01-09-2008, 02:58 AM
Mode for EVERONE!!! Single modes
An example of the Audition User Interface.Essentially a Free for All where each individual plays and competes to be the best in the dance room. You can start these modes as a single player, although you will not get experience points upon doing so.
Practice Mode
Allows new players to enhance their timing skills with a special guide on the rhythm bar on the first few measures. The measures only appear between Levels 1-5, and there is no finish move. When the rhythm bead passes through the fourth beat it isn't considered a miss in this mode and the player can press the space bar on the next measure. This mode is available in entry or Stiffy/Poser-exclusive servers only.
Practice Mode-8
Some servers allow players to practice using 8 key dance moves with an exclusive practice mode. This is the same as the former Practice Mode, except you have to enter commands using the Numpad because there are going to be 8 directions (diagonals). It is available on most Free/Novice/Bopper servers. (Free)
Normal Individual
Normal individual (also called as Free Mode) is actually a mix of Freestyle and Choreography. The player proceeds higher each level by entering a dance move starting from Level 1 to Level 7, and proceeds to Freestyle. After a number of Freestyle moves the player proceeds to Level 8 and 9, and then Freestyle2. Freestyle allows entering of Level 6 and 7 commands, while Freestyle2 restricts to Level 8 and 9 commands. After Freestyle2 a player can do up to three Finish Moves. Anytime between the song the player can change from 4 keys to 8 keys and vice-versa using the Insert key, thus the name Free Mode.
Choreography/Choreography (4)
All players dance entering just one command, in effect dancing the same steps (thus the name Choreography). Only 4 key commands will be used in this mode. Upon missing a measure, you are penalized and cannot dance the next step.
Expert Choreography
As the name implies, it adds in 8 key commands to the mix. Same penalty occurs when you miss. The Finish Move is always in 8 keys.
SYNC-8/Choreography (8)
An exclusive 8 key mode that starts with Level 6. All players will enter the same command, thus being "Synchronized", hence the name SYNC-8. This is basically Choreography with only 8 keys.
Dynamic-4 / Dynamic-8
A dance style similar to choreography in which dancers also get to do Freestyle moves (worth more points than normal) in rotation. As the numbers indicate, this mode may be played in 4 key or 8 key. Freestyle moves can be performed in either 4 keys or 8 keys (can be changed using the Insert key). If you miss a measure before your Freestyle turn you are penalized and thus you cannot perform a Freestyle.
Freestyle
Dancers progress through all of the levels by inputting commands of their choice. Basically this is for showing off a routine that you created. Consecutive Perfects will progress the player quicker, while Bads will leave the player on the level he/she is on. You can do up to three Finish Moves if you Perfect all of them.
One-Two Party
Similar to the game Space Channel 5, this game mode features NPCs showing the players directions in tune to the music, then the players must copy those moves along to the same beat to score points. In this mode, players have to listen to the numbers that they say. For example, if they say "8,6,6,4,2" then you have to press 8,6,6,4,2 on the same rhythm that they said it. Sometimes at the end they will say "go" or "yeah". When they say "go", you have to press the space bar, and when they say "yeah" you have to press insert or 5. A dance simulation will commence after a stage, where the moves of the dancer and the corresponding arrows will show up.
Beat Up Mode 4-key or 6-key
Similar to the classic Pump It Up, Beat Up Mode is a mode in which six directions of arrows (corresponding to 1, 3, 4, 6, 7, and 9 on the numpad, automatic 4 & 6 in 4-key mode) are displayed and players must hit keys matching the arrows when they come in contact with the central area; they must also watch the bar at the bottom and hit Space (or Ins/5/Ctrl key) in a strong beat (usually every 8) to get their character dancing. There is also a chance portion in each song, where the user may hit delete or 0 for some red arrows, scoring a double perfect for each one if they do not hit it. In addition, there is a shortened lane mode, where by hitting enter on the numPad, shortens the lane in which the arrows appear, making the left and right lanes farther apart and the arrows appear quicker. This mode adds bonus score compared to not using the mode, and is executed by pressing enter in the num lock keyboard. Players score comboes for each successful hit, which are perfect, great, or cool. Bad hits do not affect combo, while scoring a miss will deduct 10 from the combo score. After successfully achieving a 100 combo, players enter "Beat Up!", where all scores are increased until a miss is hit, where the combo is start over from 0 again. When players hit the 400 combo mark, they enter a second "Beat Up!" mode, symbolized by its blue BU button. Players rack in even more score for each arrow they hit correctly, while the combo will reset to 0 once a player gets a miss.
