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''beatmania IIDX redirects here. For the first entry in the series, please see [[AC 1st style|its seperate arcade page]].''
= beatmania IIDX Series =
= beatmania IIDX Series =
[[Image:DSC00910.jpg|thumb|A [[AC 5th style|beatmania IIDX 5th style]] machine.]]
[[Image:DSC00910.jpg|thumb|A [[AC 5th style|beatmania IIDX 5th style]] machine.]]
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== Cabinet information ==
== Cabinet information ==


''beatmania IIDX'' controls consist of seven (instrument) keys (four white, three black) along with one turntable on each player's side. The turntable for the left player's side, 1Player, is on the left of the keys, while the one on the right player's side, 2Player, is on the right.
''beatmania IIDX'''s controller layout consists of seven keys (four white, three black) along with one turntable on each player's side. The turntable for the left player's side, 1Player, is on the left of the keys, while the one on the right player's side, 2Player, is on the right.
 
Under the 16:9 wide display are the start button, both effector and VEFX buttons, and effector sliders (or the touch screen in the LIGHTNING cabinets). After [[AC 9th style|9th style]], there is also a cardreader in order to use the magnetic/contact-less smart card of [[e-amusement|e-AMUSEMENT]]. Each series produced has a different mix of new songs and older returning songs; starting with [[AC IIDX RED|beatmania IIDX 11 IIDX RED]], each style has also had a different graphical theme.


Under the 16:9 wide display are the start button, the effector button, and effector sliders. After [[AC 9th style|beatmania IIDX 9th style]], there is also a cardreader, in order to use the magnetic/contact-less smart card of [[eAMUSEMENT|e-AMUSEMENT]]. In 9th style, the effector no longer operates, but it has been revived in [[AC 10th style|10th style]] with modified slide switch function. Different versions of the game are traditionally referred to as 'styles', with higher numbers being the most recent machines. The series currently reaches from the first style produced all the way to 10th style. According to [[Goli Matsumoto|GOLI]], 10th style was the last IIDX series with an "n-th style". [[AC IIDX RED|beatmania IIDX 11 IIDX RED]] became the first beatmania IIDX game with a theme and title, followed by [[AC HAPPY SKY|beatmania IIDX 12 HAPPY SKY]], and so forth. Each series produced has a different mix of songs from older styles and new songs, and has a different graphical 'theme'.
beatmania IIDX features quite a few differences from beatmania, including: two extra keys, full-motion video, more powerful hardware, wide-screen display, and more powerful speakers. Three different models of the cabinet exist: a more standard one called ''beatmania II'' (hence why a lot of older games' generic videos have "beatmania II" in their background videos), a more advanced one named ''beatmania IIDX'', and a cabinet with two screens named LIGHTNING MODEL (released on December 16th, 2019). Eventually KONAMI discontinued support for the beatmania II cabs, with the IIDX and LIGHTNING MODEL versions becoming the standard.


The main differences in hardware between the beatmania IIDX series and the original ''beatmania'' series are the presence of two extra keys, the wide screen and the more powerful speakers.  This hardware difference was never actually intended to become the standard beatmania IIDX cabinet. Originally, KONAMI had planned to develop and release two different versions of arcade cabinets, a version similar to that of its predecessor ''beatmania'' and its ill-fated successor ''beatmania III'', and a 'deluxe' cabinet with a 'DX' suffix on the end of the name. KONAMI scrapped the standard cabinet mid-development, but the 'DX' suffix stuck and has remained throughout the series.
As of [[AC CANNON BALLERS|beatmania IIDX 25 CANNON BALLERS]], two built-in cameras for hand-shooting have been added: one on the metal cage in front of the neon lights pointing at the controls, and one to the left of the screen pointing at the player(s). Initially the game would not boot up if the cameras were not attached; this was eventually patched out.


