First of all, you need to have a free pet, which can be 1 day old, and there is no limit to rarity, but it cannot have any of the above statuses of Occupy Mining Spot, Throne Struggle, Arena, Secret Adventure, Ranking Match, Dazzle League, Beach Pet PK, Guardian Garden, Hosting, or Being Carried.
Secondly, there must be a remaining number of part-time jobs/challenges for the day, and if the number is 0, then no challenge can be initiated.
Then, go to the family's home and see if there are any part-time jobs, and if so, they will be shown in the home.
Lastly, if there are any part-time jobs for the pet, tap the pet part-time job at the bottom to initiate a challenge against it.
That's what you need to pay attention to.
When you are in the middle of a game, you can't challenge a pet that has been posted by the owner of the home, and you can't challenge a pet that has been posted by the owner of the home, either.
Game modes
Dance Mode
This is the default game mode, which supports both 4-key and 8-key forms. In Dazzle Mode, players can experience both traditional and rhythmic maneuvers. In the softer parts of the song, you will use the traditional up, down, left, right, and traditional sound inputs, and when you reach the climax of the song, the screen will prompt you to enter the "specialshow" section.
This time, you need to correctly enter the rhythmic notes that keep scrolling to the right into the judgment box. When switching between the two modes of operation, the accumulation of P and COMBO will be interrupted. The four keys press the direction, and the eight keys press the number keys. Up, down, left, and right is 8246, and the other four directions are 7913.
Traditional Mode
This is a game mode consisting entirely of traditional operations, and supports both 4- and 8-button forms. In Traditional Mode, the LV of the note sequences will gradually increase up to LV9. Traditional Mode involves maneuvering as many Perfect decisions as possible, accumulating consecutive P-counts, and thus earning a higher score.
Rhythm Mode
Rhythm Mode is a full rhythm mode that supports both 4- and 8-button formats. Rhythm notes scrolling to the right appear on the screen, and you need to correctly enter the rhythm notes that keep scrolling to the right into the judgment box, Rhythm Mode emphasizes the sense of rhythm in operation.
Team Mode
Team Mode supports 4-key and 8-key formats. Players are divided into two teams to play against each other for a total of **** for 4 rounds. The team with the higher total score in each round wins the round. Victory in Team Mode is determined by how many rounds are scored by both teams. The first 3 rounds will be 1v1 solo confrontations, where one player from each team will represent their team in a solo match against the other team.
During the solo rounds, the solo player in the front row will use tempo maneuvers, while his teammates in the back row will use traditional maneuvers. In a Singles Round, both teams' scores will depend primarily on the Singles Player's score for the round, with the back row teammates' maneuvers having a lesser impact on the total score. A victory in a Singles Round will accrue 1 point in Round Points.
The final round is a collective confrontation round, which requires all members of both teams to play together in a collective confrontation. In the collective confrontation round, all players use traditional maneuvers, and the sum of the scores of all members of each team in the round will be the total score of the whole team. A victory in a Collective Confrontation round will accrue 2 round points.
Prom Mode
Prom Mode operates in the same way as Dazzle Mode, supporting both 4-button and 8-button formats. Players need to form a partner with another player to participate in the game, and each game can have up to 3 pairs of partners. In Prom Mode, two favor progress bars will be displayed at the bottom of the action area. When there is a tie in favorability, the ranking will be based on the total score. Couples' favorability earned in Prom Mode will be converted into heart value.
Practice Mode
Practice Mode is a practice mode for new players and consists entirely of traditional operations, supporting both 4-key and 8-key formats. The note sequences in Practice Mode are also identical to those in Traditional Mode. There is no time limit for each round, and you can wait for any of the accented beats (metronome pucks moving to the brightest point) to press space after all the notes have been entered. The player with the highest score wins.
Motivation Mode
Motivation Mode emphasizes a beat-heavy game mode that supports both 4-key and 8-key formats. The game will be played on 4 beats, with each beat corresponding to a set of keystrokes. Players need to enter each key correctly in order to follow the beat, and at the end of the round, they will make a perfect judgment, and then take a beat break to start the next round.
Props Mode
Props Mode is a featured mode of QQ Dazzle that is different from other dance games, using the traditional operation method and supporting 4-key and 8-key forms. In the game, 3 rows of notes will be displayed. The right side of each line corresponds to 3 props columns. Players can choose any row to operate, after successful operation, the props in the props bar on its right side will move to the left.
If there is a prop in the leftmost column, it will be released automatically according to the rules. Players need to choose the right props to release at the right time. The winner of Prop Mode is still determined by how many points each player scores.
Crazy Mode
Crazy Mode uses traditional controls throughout, supporting both 4- and 8-button forms. During the climax of the song, you will enter a "CRAZY" section. In the CRAZY section, you will push the boundaries of traditional operation and see LV10 and LV11 note sequences. Each successful maneuver will result in a very high score. In Crazy Mode, the winner is also determined by the number of points scored.