Dance Battle (4 Key) or (8 Key)
Alternative name: [Sync©-4 / Sync©-8 Mode] or [Crazy11 (4 Key) or (8 Key)]
This mode features 4key and 8key variants in which the initial portion of the game is exactly like Choreography or Sync8 (respectively). Upon completing the finish, Crazy11 mode begins to shine.
Players are given Level 10 and Level 11 bars following the normal finish. A Crazy Meter appears that slowly builds depending on whether or not the player can complete a measure. Level 10 consists of 10 arrows, and consequently Level 11 is 11 arrows. After Level 10 and 11, players must do a Crazy Move - which is essentially another Finish move for these Level 10 and 11 moves. This Crazy Move consists of 11 arrows, one of which is a 'Chanced' arrow (a Red one). In addition to the points given for the Crazy Move, a bonus score is added from how far the player has built their Crazy Meter. The mode repeats in the way Choreography would - returns to Level 6, builds to the finish after Level 9, proceeds to Level 10 and Level 11, and finishes with the Crazy Move. The points accumulated on the crazy bar will only be added to the total score if the player does the Level 11 Finishing Move.
License Mode
Before a player can gain experience after gaining a level (starting at level 6) in Audition Online, this player must pass a "License Test." This mode takes the player to a new room and shows them a required score, a required amount of perfects, and a required perfect combination that must be acquired within the time constraints of the song. The gameplay is almost exactly the same as Normal Individual, except for the fact that if it takes an extra measure or two to complete a move, the difficulty level does not drop (only the finish move can't be done in more than one measure). If the goal is met, the player receives a set amount of den, but if the player fails, he/she loses a set amount of den and must try again (and pass) before receiving any more experience.
[edit] Group Modes
These modes utilize the Singles Mode but add the element of teamwork into the mix. Teams are Red and Blue and must consist of the same number of players on each team.
Normal Group
This is Team-oriented Normal Individual mode. Players on each team take turns performing dance moves in order to increase the level of dance moves. If one person misses, the dance moves are reset back to the corresponding level as in Single Normal Individual.
Choreography
Despite the name of the mode, this is the Team-oriented version of Freestyle. The difference is that, although the members have free reign over what move to perform, the members of each team must perform the same move (hence the title). If not, the turn is considered a miss (points are still added however) and the next turn is skipped.
Battle Party
A team of five players takes on a single AI-controlled NPC, wagering a varied amount of Den/Beats, depending on the level of the NPC difficulty. If their total score beats the increased score of the NPC, they win Den/Beats; if not, they don't get anything. In Korean Audition, American Audition, and SEA, AuditionPH there is the option to take on three NPCs in a row; if you beat all of them without losing a match, the reward is much higher. However, the matches get exponentially harder in comparison with single NPCs. The first two games are 4 Key, and the last game 8 Key. You must be level 6 to enter Battle Parties. Be careful because the NPCs can be very hard. And you may lose Den/Beats.
B-Boy Battle (4) or (8)
A team dance-off, one individual dancer on one team will perform a Freestyle move, then that move will appear for the opposing team and they will have to memorize then input it to 'counter' the move and score points. If a team member presses delete/0 on their turn after performing a freestyle, the team does a Team Move, and the other team will have to memorize the move while flipping 3 red chance arrows in their head, making it much more difficult to do. Successfully memorizing and countering moves increases a counter on the top corners of the screen. It takes one full bar on this meter to do a Team Move while it takes 5 bars accumulated throughout the battle to steal the Den won by the other team. This mode is available in 4 key or 8 key variants, with 4key starting at level 6 and 8key starting at level 8.
