Audition/Group Modes

These modes utilize the Singles Mode but add the element of teamwork into the mix. Teams are Red and Blue (and sometimes Green) and must consist of the same number of players on each team.

Where ever possible, there will be 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.

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 rein 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. It is easiest to determine what keys to press at what time beforehand.

Dance Battle
The method of completing arrow sequences is the same as the Single Mode Dance Battle, except bonus points are awarded to all players on one team if they all complete their Crazy Finish move at the same time.

B-Boy Battle (4)
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 starts at level 6.

B-Boy Battle (8)
This is essentially the same as B-Boy Battle (4). This mode starts at level 8.

Couple
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. 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.

Expert Couple
In this mode, it adds in 8 key commands to the mix along with the 4 key commands. It is essentially the same as Couple mode.

Couple (8)
An exclusive 8 key mode that is essentially the same as Couple mode.

Night Dance (4)
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.

Night Dance (8)
It is essentially the same as Night Dance (4).

Dynamic (4)
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.

Dynamic (8)
It is essentially the same as Dynamic (4) with 8 keys only.

Sync (4)
Sync (4) 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.

Sync (8)
It is essentially the same as Sync (4) with 8 keys only.

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 choreography instead of couple dance. 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.

Club Dance (4)
This is the 4-key mode.

Club Dance (8)
This is the 8-key mode of Club Dance.

Club Dance II
Three boys and three girls face off in club dance while earning hearts. The players will take turns (depending on gender) to freestyle and rate the person with F1, F2, and F3 keys with F1 being the best giving 2 hearts and F3 being the worse giving 0 hearts. Then they have the chance to propose someone for the rest of the dance. If you do not pick or do not get picked it's considered a lose. Then the pair will get the chance to dance and earn hearts through synchro perfects and greats, however if in any time does a partner miss, the standard choreography penalty applies to the other partner as well. Doing finish move, sync perfects and greats will give your partner 1-10 hearts. Everyone that pairs up wins. The pair with the most combined hearts is considered the "Best Couple" and gets 100 extra den. You can have a chance to offer a couple proposal after earning a certain amount of hearts.

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 (a ticket), the Wedding License. Every ticket allows the couple 3 tries. Every try failed would decrease the expectations of the license. Then they would need to pass the Wedding License 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.

Wedding requirements:
 * 1st try: 5 synchro perfects, 15 perfects, 200k score.
 * 2nd try: 3 synchro perfects, 10 perfects, 150k score.
 * 3rd try: 2 synchro perfects, 5 perfects, 100k score.

Love Party
After you get married in the Wedding Party Mode. You can licensing your couple license in Love Party Mode. This mode use ballroom dance mode, instead of normal couple dance. Level of the Couple ranging from Sweet to Sugar and many more. The Rules of license couple is similar to Wedding Party, you must complete The Perfect, The Synchro Perfect, and score. To enter the Love Party Mode, you must purchase a cash-shop item, called The Love Party Ticket.

Ballroom Dancing
The Ballroom Dance mode requires at least two couples to start. (There could be only one couple but they would get no beats or exp.)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 player with the highest combined game score wins, while 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. The NPC will not get any points so don't get your hopes up for your partner disconnecting.

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.

Ballroom Dance (4)
This is the 4-key mode.

Ballroom Dance (8)
This is the 8-key mode.

Special B-Boy Mode
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 pace bar up top just like NPCs. To move it, you must land Perfect moves. The player or team with the higher pace will attempt a special/routine finish for bonus points.

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.

(S)(L) <- DJ spot (S)   (L) (S)(S)

L = Leader     S = Sub

Move Turn - This team will do moves normally like in BBoy, except the entire team plays, not just 1 person at a time.

Defend Turn - This turn varies depending on what role you play as.

The sub players basically do the "memorizing" part of BBoy. Only difference is, you are given the first 4 keys and the rest are "????"s.

Memorize bar = (^)(<)(>)(v)(?)(?)(?)

When it's your turn to press the keys, the first 4 will be "????" and the rest will be revealed.

Play bar = (?)(?)(?)(?)(^)(^)(>)

As for the leader's defend move, 3 different rows of moves will be displayed. However, two of them will be grayed out and you will be required to play the colored bar. Also, if this mode is played in 8k, the normal individual moves will be Crazy 11 moves (or 10, not sure) whereas if it were played in 4k, it will be level 9 moves. This could be a bug or it could be intended.

1:1 - "Leader Battle" - a mode where all you do is BBoy from levels 7 to 9, switching off between move turns and normal individual defend turns, then the finish move (the person with the higher pace will get bonus points from landing finish move), all normal looking moves.

2:2 - "Sub Battle" - a mode where the "subs" play (no leader) and its pretty much the same as 1:1, but with memorize style defend turns, and routine finishes to the team with the higher pace if all players on that team can clear the finish move.

3:3 - "Team Battle" - A combination of the first 2. Each team has 1 leader and 2 subs. They basically rotate between 3 rounds: a team battle, a sub battle, and a leader battle. The play style is still the same but if one team's bar is higher than the others (roughly 70% or higher on their side), they will attempt a routine finish when the finish move round begins. If the whole team hits the finish move, then they will perform the routine finish and the team will be awarded a bonus with their finish move points. If any person misses the finish move, the routine fails, but the other players that do land the finish move will still get their finish move points. If the bar is completely even when the finish move round comes, both teams will attempt a routine finish.

Since this mode just started up, there are glitches. Sometimes the subs' defend turns lag and they end up not memorizing the move and playing it normally.

Special B-Boy (4)
This is the 4-key mode.

Special B-Boy (8)
This is the 8-key mode.