointed.

    ************************
    Subchapter 4d: Headin' to the Gym
    ************************

    This question always pops up in every DDR Forum. "What exercise can I do to
    improve on DDR?"

    This answer is always the reply. "DDR."

    It is typical for a player to believe that since DDR is a form of exercise (a
    damn good one at that), other forms of exercise will improve on their ability
    to play. This is not the case. It's good if you're losing weight or trimming
    your flabby body, but it will get you no better in stomping arrows.

    It's probably obvious to you. Over the months you've played DDR, your legs,
    especially your calves, have probably acheived a thick muscle from stepping so
    much. Right there it makes it pointless to work these muscles out. Why work on
    building muscle for them when you do it anyway at the arcade? It's pointless.

    The same thing goes for stamina-based workouts. While it's nice to jog or swim
    once in a while, it won't get you better at DDR. While some argue that it
    helps when passing harder songs, and this is probably true, it will probably
    have little to no effect on your Perfect Attack.

    High-intensity workouts, swimming, climbing, long-distance running, will
    probably improve your stamina. Sports such as football, soccer, and rugby
    (if you live in one of those wacky countries that constantly play it) are
    good bets, especially if you are constantly in motion.

    However, it's not worth it unless, like your PA, you do it constantly and
    preferably with consistancy. Then you're double screwed out of it all.
    Besides, you can work on your stamina by playing "Stamina Runs," or a game
    that consists of only hard songs that you normally lose your breath on. Play
    a lot of these and you will notice how quickly you won't break a sweat on some
    songs.

    So there are no shortcuts to this game. To get better at DDR, you have to,
    gosh, *PLAY* DDR! What a coinkydink! Surely nobody thought of this!

    ************************************************
    Chapter 5: Look Ma, I'm on the Interweb!
    ************************************************

    This isn't really a part to help you out with PA, it's more of a guide to get
    others to help you out with PA. Nobody can determine your speed of growth but
    yourself. Always remember that. No matter who you meet, you are always in
    charge. Take advice the same way you're taking mine: Liberally and with close
    attention (kind of an oxymoron if you ask me =P ).

    From my experience, the best way to find out how to get better is to watch
    other people, ranked at or above your level, play DDR. If you're within the
    targeted level I reccommend for this guide, there should at least two to a
    dozen people at your arcade significantly better than you. Watch how they
    play. See how they move, look at their mistakes, think about the mods they use
    and how it affects their PA.

    I'm going to tell you how I got from Standard to Heavy. I was on a school
    trip down state to Bowling Green, Kentucky (har har redneck). The mall they
    have there has an arcade, Alladin's Castle, which of course contains an 8th
    Mix. I was playing some of the 8th Mix songs on Standard, and when I'm done
    playing, this guy, a lot larger than me, in full clothing, comes up and plays
    Let's Groove 2x. He gets an A on it.

    Now, this was back in the day, an A was amazing! There's no way someone
    is better than that! The guy looked at me, he was all, "Eh."

    When I got back home from the trip, I turned on my PS2 with DDR MAX2 inside.
    Let's Groove was the first song I played. Of course, I had forgotten
    about mods, but I pass the song anyway. From there, I start to play more sixes
    and sevens, and eventually work my way up to the eights and nines.

    I went back to Bowling Green a few months later. I'm having problems passing
    nine footers, and this guy comes up to me and says, "Wanna play Sakura?"
    I figured, "What the hell, can't be that bad, right?" Sakura obliterated me
    into a pulp. I'm pretty sure I failed it, and even if I passed it would have
    scored a very low D. The guy I played with had a low score as well, but
    passed. "It's more like a 9.75 footer." He smiled at me.

    From there, I played at the arcade a lot more, pretty much forgetting about
    the home version. Sometime that summer, I was getting a lot "better" (still
    sucking, haw). This guy comes up to me and wants to bet on a game of DDR, since
    I had just gotten an A on B4U. I was reluctant at first, of course I'm not
    going to do this. But he kept pestering and pestering me to do it. So I give
    in for a bet of $1. He wipes me out on the first two songs. I pick The Legend
    of MAX as the last one to see how good he really is. He slaps a 1.5x mod and
    passes it with ease. I walk out feeling gyped.