Couples Mode / Expert Couples Mode
A dance in which a male and female pair up and hit the same notes; if they both score a perfect (sync perfect), they get a heart. Getting 3 more hearts than the opponent team(s) will allow your characters to hug during the results screen, while getting 5 more will allow them to kiss. If a couple gets at least 5 hearts, they have the option to become a 'couple' in-game if both players have passed their license test. Again, this mode has 4key, 8key, and a combination of the two. In the Korean, SEA, European, Philippines and North American versions of the game, this mode is available for either 2 or 3 couples, with the 1st and 2nd couples being red and blue and the 3rd couple being green. The couple with the highest score wins, even if they do not have the most hearts.
Couples Battle Party
This mode allows two teams of 'couples' to face off against a pair of NPC Couple.
Night Mode (4) or (8)
Each team and each player progresses through Levels 6 - 9 and then proceeds to do 1 Freestyle for each levels 6 - 8, 2 Freestyle for level 9, and finally ends with a finish move.
This mode could be considered the true group version of Choreography - every player is given the same bar on every turn. What makes Night Mode unique (aside from a stage background exclusive to the mode) is that misses do not incur a penalty. If a player misses, they may resume dancing immediately after. This makes the mode much more upbeat and exciting to play.
This mode is also available in a "Girls vs Boys" mode, in which girls are on one team, boys on the other. At the end of the "Girls vs Boys" mode, the winning team will be awarded a bonus that a roulette provides for them. After the bonus is given, the losing team will be made to do something funny, from bowing to the opposing team to being dressed as penguins, depending on the award chosen by the roulette.
Dynamic (4) or (8)
Like the single dynamic, two teams square off at each other while taking turns to do their freestyle and choreographed moves. It is exactly the same as single-player dynamic except for the fact that the scores account for the team score. Missing does not affect your partners in any way.
Sync (4) or (8)
Sync (4) or (8) is played exactly like a choreography game, in which each player plays for him/herself. But the individual scores of each player (in the team) are added up and used for the final team score. The team with the highest score wins and losing DOES NOT affect the partner-he/she can continue playing.
Club Dance
Three boys and three girls face off in club dance. If they pick each other using the F1, F2, and F3 keys, they do a couple dance, where they can win hearts, which ends with a finish move. If you do not get picked you do regular choreograph instead of couple dance. Available in 4k and 8k. In this mode, if you gain 3 or more hearts with your couple and achieve a win status after the game. You can have a chance to offer a couple proposal.
Wedding Party
After a successful proposal in Couples Dance, couples are allowed to get married in-game by accumulating 5 kisses, one per day, in this mode. The groom-to-be will then have to purchase a cash-shop item, the Wedding License. The couple would need to pass the Wedding Licence and finish the wedding party song. The couple will then be considered "married" and have a ring icon on the top left of their avatar.
Ballroom Dance (Changes and Patches In Korean Audition as of July 2007)
[Note: This mode is not fully available in all editions of Audition Online] The Ballroom Dance mode requires at least two couples to start. In the pre-game room, all other characters in the room are blacked out similar to the concept of a masquerade ball. There are two variations of Ballroom Dance, the first one with the Change Partner feature, and the other without the said feature. As the name implies, this mode emulates a ballroom dance party. There are several Ballroom appropriate songs to choose from in the game, with the songs fixed on what type of dance it is. (EG: Opera is Cha-cha-cha, Can-can Acoustic Mix is Boogie/Jive, etc)
Ballroom Dance mode works similarly to Choreography singles / Sync-8 singles. The game starts at Step 1 working its way to Step 4, increasing an arrow with each Step. When a player's partner misses, the next move to be done is shown as a Couples move. This symbolizes the aspect of ballroom wherein if a partner loses his/her pace a player is able to "Lead the Dance". A purple aura will surround the partners when this happens. Additional points are given to a player if he/she is able to "Lead the Dance" successfully. Landing a perfect judgment at the same time with your partner (also known as Synchro Perfect) will give them Ballroom points, shown on the upper part of the screen. Partners stop dancing if they miss at the same time. A player is required to complete the measure to ensure that their avatars will keep on dancing.