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=== Home versions ===
=== Home versions ===


KONAMI has also released home versions of the game, with 15 releases for the PlayStation 2 console and one PC release. Fourteen versions of the PS2 game are available in Japan, while one is available in the US. The game is stored in a DVD media, and can be bought with a controller that matches the arcade version very closely. The controller's key insert is detachable, so the player may attach it as preferred on the left or the right side of the turntable. The home versions do not exactly match the arcade versions, but are very similar.  To date, home versions of [[CS 3rd style|3rd style]] through [[CS EMPRESS|EMPRESS]] have been released in Japan; the US release is titled simply [[CS USA|beatmania]] and does not correspond to an arcade version at all.
KONAMI has released 18 home versions of beatmania IIDX: 15 on the Sony PlayStation 2 game console, one on PC, and two on mobile devices. The PS2 games are stored on DVD, and can be bought with a controller that matches the arcade version very closely. The controller's key insert is detachable, so the player may attach it as preferred on the left or the right side of the turntable. 14 home versions, from [[CS 3rd style|3rd style]] through [[CS EMPRESS|16 EMPRESS + PREMIUM BEST]], were released in Japan between 2000-2009. The series' sole North American release, simply titled [[CS 2006|beatmania (2006)]], loosely uses [[CS 9th style|9th style CS]] as the source of its interface and system BGM, but contains a completely different songlist.


The latest home version, [[CS INFINITAS|beatmania IIDX INFINITAS]], is a PC release of beatmania IIDX, and it uses a unique interface based on [[AC SPADA|SPADA]].
The latest non-mobile version, [[CS INFINITAS 2020|beatmania IIDX INFINITAS (2020)]], is a PC release of beatmania IIDX. It uses a unique interface based on [[AC SPADA|SPADA]].


==Gameplay==
==Gameplay==


The gameplay is still the same as in ''beatmania'', with the addition of two extra keys: there are 8 columns on the screen, corresponding to each of the keys and the turntable. While playing, small horizontal bars fall straight through each of these columns, and the player must press the right key (or play the scratch) when the bar touches the bottom of the column, no sooner and no later. The correct timings for the notes follow the beat of the music, so the player has to have a very keen sense of rhythm.
Songs in beatmania IIDX are measured by a difficulty level system, which varies from game to game. Here's a list of difficulty levels by game for reference:
* [[AC 1st style|beatmania IIDX]]&rarr;[[AC substream|beatmania IIDX substream]]: 1-5
* [[AC 2nd style|beatmania IIDX 2nd style]]&rarr;[[AC 4th style|beatmania IIDX 4th style]]: 1-7
* [[AC 5th style|beatmania IIDX 5th style]]&rarr;[[AC 10th style|beatmania IIDX 10th style]]: 1-7+ (8 in 10th style)
* [[AC IIDX RED|beatmania IIDX 11 IIDX RED]]: 1-8+
* [[AC HAPPY SKY|beatmania IIDX 12 HAPPY SKY]]&rarr;present: 1-12
 
The gameplay is still the same as in ''beatmania'', with the addition of two extra keys. There are eight columns on the screen, corresponding to each of the keys and the turntable. While playing, small horizontal bars fall down these columns, and the player must press the right key corresponding to the lane as it reaches the red line. Keys 1, 3, 5, and 7 are white, 2, 4, and 6 are blue, and the scratch lane is red. Every time a key is pressed or the scratch is played, an instrument is played to complement the song. In order to hear the song correctly, the player must get the bars on the right timing. Depending on how accurate you hit the note, you will receive a rating of your performance in real time above that note, going from GREAT (a flashing one, officially known as JUST GREAT or PERFECT GREAT, meaning perfect timing; a regular GREAT meaning very close), GOOD, BAD, and POOR (the latter for not hitting a note at all).


Every time a key is pressed or the scratch is played, an instrument is played to complement the song. So, in order to hear the song correctly, the player must get the bars on the right timing. Additionally, the game shows a rating (flashing Great, Great, Good, Bad or Poor) for each falling bar that's played by the user.  
The typical goal of the game is to clear the song by getting the Groove Gauge to 80% by song's end; clearing a song at exactly 80% is known as a "borderline". The gauge starts at 22%, and increases/decreases depending on your performance in a song. GREATs will increase the gauge quickly, GOODs will slowly increase it, BADs will decrease it slightly, and POOR will decrease it significantly. The lowest you can go on the gauge is 2%. However, depending on the game mode, gauge requirements can change, as explained below.