    It turns out the guy was Jayvis, creator of OhioDDR and other Ohio-based Video
    Game Organizations.

    WOW, I FEEL LIKE SHIT NOW, DON'T I?

    Not really. These experiences basically told me to get better. Not because
    there are people in front of me, not because I can get recognized for it, and
    not because I can sandbag random people for money (I did it once, but I gave
    the money right back and told the person to not bet on a video game). I do it
    because the fun factor of the game significantly increases as you get better.
    Players begin to notice you and you start to befriend them. You eventually
    go to tournaments and meet more people there. You join communities and talk
    about this stupid arrow game and how much it sucks, yet you go back week after
    week and pump more money into the machine and brag about your new scores.

    It's Crack Crack Revolution!

    The best way to get better is to meet people and meet them, talk to them,
    get ideas from them. If you live in or near a populous state (or at least one
    with at least enough DDR machines to go around), it's very likely that your
    state has a DDR Community. I live in Ketucky, but I reside in the Ohio DDR
    community because it's got more players, more locations, more tournaments,
    and what have you (plus I'm like ten minutes from Cincinnati, woop-de-doo).
    I know there's a Kentucky DDR, an Indy DDR, DDR Texas, DDR New York, even a DDR
    Maine, plus countless state-oriented DDR communities. Non-state-oriented
    include DDRFreak, Bemani-Style, tons more. International communities also
    formed: DDR Europe, DDR England, DDR Spain, all at your disposal. All it
    takes is a valid e-mail address and a half-intelligent mind and you've got
    access to people who play at your level and love DDR as much as you do.

    Why are they here? "Why aren't they here?" should be the correct question
    to ask. Because people love DDR and they still play it, even after three years
    since the most recent official mix was released, people cling on to hope in
    the alleged 9th Mix. All the while, people have gotten better, some have
    AAA'd the game, friendships were made and relationships have started (and even
    bitter, bitter chaos!). The fact that a game, a simple game such as this, has
    brought so many people together it is unmistakable to dismiss the
    power of a community.

    Find a community near you, or a widespread community across the nation.
    Either will work. Befriend people who can help you and you can help back.
    Symbiotic relationships are the best for a game like this, since everybody
    has a different playing style.

    Or, if you're extremely lucky, as I have, you'll meet a DDR Freak from a
    friend who doesn't play DDR at all. That's how I came across Random Negro,
    whom I owe pretty much the majority of the credit for helping me get better
    over the past year. By taking his advice, emulating it, and forming it to mold
    on my playstyle, I've improved gracefully. I went from one AA to 225, from
    not knowing what an SDG is to almost 40. You'll probably be able to find
    someone be your DDR guru, it just takes a little looking around.

    Eventually, you'll start seeing someone else where you were and want to help
    them get better too! All it takes is a little socializing and lots of DDR.

    ************************************************
    Chapter 6: Contact, Credit, Etc.
    ************************************************

    ___CONTACT___
    email: schreinera1@nku.edu
    AIM: TCCMagnus
    phone: 859-347-1111 (tastes so good you'll want it bad)
    DDRecall: THECapedCaper

    ___CREDIT___
    GameFAQs for hosing.
    Konami for making the awesome game.
    DDRecall for the online tracking system (nod to Over the Monkey as well).

    ___ETC___

    Special Thanks to the Cincy DDR kids, thanks for all the awesome times on
    Newport's crappy machine.

    Also to Random Negro for getting to where I am now.

    The people at OhioDDR, who are assholes for the most part until you take away
    their computer monitor, then they become really sweet people.

    Copyright information: Dance Dance Revolution, DDR Extreme, Bemani, and
    such namesakes are copyrighted to Konami. This work is written and owned by
    me. It may be posted at GameFAQs.com with my permission. No one else may use
    this work, in whole or in part, without my permission (I'm not too concerned
    about fame, just give me an e-mail if you want to post this). This work
    may not be used to earn profit, including but not limited to advertising
    directly on this FAQ.

    This work is copyright 2005 by Andy Schreiner (TCCMagnus).

    Remember, it is not who's got the best PA, it is who has the most fun.
    More versions will come.

    Pokud hledáte další FAQ, zkuste se podívat na stránku Game FAQs.
    Další informace ti poskytne Czech DDR, nebo Czech DDR forum.