The Ballroom mode that has the Change Partner feature conceals the Ballroom score of all players. Aside from gaining Ballroom scores from Synchro Perfects with other players, a player can also give additional points to the partner prior to the "Change Partner" phase using the CTRL key. This is supposed to commend him/her of a good dance. The Ballroom score is concealed to all, including a player's own score, so a player does not know if his/her partner has given him/her a point.
At the end of the round, the highest scoring male and the highest scoring female based on Ballroom scores will be the Party King and Queen respectively. If two or more players have the same highest Ballroom score, the Party King / Queen is decided with the game score. Their outfits will change into a tuxedo for men, and a brown dress for women. This outfit remains intact with the avatar as long as they keep the "Party King or Queen" status and stay in the room. It is removed once a player wearing it goes out of the game room. They will dance wearing the said outfits.
Disconnecting from the game replaces your character with an NPC. A player playing with an NPC in Ballroom dance mode is required to "Lead the Dance" for the rest of the game, but if he/she misses their avatars are still dancing.
Ballroom Dance mode later went into a complete overhaul about 3 weeks after it was released. The mode was streamlined to be more akin to be like couples mode and now a single couple could play alone although they can't attain the dance king/queen title when they are dancing alone. Clovers are earned in the same fashion as synchro perfects and clovers are the first deciding factor to being the king/queen followed by points and finally combos and perfects earned. Although when the king/queen dances with someone else other than each other, its becames Masquerade ball mode where Lead the Dance ability becomes optional for either players. However Ballroom points is not visible under Masquerade Mode.
8key Ballroom Dance is available as of July 4, 2007.
Special BBoy mode (In Korean Audition as of June 20th, 2007)
[Note: This mode is not fully available in all editions of Audition Online] Basically its like BBoy, only there's an attacking team, and a defending team, and after a "level" they will switch. Depending on which mode you play (1:1, 2:2, or 3:3) You'll have different moves and play styles. There is 4key and 8key modes, and chance is available. There is also a Perfect bar up top just like NPCs.
This is the last mode on the list of modes. In the room, you can choose between the 3 different modes and the slots will open or close accordingly. There is also a button in the middle which allows you to pass on the "Leader" role. The default leaders are the first DJ spot, and the one to the right of it.
Credit: Wikipedia
An example of the Audition User Interface.Essentially a Free for All where each individual plays and competes to be the best in the dance room. You can start these modes as a single player, although you will not get experience points upon doing so.
Practice Mode
Allows new players to enhance their timing skills with a special guide on the rhythm bar on the first few measures. The measures only appear between Levels 1-5, and there is no finish move. When the rhythm bead passes through the fourth beat it isn't considered a miss in this mode and the player can press the space bar on the next measure. This mode is available in entry or Stiffy/Poser-exclusive servers only.
Practice Mode-8
Some servers allow players to practice using 8 key dance moves with an exclusive practice mode. This is the same as the former Practice Mode, except you have to enter commands using the Numpad because there are going to be 8 directions (diagonals). It is available on most Free/Novice/Bopper servers. (Free)
Normal Individual
Normal individual (also called as Free Mode) is actually a mix of Freestyle and Choreography. The player proceeds higher each level by entering a dance move starting from Level 1 to Level 7, and proceeds to Freestyle. After a number of Freestyle moves the player proceeds to Level 8 and 9, and then Freestyle2. Freestyle allows entering of Level 6 and 7 commands, while Freestyle2 restricts to Level 8 and 9 commands. After Freestyle2 a player can do up to three Finish Moves. Anytime between the song the player can change from 4 keys to 8 keys and vice-versa using the Insert key, thus the name Free Mode.
Choreography/Choreography (4)
All players dance entering just one command, in effect dancing the same steps (thus the name Choreography). Only 4 key commands will be used in this mode. Upon missing a measure, you are penalized and cannot dance the next step.
Expert Choreography
As the name implies, it adds in 8 key commands to the mix. Same penalty occurs when you miss. The Finish Move is always in 8 keys.
SYNC-8/Choreography (8)
An exclusive 8 key mode that starts with Level 6. All players will enter the same command, thus being "Synchronized", hence the name SYNC-8. This is basically Choreography with only 8 keys.