The objective of the game is twofold: pass songs and get a good grade. Passing a song enables you to continue playing up to a three song limit, plus possible extra stages. Grade measures your performance and is used for ranking among players. The ''beatmania'' games are very peculiar in that passing a song and getting a good score on it are almost totally unrelated; one can theoretically pass a song with an F and fail with a AAA, although this is rare in practice.
From [[AC 6th style|beatmania IIDX 6th style]] onward, you will also receive a grade at song's end, pass or fail. Grade level is determined by [[EX Score|EX-SCORE]]. EX-SCORE is measured by the amount of GREATs (just and regular) obtained in a song divided by two: two points for a PERFECT GREAT, one for a regular GREAT, and zero for everything else. You will also receive a letter grade, depending on your percentage of EX-SCORE:
* F: anything lower than 2/9
* E: 2/9
* D: 3/9
* C: 4/9
* B: 5/9
* A: 6/9
* AA: 7/9
* AAA: 8/9 and higher


During gameplay, the player gets performance feedback from two sources. One is a life bar (often referred to as the "groove gauge") at the bottom of the screen. The other is rating text in front of the falling notes. The life bar is increased moderately by flashing Greats and Greats, slightly by Goods, depleted somewhat by Bads and heavily by Poors; the emphasis is clearly on missing as few notes as possible. To pass a song, the life bar has to be at 80% or above at the end of a song. Consequently, the only thing that matters as far as passing a song is concerned is getting the ending right, and as such a lot of songs have a sudden jump in difficulty at the end to cause the player to lose that crucial top 20% of life and fail.
There is no specific grade for achieving 100% EX-SCORE.


The difficulty of songs is measured in 'stars', however the system has not remained concrete. The newest styles often contain songs harder than the star system can accurately represent, and as such is constantly revised which each new style. Originally, the difficulty ratings ranged from one to seven "stars". In beatmania IIDX 5th style, a "flashing seven" difficulty debuted, although they would not actually flash until [[AC 6th style|6th style]]. beatmania IIDX 9th style introduced new difficulties by Level, in which "flashing 7's" are replaced with Level 7+. In 10th style, the maximum difficulty was raised from Level 7+ to Level 8. beatmania IIDX 11 IIDX RED debuted Level 8+. As of beatmania IIDX 12 HAPPY SKY, the difficulty system was completely overhauled, and all songs are now rated on a scale of Level 1 to Level 12, Level 1 being the easiest, Level 12 being the most difficult.
=== Clear Lamps ===


Many players consider a pass to be rather arbitrarily determined, and so the usual focus is on getting as high a grade as possible. Grades (a feature that came about as of [[AC 6th style|6th style]]) are determined by the player's "EX Score", which is the number of Flashing Greats (also known as Just Great or Perfect Great) times two plus the number of Greats. 8/9ths of the maximum or above yields a AAA, 7/9ths or above is a AA, and so on down to a minimum of F. Getting the maximum possible EX Score on a song(i.e. all Flashing Greats) is generally considered an unrealistic goal, if not impossible. Despite this, some very good players have been known to achieve this feat, albeit on some of the easier songs in the game.
When playing on an e-amusement account, or on any console game/[[CS ULTIMATE MOBILE|beatmania IIDX ULTIMATE MOBILE]], the game will record your scores and clear status on each song. This will be shown on the song select screen as a glowing light next to the song's title, known as a clear lamp.