Date Mode
Date Mode is a game mode that requires 3 men and 3 women to play together, and is a must for those who want to become partners, and supports both 4-key and 8-key formats. Dating Mode begins with a group presentation, where each player will take a turn moving to the center of the stage and doing a short dance as a demonstration.
There will then be six bars of person selection time, where players can press the F1~F3 keys against the cues above the opposite sex's head to select a partner. In the next individual showcase, each player will have the opportunity to go in front of their previously chosen partner and do a short dance.
Then we move on to the second selection, which is done in the same way as the first. This selection will determine the final pairing result, and only those who choose each other will be paired successfully. After the second selection, the successful partner will dance in pairs, using rhythmic maneuvers. Failed pairings will have to dance by themselves, using traditional maneuvers.
Players who are successfully paired up will be able to build up their favorites during the dance phase. The method is the same as in Prom Mode. The partner with the highest favorability will win, and if the favorability is the same, the total score will be compared. If no player is successfully paired, the winner will be determined by the player's individual score. The winning partner equipped with the Proposal Badge and with a favorability rating of over 5 in Dating Mode will be able to start dating after the game.
VOS Mode
This is the mode that uses the VOS method of operation. The five tracks have notes that keep falling, and the keys for each of these tracks are completely different from the tempo. The keys are, from left to right, s, d, space, k, and l. As with Rhythm, players need to hit each note as many times as possible to accumulate the number of COMBOs and get a higher score.
Free Steps
Free Steps mode requires the player to enter the first 4 notes correctly, and the last 5 blank notes can be entered as many times as desired. A minimum of 1 blank note needs to be entered. However, the higher the number of notes entered, the higher the score. Each note sequence corresponds to a dance move. By memorizing the correspondence between the note sequences and the dance moves, the player can compose a whole set of dances to his liking.
Players answer randomized multiple-choice questions in the game through traditional operations, and each question is divided into three phases: a viewing phase, an answering phase, and a presentation phase. In the "Watch" phase, the clock completes one turn before thinking of an answer option, and then in the "Answer" phase, the player completes a line of dance moves for that option, and at the end of the game, the players are ranked according to their answer scores.
King of the Dance
In King of the Dance mode, players need to start with a short traditional mode, generally in the LV6 length of the note will enter the official King of the Dance mode, in the order of traditional, rhythmic, dynamic three phases, and finally enter the random mode, from the traditional, rhythmic, dynamic, piggybacking on a random pattern of dance steps. Again, the King of Dance mode determines the player's victory by the level of score.
Cake Battle Mode
The "Cake Battle" mode is a new type of QQ Dance team mode, this mode can not be used in the arena, the whole traditional mode operation, not allowed to use the reverse key. The difference with other modes is that in this mode the player is not dancing, but the two teams make corresponding offensive and defensive movements according to the offense and defense.
In this mode, every 4 bars is a turn, and each turn is divided into two sides: offense and defense. The attacking team can select the object of attack from the defending team. The system decides whether the attack is successful or not based on the judgment of both sides, and scores points when it is successful. In a 2V2 or 3V3 situation, there is an extra bonus if the attacking side has all Ps or the defending side has all Ps!
The attacking team's traditional action keys will appear with N lines of notes, with N equal to the number of players on the defending team. Each line of notes corresponds to one player on the defending side, and whichever line the attacker enters indicates which player to attack. The defense has only 1 line of notes.
This mode's attack and defense rounds*** are divided into 4 phases:
1Preparation Phase: Used to show which side is the attacker and which side is the defender.
2Operation Phase: Attackers and defenders need to enter a sequence of notes and generate a decision in this bar.
3 Judgment Phase: The system determines the judgments of all players on both the attacking and defending sides.
4Results Display Phase: The scores and rewards for attack and defense are displayed according to the results of the judgments.
For each attacking and defending operation, if the judgment of the attacking side is greater than that of the defending side, the defending player is considered to be "knocked down", and the attacking side scores 1 point. If more than one player on the attacking side attack the same player on the defending side, even if all of the attacking players' decisions are greater than the defending player's decision, only a total of ****1 point is scored.
For example, if A1 attacks D1's good for Perfect, and A2's bad attacks D2's good, then the attacking side scores 1 point in the round.
Note: When the attacking side is judged as Perfect, there is a certain chance to ignore the opponent's defense and break it directly.
In the case of 2V2 or 3V3, there are special logics that allow for additional scoring:
1Perfect Attack: If the attacking side's regular score for the round is greater than 0, and all players on the attacking side are Perfect, then the attacking side scores an additional 1 point.
2 Perfect Hit: If the attacking side's regular score for the round is equal to the number of players on the defending side, the attacking side scores an additional 1 point.
3 Perfect Defense: If the offensive side's regular score for the round is equal to 0 and not all of the offensive side's player actions are Perfect, and all of the defending side's player actions are Perfect, the defending side scores an additional 1 point.
4The above special scoring logics may be stacked if they exist at the same time.