Dynamic-4 / Dynamic-8
A dance style similar to choreography in which dancers also get to do Freestyle moves (worth more points than normal) in rotation. As the numbers indicate, this mode may be played in 4 key or 8 key. Freestyle moves can be performed in either 4 keys or 8 keys (can be changed using the Insert key). If you miss a measure before your Freestyle turn you are penalized and thus you cannot perform a Freestyle.
Freestyle
Dancers progress through all of the levels by inputting commands of their choice. Basically this is for showing off a routine that you created. Consecutive Perfects will progress the player quicker, while Bads will leave the player on the level he/she is on. You can do up to three Finish Moves if you Perfect all of them.
One-Two Party
Similar to the game Space Channel 5, this game mode features NPCs showing the players directions in tune to the music, then the players must copy those moves along to the same beat to score points. In this mode, players have to listen to the numbers that they say. For example, if they say "8,6,6,4,2" then you have to press 8,6,6,4,2 on the same rhythm that they said it. Sometimes at the end they will say "go" or "yeah". When they say "go", you have to press the space bar, and when they say "yeah" you have to press insert or 5. A dance simulation will commence after a stage, where the moves of the dancer and the corresponding arrows will show up.
Beat Up Mode 4-key or 6-key
Similar to the classic Pump It Up, Beat Up Mode is a mode in which six directions of arrows (corresponding to 1, 3, 4, 6, 7, and 9 on the numpad, automatic 4 & 6 in 4-key mode) are displayed and players must hit keys matching the arrows when they come in contact with the central area; they must also watch the bar at the bottom and hit Space (or Ins/5/Ctrl key) in a strong beat (usually every 8) to get their character dancing. There is also a chance portion in each song, where the user may hit delete or 0 for some red arrows, scoring a double perfect for each one if they do not hit it. In addition, there is a shortened lane mode, where by hitting enter on the numPad, shortens the lane in which the arrows appear, making the left and right lanes farther apart and the arrows appear quicker. This mode adds bonus score compared to not using the mode, and is executed by pressing enter in the num lock keyboard. Players score comboes for each successful hit, which are perfect, great, or cool. Bad hits do not affect combo, while scoring a miss will deduct 10 from the combo score. After successfully achieving a 100 combo, players enter "Beat Up!", where all scores are increased until a miss is hit, where the combo is start over from 0 again. When players hit the 400 combo mark, they enter a second "Beat Up!" mode, symbolized by its blue BU button. Players rack in even more score for each arrow they hit correctly, while the combo will reset to 0 once a player gets a miss.
Dance Battle (4 Key) or (8 Key)
Alternative name: [Sync©-4 / Sync©-8 Mode] or [Crazy11 (4 Key) or (8 Key)]
This mode features 4key and 8key variants in which the initial portion of the game is exactly like Choreography or Sync8 (respectively). Upon completing the finish, Crazy11 mode begins to shine.
Players are given Level 10 and Level 11 bars following the normal finish. A Crazy Meter appears that slowly builds depending on whether or not the player can complete a measure. Level 10 consists of 10 arrows, and consequently Level 11 is 11 arrows. After Level 10 and 11, players must do a Crazy Move - which is essentially another Finish move for these Level 10 and 11 moves. This Crazy Move consists of 11 arrows, one of which is a 'Chanced' arrow (a Red one). In addition to the points given for the Crazy Move, a bonus score is added from how far the player has built their Crazy Meter. The mode repeats in the way Choreography would - returns to Level 6, builds to the finish after Level 9, proceeds to Level 10 and Level 11, and finishes with the Crazy Move. The points accumulated on the crazy bar will only be added to the total score if the player does the Level 11 Finishing Move.
License Mode
Before a player can gain experience after gaining a level (starting at level 6) in Audition Online, this player must pass a "License Test." This mode takes the player to a new room and shows them a required score, a required amount of perfects, and a required perfect combination that must be acquired within the time constraints of the song. The gameplay is almost exactly the same as Normal Individual, except for the fact that if it takes an extra measure or two to complete a move, the difficulty level does not drop (only the finish move can't be done in more than one measure). If the goal is met, the player receives a set amount of den, but if the player fails, he/she loses a set amount of den and must try again (and pass) before receiving any more experience.