''beatmania IIDX'' has long been a 'cult' game because of the sheer learning curve of the game for new players, unlike other BEMANI games like DanceDanceRevolution. The machine is often found in Japanese arcades, but they are rare in American and European arcades.
Clear lamps will glow depending on the best result you obtained playing that particular song.
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
|-
!style="background:#9999ee; text-align: center;" | Clear lamp
!style="background:#9999ee; text-align: center;" | HEROIC VERSE - present
!style="background:#9999ee; text-align: center;" | ULTIMATE MOBILE
!style="background:#9999ee; text-align: center;" | Earlier versions
!style="background:#9999ee; text-align: center;" | Info
|-
| NO PLAY
|colspan=3| No light || The song has not yet been played.
|-
| FAILED || Flickering red || Flickering blue || Flickering Green/blue/yellow/red<br>(BEGINNER, NORMAL, HYPER, and ANOTHER respectively) || The song was played, but failed.
|-
| ASSIST CLEAR
|colspan=3| Bright purple || The song was passed with any ASSIST modifier or the ASSISTED EASY groove gauge setting.
|-
| EASY CLEAR
|colspan=3| Bright green || The song was passed using the EASY groove gauge setting.
|-
| CLEARED
|colspan=2| Bright blue || Bright green/blue/yellow/red<br>(BEGINNER, NORMAL, HYPER, and ANOTHER respectively) || The song was cleared without any extra settings.
|-
| HARD CLEAR
|colspan=3| White || The song was passed using the HARD groove gauge setting.
|-
| EX-HARD CLEAR
|colspan=3| Flashing red and yellow || The song was passed using the EX-HARD groove gauge setting.
|-
| FULL COMBO
|colspan=3| Strobing white, blue, and orange || FULL COMBO obtained on the song.
|}


==Difficulties==
==Difficulties==


;<span style="color: #00ff7f;">BEGINNER</span>
;<span style="color: #00ff7f;">BEGINNER</span>
:This difficulty was added as a game mode in 9th style (5th style for home version). Designed for newcomers to the game, the BEGINNER difficulty uses alternative note charts that are rated from Level 1 to 3. Not all songs have BEGINNER charts, thus the selection of charts available for this difficulty is limited.
:This difficulty was added as a game mode in 9th style ([[CS 5th style|5th style CS]] for home version). Designed for newcomers to the game, the BEGINNER difficulty uses alternative note charts that are rated from levels 1 to 3. Not all songs have BEGINNER charts.
:SIRIUS includes select BEGINNER charts from home versions to the arcade series; since [[AC copula|copula]], these charts can also be played in any non-course mode.
:Prior to [[AC copula|copula]], BEGINNER MODE was separate from the rest of the game modes. As of HEROIC VERSE, BEGINNER charts can now appear in level folders and select Dan courses.
;<span style="color: #0295ff;">NORMAL</span> / LIGHT7
;<span style="color: #0295ff;">NORMAL</span> / LIGHT7
:A degree of difficulty lower than HYPER.
:A degree of difficulty lower than HYPER. Was named LIGHT7 prior to HAPPY SKY. Near every song since 3rd style has a NORMAL chart.
;<span style="color: #e6e600;">HYPER</span> / 7KEYS
;<span style="color: #e6e600;">HYPER</span> / 7KEYS
:This is the standard difficulty.
:This is the standard difficulty. Was named 7KEYS prior to HAPPY SKY. All songs have HYPER charts.
;<span style="color: #ff0000;">ANOTHER</span>
;<span style="color:red;">ANOTHER</span>
:Most players will agree this is the hardest difficulty by far. The key configuration and 'charts' are similar to that of HYPER, but are often harder and not as straight forward. Even if you can complete a song on HYPER, you may not even be able to get too far on ANOTHER. To play a song on ANOTHER on IIDX RED and before, you must select 7KEYS from the menu and then select the song while holding down the VEFX button (for IIDX HAPPY SKY and later, just press the VEFX button to change the difficulty to select ANOTHER). Songs in ANOTHER difficulty were not given separate difficulty ratings in IIDX 1-11, which was often misleading as the difficulty meter showed the same rating as the 7KEYS/HYPER variation. As of HAPPY SKY, songs in ANOTHER difficulty were given a separate rating. Not every song has an ANOTHER chart. Some tracks [[IIDX General Info#Why_doesn.27t_.28song_X.29_sound_the_same_as_.28song_X_on_a_different_difficulty.29.3F|have an Another that sounds different from the original song]].
:The highest difficulty, ANOTHER charts range from as low as level 3 to as high as level 12, the maximum level. ANOTHER charts are near always more difficult than HYPER; even simple songs on HYPER can become notoriously difficult on ANOTHER. Prior to HAPPY SKY, ANOTHER charts were chosen in arcade installment by pressing the VEFX button when choosing a song. Also prior to HAPPY SKY, ANOTHER charts did not have individual ratings; they displayed the same difficulty level as their 7/14KEYS counterpart instead. Not all songs have ANOTHER charts.
;<span style="color:purple;">LEGGENDARIA</span>
:LEGGENDARIA charts debuted in SPADA and cost 4 V-Discs (or one on certain days) to play. These are generally harder versions of ANOTHER charts or ported versions of Black ANOTHER charts from CS versions. Before HEROIC VERSE, LEGGENDARIA charts had a "†" or "†LEGGENDARIA" moniker after the song title and were displayed as separate songs. Not every song has a LEGGENDARIA chart, and some songs have ''only'' either Single or Double LEGGENDARIA charts.
 
