D.R.I.P Kicks!

Basics
Like Dance Dance Revolution and Stepmania, the game consists of four straight arrows (Left, Down, Up, Right)

Each Player has a Drip Meter, which increases when the player hits notes (the better judgement, the higher it is increased) and decreases when the player either misses a normal note or hits any hazard notes, the game is over if the bar is emptied (unlike most Arcade Rhythm Games, you can continue as you wish as long as you have credits in your disposal in the arcade version by default, that can be changed by)

Each Note Hit is judge depending on the timing on the note marker, the judgements for normal notes are, from highest to lowest, "Perfect", "Superb", "Good", "Bad", "Awful", and Miss (Worst in the Japanese Version)

Hold Notes also exists, and here, there are 4 Judgements for hold notes, W.D (Well Done), D.E (Decent Effort), N.G (Not Good), and Miss/Worst (The same in missing a normal note), The player gets a W.D when he/she completely holds a Hold Note and never lets go of the said Hold Note, the player gets a D.E when the player doesn't 100% of the hold the said hold note, but still held at least 75% of the said note before letting go, the player gets an N.G if he/she didn't hold most of the note enough for a D.E, but still held atleast 40% of the note before letting go, Well Dones are equivalents to Perfects in normal notes, Decent Efforts are equivalents to Superbs and Goods in normal notes, and Not Goods are equivalents to Bad and Awfuls in normal notes

On Top of that, there also types of Hazardous Notes


 * Standard Hazard Note (Bomb) - Depletes the drip meter by 25%, and counts as a miss
 * Lightning Note (Lightning Symbol) - Similar to the shock arrow from the Dance Dance Revolution games, and counts as a miss
 * Cross Notes (Red Circle with a black "X") - When hit, your health depletes twice as the normal miss note
 * Danger Note (Yellow Triangle with a white "!") - If missed, it will reduce the player's Drip Meter to 5%, if it's below 5%. it's instant death

Again, here are the judgements for normal and hold notes
 * Perfect/W.D = 100% Accuracy Weighing, 300 points
 * Superb = 99% Accuracy Weighing, 300 points
 * Good = 50% Accuracy Weighing, 200 points
 * Bad = 25% Accuracy Weighing, 100 points
 * Awful = 0% Accuracy Weighing, 0 points
 * Miss/Worst = -25% Accuracy Weighing, -10 points
 * D.E = 50% Accuracy Weighing, 200 points
 * N.G = 25% Accuracy Weighing, 100 points

Scroll Speed and BPM are also different as if it's Friday Night Funkin'

Collab Meter
The collab meter is a mechanic which fills as you hit notes, fill it and you trigger a collab moment, once filled, automatically triggers a collab moment

Modifiers
Modifiers with an asterisk (*) means that this modifier has no effect on your score.
 * No Hold Notes - Disables hold notes
 * No Hazard Notes - Disables Hazardous Notes.
 * Scroll Speed* - Adjust Scroll Speed, 5 is equivalent to 1 of Friday Night Funkin's (Specifically the Psych Engine version of the latter)
 * Consistent Scroll Speed - Sets the scroll speed to be constant when it's chosen, ranges from 0.05 to 30.0
 * Complicated Scroll Speed - Multiplies the Scroll Speed, goes to 0.25x, 0.5x, 0.75x, 1x, 1.25x, 1.5x, 1.75x, 2x, 2.5x, 3x, 3.5x, 4x, 5x, 6x, 7x and 8x.
 * Instant Death - Miss And You fail instantly the stage (or that said player is out) it doesn't matter what version of the game you're playing, even if you're playing the console version and set the Disqualification type to "Console", this modifier is always Disabled in Newbie Mode, you can also only enable this modifier in multiplayer if the type is set to "Co-Op", otherwise, it's always off to avoid unfair advantages, if this modifier is on when a second player enters, the multiplayer mode is always set to "Co-Op".
 * Accuracy Mode* - Alters how your accuracy is calculated
 * Default/Rating-Based - See accuracy weighing
 * Alternate/Millisecond-Based - Your accuracy is calculated based on how early/late you hit the note.
 * Early/Late Indicators* - Indicates if you hit early or late
 * Early/Late Indicators+ - same as the normal early/late indicators, but they also show up even if the player hits the note with the "Perfect" judgement
 * Chart Swap - Mirrors the notes (e.g. a note that is normally a left note, will be a right note and vice versa, this is also the case with a note that is normally a down note will be an up note and vice versa)
 * No Ghost Tapping - For perfectionists who wants to face even greater challenges or noobs who just hate themselves

Classic
The Classic mode is the normal gameplay experience, the traditional game like most other arcade-style dance games.