[edit] Group Modes
These modes utilize the Singles Mode but add the element of teamwork into the mix. Teams are Red and Blue and must consist of the same number of players on each team.
Normal Group
This is Team-oriented Normal Individual mode. Players on each team take turns performing dance moves in order to increase the level of dance moves. If one person misses, the dance moves are reset back to the corresponding level as in Single Normal Individual.
Choreography
Despite the name of the mode, this is the Team-oriented version of Freestyle. The difference is that, although the members have free reign over what move to perform, the members of each team must perform the same move (hence the title). If not, the turn is considered a miss (points are still added however) and the next turn is skipped.
Battle Party
A team of five players takes on a single AI-controlled NPC, wagering a varied amount of Den/Beats, depending on the level of the NPC difficulty. If their total score beats the increased score of the NPC, they win Den/Beats; if not, they don't get anything. In Korean Audition, American Audition, and SEA, AuditionPH there is the option to take on three NPCs in a row; if you beat all of them without losing a match, the reward is much higher. However, the matches get exponentially harder in comparison with single NPCs. The first two games are 4 Key, and the last game 8 Key. You must be level 6 to enter Battle Parties. Be careful because the NPCs can be very hard. And you may lose Den/Beats.
B-Boy Battle (4) or (8)
A team dance-off, one individual dancer on one team will perform a Freestyle move, then that move will appear for the opposing team and they will have to memorize then input it to 'counter' the move and score points. If a team member presses delete/0 on their turn after performing a freestyle, the team does a Team Move, and the other team will have to memorize the move while flipping 3 red chance arrows in their head, making it much more difficult to do. Successfully memorizing and countering moves increases a counter on the top corners of the screen. It takes one full bar on this meter to do a Team Move while it takes 5 bars accumulated throughout the battle to steal the Den won by the other team. This mode is available in 4 key or 8 key variants, with 4key starting at level 6 and 8key starting at level 8.
Couples Mode / Expert Couples Mode
A dance in which a male and female pair up and hit the same notes; if they both score a perfect (sync perfect), they get a heart. Getting 3 more hearts than the opponent team(s) will allow your characters to hug during the results screen, while getting 5 more will allow them to kiss. If a couple gets at least 5 hearts, they have the option to become a 'couple' in-game if both players have passed their license test. Again, this mode has 4key, 8key, and a combination of the two. In the Korean, SEA, European, Philippines and North American versions of the game, this mode is available for either 2 or 3 couples, with the 1st and 2nd couples being red and blue and the 3rd couple being green. The couple with the highest score wins, even if they do not have the most hearts.
Couples Battle Party
This mode allows two teams of 'couples' to face off against a pair of NPC Couple.
Night Mode (4) or (8)
Each team and each player progresses through Levels 6 - 9 and then proceeds to do 1 Freestyle for each levels 6 - 8, 2 Freestyle for level 9, and finally ends with a finish move.
This mode could be considered the true group version of Choreography - every player is given the same bar on every turn. What makes Night Mode unique (aside from a stage background exclusive to the mode) is that misses do not incur a penalty. If a player misses, they may resume dancing immediately after. This makes the mode much more upbeat and exciting to play.
This mode is also available in a "Girls vs Boys" mode, in which girls are on one team, boys on the other. At the end of the "Girls vs Boys" mode, the winning team will be awarded a bonus that a roulette provides for them. After the bonus is given, the losing team will be made to do something funny, from bowing to the opposing team to being dressed as penguins, depending on the award chosen by the roulette.
Dynamic (4) or (8)
Like the single dynamic, two teams square off at each other while taking turns to do their freestyle and choreographed moves. It is exactly the same as single-player dynamic except for the fact that the scores account for the team score. Missing does not affect your partners in any way.
Sync (4) or (8)
Sync (4) or (8) is played exactly like a choreography game, in which each player plays for him/herself. But the individual scores of each player (in the team) are added up and used for the final team score. The team with the highest score wins and losing DOES NOT affect the partner-he/she can continue playing.
