Too many Too Early judgements within a short timeframe.A Dance of Fire and Ice is a beautiful yet challenging rhythm game with strict rules. Missed a tile, regardless of its type, or hit a decoration with "Fail Hitbox" checked. There are currently 3 possible ways to lose a round: Multiple clear types (Blue, Yellow, Pure Perfect) (Red, Pure Perfect) can be attained in the same round. There are currently 4 ways to clear a World's boss stage, 3 of them corresponding to a coloured lantern that appears above the World (mobile) or on the World sign (PC) once achieved:Ĭlear the speed trial at the "Aim" speed or faster.Ĭlear with only Perfects (no (E/L)Perfects) and without using any checkpoints. All Worlds (except World B and World MO) have an "Aim" speed, which rewards a Red Lantern when completed.The Speed Trial is the boss stage with an adjustable speed setting, allowing the player to increase or decrease the speed in increments of ×0.1. Once a World's boss stage is completed, the Speed Trial is unlocked for that World. It is necessary to complete Worlds 1~6's boss stages to access Worlds 7~12 and the Xtra Worlds.It is not necessary to complete a stage to advance to the next stage in the same World.Each stage is a tutorial except the last, which is the boss stage.There are several Worlds in the game, and each World has several stages. There are various possible tile angles.Ĭertain angles composed together form a pattern, and each pattern has a certain rhythm. For example, a 180 degree angle (aka straight tile) will have a length of 1 beat, and a 90 degree angle will have a length of half a beat. The angle of a tile determines how many beats there are between the current and next tile. Tile turns blue (EPerfect) or red (LPerfect).Īngles & Patterns Main articles: Tile Angles, Tile Patterns In Perfects Only Mode, the effects are slightly modified. The threshold BPM can be configured from the timing option, according to the table below: Above the threshold BPM, the timing window is a fixed duration. The strictness of the timing window for registered hits scales according to the song's tempo, becoming stricter for faster tempos, up until a certain threshold BPM. Some checkpoints will, rather than respawning the planets directly on it, respawn them a couple of tiles ahead/behind of it.Ī tap will successfully move the orbiting planet to the next tile if it is within 60° of the tile (⅓ of a beat). Otherwise, it will be blue.Ĭauses the planets to respawn at this tile when they fail, rather than the beginning. The end of the swirl will be red to indicate the tile it's on has an angle lower than 180 degrees. Planets always orbit clockwise at the start of the track. if the planets orbit clockwise, when a planet lands on a swirl, they'll start orbiting anti-clockwise). Reverses the direction the planets' orbit (eg. If the orbiting planet makes a full circle around the stationary planet or the player taps too early too many times, the orbiting planet will crash into the stationary planet, causing them both to explode, resulting in failure.Ĭertain tiles have an effect on them that is applied when a planet lands on it. The player has to tap the screen or press a key when the orbiting planet is over the next tile on the track, which locks the orbiting planet in place and causes the other planet to orbit in turn. Gameplay in A Dance of Fire and Ice consists of two orbs known as Planets, one stationary on a track and the other orbiting the first one.
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