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)

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 (Fault in the Japanese Version)

Hold Notes also exists, and here, there are 3 Judgements for hold notes, W.D (Well Done), D.E (Decent Effort), N.G (Not Good), and Miss/Fault (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

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

Modifiers

 * No Hold Notes - Disables hold notes
 * No Hazard Notes - Disables Hazardous Notes
 * No Disqualify Notes - Disables Disqualify Notes

Classic
The Classic mode is the normal gameplay experience