Club Dance
Three boys and three girls face off in club dance. If they pick each other using the F1, F2, and F3 keys, they do a couple dance, where they can win hearts, which ends with a finish move. If you do not get picked you do regular choreograph instead of couple dance. Available in 4k and 8k. In this mode, if you gain 3 or more hearts with your couple and achieve a win status after the game. You can have a chance to offer a couple proposal.
Wedding Party
After a successful proposal in Couples Dance, couples are allowed to get married in-game by accumulating 5 kisses, one per day, in this mode. The groom-to-be will then have to purchase a cash-shop item, the Wedding License. The couple would need to pass the Wedding Licence and finish the wedding party song. The couple will then be considered "married" and have a ring icon on the top left of their avatar.
Ballroom Dance (Changes and Patches In Korean Audition as of July 2007)
[Note: This mode is not fully available in all editions of Audition Online] The Ballroom Dance mode requires at least two couples to start. In the pre-game room, all other characters in the room are blacked out similar to the concept of a masquerade ball. There are two variations of Ballroom Dance, the first one with the Change Partner feature, and the other without the said feature. As the name implies, this mode emulates a ballroom dance party. There are several Ballroom appropriate songs to choose from in the game, with the songs fixed on what type of dance it is. (EG: Opera is Cha-cha-cha, Can-can Acoustic Mix is Boogie/Jive, etc)
Ballroom Dance mode works similarly to Choreography singles / Sync-8 singles. The game starts at Step 1 working its way to Step 4, increasing an arrow with each Step. When a player's partner misses, the next move to be done is shown as a Couples move. This symbolizes the aspect of ballroom wherein if a partner loses his/her pace a player is able to "Lead the Dance". A purple aura will surround the partners when this happens. Additional points are given to a player if he/she is able to "Lead the Dance" successfully. Landing a perfect judgment at the same time with your partner (also known as Synchro Perfect) will give them Ballroom points, shown on the upper part of the screen. Partners stop dancing if they miss at the same time. A player is required to complete the measure to ensure that their avatars will keep on dancing.
The Ballroom mode that has the Change Partner feature conceals the Ballroom score of all players. Aside from gaining Ballroom scores from Synchro Perfects with other players, a player can also give additional points to the partner prior to the "Change Partner" phase using the CTRL key. This is supposed to commend him/her of a good dance. The Ballroom score is concealed to all, including a player's own score, so a player does not know if his/her partner has given him/her a point.
At the end of the round, the highest scoring male and the highest scoring female based on Ballroom scores will be the Party King and Queen respectively. If two or more players have the same highest Ballroom score, the Party King / Queen is decided with the game score. Their outfits will change into a tuxedo for men, and a brown dress for women. This outfit remains intact with the avatar as long as they keep the "Party King or Queen" status and stay in the room. It is removed once a player wearing it goes out of the game room. They will dance wearing the said outfits.
Disconnecting from the game replaces your character with an NPC. A player playing with an NPC in Ballroom dance mode is required to "Lead the Dance" for the rest of the game, but if he/she misses their avatars are still dancing.
Ballroom Dance mode later went into a complete overhaul about 3 weeks after it was released. The mode was streamlined to be more akin to be like couples mode and now a single couple could play alone although they can't attain the dance king/queen title when they are dancing alone. Clovers are earned in the same fashion as synchro perfects and clovers are the first deciding factor to being the king/queen followed by points and finally combos and perfects earned. Although when the king/queen dances with someone else other than each other, its becames Masquerade ball mode where Lead the Dance ability becomes optional for either players. However Ballroom points is not visible under Masquerade Mode.
8key Ballroom Dance is available as of July 4, 2007.
Special BBoy mode (In Korean Audition as of June 20th, 2007)
[Note: This mode is not fully available in all editions of Audition Online] Basically its like BBoy, only there's an attacking team, and a defending team, and after a "level" they will switch. Depending on which mode you play (1:1, 2:2, or 3:3) You'll have different moves and play styles. There is 4key and 8key modes, and chance is available. There is also a Perfect bar up top just like NPCs.
This is the last mode on the list of modes. In the room, you can choose between the 3 different modes and the slots will open or close accordingly. There is also a button in the middle which allows you to pass on the "Leader" role. The default leaders are the first DJ spot, and the one to the right of it.
Credit: Wikipedia