Note that some tracks [[IIDX General Info#Why_doesn.27t_.28song_X.29_sound_the_same_as_.28song_X_on_a_different_difficulty.29.3F|have certain charts that sound different from the original song]].
 
==Game modes==
==Game modes==
''Note: These are the default settings for each mode. They might be changed by the arcade operator.''
{|class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
|-
!style="background:#9999ee; text-align: center;" |Mode
!style="background:#9999ee; text-align: center;" |Duration
!style="background:#9999ee; text-align: center;" |Repeat songs
!style="background:#9999ee; text-align: center;" |Hidden mode
!style="background:#9999ee; text-align: center;" |Switch Single/Double
!style="background:#9999ee; text-align: center;" |Comments
|-
| STEP UP
| 3 songs
| Yes
| No
| Yes
| This mode gives the player a song list depending on their performance on each stage, with the range of difficulty becoming easier or harder. Three songs are guaranteed as well.<br>STEP UP is unavailable for two players.
|-
| STANDARD<br>(Non-Japanese cabinets, or earlier versions)
| Up to 3 songs, plus EXTRA STAGE
| No
| No
| Yes
| Select a song per stage and try to clear it. Some versions may also include ONE MORE EXTRA STAGE.
|-
| STANDARD<br>(Japanese cabinets)
| Up to 3 songs
| No
| No
| Yes
| EXTRA STAGE is not accessible in this mode.
|-
| PREMIUM<br>(Japanese cabinets)
| Up to 3 songs, plus EXTRA STAGE
| No
| No
| Yes
| Like STANDARD mode, but requires [[PASELI]]. Accessing PREMIUM in all modes, except PREMIUM FREE, adds 7 V-Discs to the account.
|-
| EXPERT
| Up to 4 songs
| N/A
| No
| No
| Play a course of set songs in a row without stopping. Players start with a gauge at 100%; if it drops to 0%, the game is over.<br>It uses the HARD gauge, but it drops at a much slower rate. Up through [[AC Lincle|Lincle]], EXPERT courses had five songs, instead of the now standard four.
|-
| FREE
| 2 songs (3, if there are two players)
| Yes
| No
| Yes
| Like STANDARD mode, except that players can play to the end of a song without failing, and there's no level restriction.
|-
| TIME FREE / PREMIUM FREE
| 5 minutes (7 for 2 players and 10 in PREMIUM FREE, 6-30 in Japanese cabinets)
| Yes
| No
| Yes
| TIME FREE is only available certain days, replacing FREE mode, or if online ARENA MODE only detects CPU players.<br>It works like FREE mode, except with a timer instead of stages.<br>PREMIUM FREE requires PASELI on Japanese cabinets or credits in other regions and, on certain days, adds an additional minute.
|-
| HAZARD
| 4 songs
| Yes
| Yes
| Yes
| Added in [[AC EMPRESS|EMPRESS]], the GROOVE GAUGE turns yellow, and breaking combo will result in instant stage failure.<br>A POOR with no notes on its line will drop the gauge by a minimal amount (2%).
|-
| TIME HAZARD
| 8 minutes
| Yes
| Yes
| Yes
| Like HAZARD mode, except with a timer instead of stages. Only available on certain days, replacing HAZARD.
|-
| TIME HELL
| 8 minutes
| Yes
| Yes
| Yes
| Like TIME FREE mode, except that the Groove Gauge cannot be recovered while playing. Only available on certain days, replacing HAZARD.
|-
| CLASS / DAN
| Up to 4 songs
| N/A
| No
| Yes
| This is basically the same as EXPERT, but only HI-SPEED, EX GAUGE (yellow lines) and MIRROR can be chosen. Each course has up to four songs.<br>The song sets differ for every difficulty.
|-
| ARENA
| 4 songs
| N/A
| No
| No
| An online matching mode where four players compete against each other on a four song set.<br>If only CPU players are detected, the player can choose TIME FREE instead. ARENA is unavailable for two players.
|-
| BEMANI PRO LEAGUE BATTLE
| 2-4 songs
| N/A
| No
| No
| An online matching mode where two players compete against each other on two to four song set.<br>If only CPU players are detected, the player can choose TIME FREE instead. BPL BATTLE is unavailable for two players and requires LIGHTNING MODEL cabinets.
|}
HAZARD, TIME HAZARD and TIME HELL are available by highlighting (TIME) FREE mode and pressing the three black keys.