The final score for the offense each turn is equal to the regular score plus the special score. It is also possible for the defense to score a point each turn: if the "perfect defense" in the special scoring logic is met, the defense receives one point.
Star Challenge Mode
1Star Challenge Mode is a match between a player and an NPC, where the homeowner chooses a level and then all of the players join together to challenge the NPC.
2This mode does not add any new modes of operation, but rather, it allows you to use the existing modes of play depending on the configuration of the individual star level, similar to the copy system in RPGs, so this mode uses the same modes as the Star Challenge Mode. The levels in this mode are collectively referred to as copies.
3Copies consist of small levels, each with some rules attached. These levels are called "mini-levels" in the duplicate.
4NPCs in the game will use various skills to attack the player, which affects the player's action and score.
5Players can also use a variety of props to interfere with the star Oh, thus reducing the difficulty of the challenge
6Players can challenge the copy of the midway exit, exit is considered a failure.
7Players who fail in their challenge must start again from the beginning.
8All copies can be challenged repeatedly to win various rewards, and players will receive a special reward after successfully challenging a copy for the first time.
9Supports 1~5 players.
10There is no 4-key 8-key option, it is always 4-key.
11Do not allow reverse keys in the game.
12 Arena does not allow this mode.
13 Star Challenge Mode does not drop music boxes or any items during the game.
14 Random missions will not use this mode.
Small Level Match Rewards:
At the end of each small level of the copy, the system will reward experience and G-coins based on the number of people participating in the game, the level of the NPCs, and the outcome of the victory or defeat.
Copy Reward:
Rule: At the end of the copy, the reward will be given out in the copy settlement interface, and the system will reward according to the completion of the copy, which will be displayed on the copy settlement interface. Players who didn't stick to the end can't get the rewards, when there are players all quit in the middle, all players can't get the copy rewards.
Reward content: Random rewards that can be obtained after winning the copy, the rewards contain items, experience, money, honor and so on. And players who pass the copy for the first time will have extra rewards!
NPC Storming:
When the game goes to the last section of the level, the system will compare the total score of the player's team and the total score of the NPC. Under certain circumstances, the NPC will enter a mob state, which will last until the end of the level, and the chance of the NPC using a skill while in the mob state will be relatively higher.
Levels:
Player victory: Player team total score is higher than or equal to the NPC score
Player failure: Player team total score is lower than the NPC score
Subscripts:
Subscripts victory: All sub-levels won
Subscripts failure: Failure of any sub-levels or a tie
Sheet Music Mode
Sheet Music Mode is a new in-game operation mode.
Supports one or more players; 8-button operation is not supported, allowing in-game counter-keying; prop use rules are the same as those of Kinetic Mode;
Arena games are allowed to be played using this mode.
Operation
Use the five keys: up, down, left, right and space; 8-key operation is not supported;
Before the start of the operation round, refresh the display to show all the notes of this bar. The highlighted scan line moves from left to right. When the scan line touches a note, the player presses the appropriate operand to get a judgment;
The current beat must be entered on the beat point of the current beat in order to get the highest judgment, the exact range is determined by the judgment scale.
Scoring and Winning
The space bar at the end of each measure is the key note.
Each note action and key note is scored within each measure, and the total measure score is the sum of the two.
At the end of the game, you will be ranked according to your score.
Prop Use
The following props cannot be used in Score Mode:
Tranquility Drink Class, Precision Drink Class, Crazy Drink Class, Note Radar, Note Inputter.
Romance Mode
Romance Mode is an improved version of Couple's Dance Mode, replacing Edge Dance Mode.
Does not support 8 keys, does not support in-game reverse keys;
This mode is not allowed in the Arena;
Dance Group Glory cannot be earned in this mode;
The number of people in a game must be even, with a maximum of 6 and the same number of males and females;
This mode can be used to increase the heartbeat value between couples who are already married;
This mode relies on the level of accumulated couple points to determine the winner of each group of couples.
Section Composition
Romance Mode*** is divided into four sections, including the Warm-up Round, Single PK Round, Double Dance Round, and Final Round.
Operation Methods
1. The Single PK Round operates as follows:
Male and female players still perform the traditional operation, but on the display, the operation of the 2 people will be shown at the same time, and after the success of their respective operations, the actions of the male and female will be triggered respectively. Schematic: There is a line in the center that divides the 2 people's actions from the display.
2. The two-player dance round operates as follows:
Based on the traditional operation, two people are randomly selected for their respective parts of the operation in a long series of operations.
3. The Final Round works as follows:
The traditional operation is based on leaving a note position at the end, which allows the player to choose their own directional buttons.
Taiko Mode
Taiko Mode supports 1 to 6 players. The strengths of this mode, in addition to its rhythmic features, include lively sound effects and graphical presentation. This mode does not support in-game key reversal or keystroke count changes. This mode's key sound effects are independent of judgment, and are only relevant to the keys on the specific keyboard.