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The first one is normal missions, where the player is presented with up to three songs (depending on the mission, some missions only play one or two songs), and the button mode for each song, similar to the mission modes of other games in the series. When the player reaches level 99, all the prizes they did not pick are automatically unlocked. For example, all the hidden songs become level up box prizes once the player reaches a certain level. As the player levels up, the amount of potential prizes increase. When the player picks one, all three boxes reveal what prizes they had, and the player obtains the prize that was in the box they selected. Each one contains a prize such as wallpaper, a song M/V, a character, a note, or a gear. Every time the player levels up, they get a choice of 3 boxes. Sampler Set adds Sampler Notes with Turntable Notes, while the Workstation Set has parts with sampler notes without turntable notes. Instead of Normal, Hard, and Maximum like in classic modes, the remixing modes use Turntable Set (TS), Sampler Set (SS) and Workstation Set (WS).
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Removal of autocorrect (where a single button can be bashed to complete a song) and removal of the green specialist note (which, if missed, muted the song until another specialist note was hit).It is the seventh installment of the game for the PlayStation Portable, and regarded as the actual sequel to DJMax Portable 2 since Clazziquai and Black Square branched out for the METRO Project in 2008, Fever for the North American release and the Technika series globally. The official trailers from PM Studios and Pentavision quickly followed. DJMax Portable 3 was announced shortly after DJMax Technika 2 was announced. DJMax Portable 3 (Korean: 디제이맥스 포터블 3 abbr.: DMP3) is a music game for the PlayStation Portable published and developed by Pentavision in South Korea, and is a sequel to the earlier DJMax Portable games.
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