You get to choose 3 variants of Classic Mode.

You also get to play 4 play styles
 * Original - The Normal Game, you have to beat stages on your way, depending on Dip Switch (Or Game Options in the Console Versions), you have to complete 8-20 stages to beat the game
 * Story Mode - You have 12 random songs to beat, all songs are only played in one difficulty (in which you get to choose beforehand), you also get the characters' opening and ending cutscene.
 * Newbie - The Easier mode, there are no hazard notes, but you only get to play a maximum of 4 stages, then it's game over, you also won't fail.
 * Marathon - You must play all songs in the entire playthrough, Continues are allowed (on the arcade version, that depends in the Dip Switch Setting)


 * Single
 * Double (Single-Player Only)
 * Versus
 * Co-Op

Unique among other games of its type is a "Fail Count", where if one player fails the stage while the other clears, one fail is counted, if the fail counter gets to three individual fails, a continue is needed, otherwise it's Game Over for the one who failed the recent stage, if both players fail the stage, they must continue, continuing will reset the fail meter to zero

Freeplay
Freeplay is a game mode where you play songs freely without a linear plot, and also has no ending, in the arcade version, you can play 1-3 songs (again, depending on Dip Switch), after those 1-3 songs, you need to continue in order to keep playing, the benefit is in this mode, two players can continue with only 1 credit (by default).

In the console versions, you can enter and leave as you like, no continues needed.

Also, there is no fail meter.

Blitz
Blitz mode is similar to classic, The only difference is that it's very fast, but you get to choose which needs to be faster and how faster it is

Choices To Choose what is faster


 * Song
 * Scroll Speed
 * Both

Severeity (Number% of current speed)


 * Critical - 3.0x
 * Severe - 2.0x
 * Major - 1.75x
 * Moderate - 1.5x
 * Mild - 1.25x
 * Minor - 1.1x

Original

 * Meta Dancer-X - a robot who is programmed to be a dancing machine
 * Router Kobayashi - Middle School boy who is a newcomer in the dance festival
 * Ayane Etsuko - a happy-go-lucky girl who has been trying to get into a recognizable position in the festival, as the past two festivals she participated, she was eliminated within the first two rounds

From The Ami Series

 * Ami Yokaria
 * Betty Jamano
 * N.E.D
 * Fuuka Mashiro
 * Louka Nikota
 * Kuruko Maiko

From The N.A.N.O.G.I.R.L.S Series

 * Sonia
 * Mikaso
 * Ninado

Crossover

 * Nyami (Pop'n Music)
 * Classic (Pop'n Music 2 Outfit)
 * Default (Pop'n Music PEACE outfit)
 * Casual (Her Lapistoria Outfit)
 * Boyfriend (Friday Night Funkin')

ProtoGEAR-Only Characters

 * Alexander Forestail
 * Kenji Matasuki
 * Maki Tsubasa
 * Molly of Irohaya/Mitsuki of Irohaya (former is her international name, the latter is her name in the Japanese version)

PlayStation 5-Only Characters

 * PaRappa The Rapper
 * U-1 (Gitaroo Man)

Ami Series

 * Gregory Cartman
 * Katrina Takavic
 * Camelia Suarez

Pop'n Music

 * Mimi
 * MZD
 * Timer
 * Rie-Chan

Trivia

 * Router Kobayashi and Ayane Etsuko are parodies of Lan Hikari and Ami Onuki (the Cartoon Network one) respectively
 * Everyone didn't expect Nyami to be involved in this game considering that Pop'n Music never released outside Japan for the Past 10 years, Boyrfriend however, is even MORE unexpected