DDRMAX Dance Dance Revolution 6thMix
The Next Generation of Dance Dance Revolution begins here.
DDRMAX Dance Dance Revolution 6thMix is the 6th game in the Dance Dance Revolution series of music video games. It was released in the arcades by Konami in 2001 and for the PlayStation 2 on May 16, 2002, in Japan. 6thMix contains a total of 42 songs, all which made their first arcade appearance on this release. 11 of these songs debuted in various console releases prior to 6thMix. All arcade songs from Dance Dance Revolution to Dance Dance Revolution 5thMix were removed in 6thMix, although many of the Konami originals from those games would later be revived in future arcade releases.
- developer
- Konami
- arcade_release_year
- 2001
- home_release_date
- May 16, 2002 (Japan)
- platform
- Arcade, PlayStation 2
- total_songs
- 42
- new_gameplay_features
- Freeze Arrows, two-tiered scoring, Extra Stage
- difficulty_renaming
- Basic to Light, Trick to Standard, Maniac to Heavy
Lore & Background
6thMix was intended to be the Next Generation of Dance Dance Revolution. As such, there are many changes. First, the difficulty levels were renamed. 'Basic' was renamed 'Light', 'Trick' was named 'Standard', and 'Maniac' was named 'Heavy'. They are also given Japanese difficulty names in conjunction: 楽 (raku), 踊 (you), and 激 (geki), respectively. Their color codes—orange, fuchsia and green, respectively—remain the same. Also, all songs from previous versions have been removed in 6thMix (although the prototype version of this game had some songs from previous DDR versions), intending the game to start from scratch. Many past songs do return on 7thMix and later releases, however. New to 6thMix is the 'Extra Stage', where players are rewarded for meeting conditions set by the game. If a AA is scored on the final stage on Heavy mode, a message inviting the player to 'Try Extra Stage' is shown instead of the Cleared graphic. For the Extra Stage, the song wheel is locked on 'MAX 300', and the song is played with several forced modifiers, including 1.5x speed and Reverse. The song is also played in Pressure mode, where the dance gauge starts filled, and can only go down. If the player scores a AA or higher on the Extra Stage the game again rewards them with 'One More Extra Stage'. This time, the song wheel is locked to 'CANDY☆', an easier song but with more difficult Modifiers. The exact same modifiers are used, but the song is played in Sudden Death mode, where any step judgment which breaks a combo immediately ends the game. If the player clears the song with a full combo (which is the only way to do so in Sudden Death mode), a special credits movie is shown. When this second Boss Song is passed for the first time it too will be unlocked for normal play, also displayed on the Song Wheel in red.
Reader's Guide
Core gameplay remained mostly the same on 6thMix and 7thMix, with the addition of Freeze Arrows and a new scoring system. Freeze Arrows appear as green arrows with a long extension. If they are held for the entire length successfully, a O.K. is scored. If it is not held down for the entire length, a N.G. (no good) is scored. Freezes affect the life bar. 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. All 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. Rankings are given for the highest long-score accumulations a round. If a player plays more than three songs, then it only counts the last three played. If a song is played repeatedly among the three songs used for ranking, then the repeated songs carry no bonus score. The dance-point system uses raw step values to determine the grade. 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. An 'O.K.' freeze adds six points, and an 'N.G.' freeze is worth nothing. The dance points are also tied to the life bar. As always, if a player takes too many bad steps and depletes the life bar, they will fail, and the game will end immediately. 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. 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. 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'. If a net dance-point total of zero is obtained without depleting the life bar and, thus, failing, an 'E' is awarded. 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. A new options menu accessed by holding down
Did You Know?
- Dancing characters have been removed in 6thMix, 7thMix and Extreme. Instead, the arrows scroll over clips of full motion video, hence the game does not render any polygons.
- The arrows themselves have been tweaked too, now having a rounded edge on their outer tip rather than the V-shaped cut used in all previous games.
- The home version of DDRMAX Dance Dance Revolution 6thMix was released in Japan on May 16, 2002, for the Sony PlayStation 2 video game console. It featured all 42 songs from the arcade version as well as two additional co
- Link data from the home version of DDR 5thMix (the home version of 6thMix cannot create arcade-compatible Link Data) can be used with 6thMix arcade machines. 5thMix can create two different kinds of arcade link data; the
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