;STANDARD
The availability of the modes is the following:
:The typical game mode. Select a song per stage and try to clear the stage with a Groove Gauge of at least 80% (except when using an alternative gauge).
{|class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
;EXPERT
|-
:This mode is one in which you can play a course of songs in a row without stopping. You start with the gauge at its maximum; if it drops to 0, the game is over. The gauge is the same as that used in Hard mode in normal play, but drops at a much slower rate.
!style="background:#9999ee; text-align: center;" colspan="1" rowspan="2" width="125px"|Country/Game
;HAZARD
!style="background:#9999ee; text-align: center;" rowspan="1" rowspan="2" width="75px"|Cabinet<br>Version
:This mode was added in IIDX EMPRESS. This mode is available by highlighting FREE mode and pressing the three black keys. In HAZARD mode, breaking combo will result in instant stage failure. However, the player is guaranteed four stages regardless of clear/fail status on the first three. A Poor with no notes on the line will drop the gauge by 25% and there is no gauge increasing.
!style="background:#9999ee; text-align: center;" colspan="10" rowspan="1"|Availability
;CLASS / DAN / Step Rank Recognition
|-
:This is basically the same as EXPERT, but as for options, you can only select HI-SPEED, and each course has four songs. The combination of songs differs for every difficulty, which is the difference between this and EXPERT.
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|STEP UP
;FREE
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|STANDARD (songs)
:Practice mode. You can play to the end of a song and won't fail, but you get one song less than if you were to play LIGHT7 or 7KEYS. (Usually, you'd get 3 songs if you played LIGHT7 or 7KEYS; you only get 2 with FREE.)
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|PREMIUM
;4KEYS
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|EXPERT/CLASS
:Replaced in 3rd Style by LIGHT7, this was intended as a beginner-friendly mode that used only the four white keys.  Available only on 1st, Substream, and 2nd style.
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|FREE (songs)
;5KEYS
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|TIME FREE (time)
:Available for home versions as a specific mode, this plays exactly as 7KEYS, except for the idea that the last two keys farthest from the turntable are not used. This is probably a compatibility issue with original ''beatmania'' controllers, so that owners of the original could still somewhat play ''beatmania IIDX'', only having the 5-key controller at hand. In arcade versions of IIDX, 5KEYS has been available from the start as a special gameplay option, most likely as an attempt to help players of the original series make the transition. Starting with 7th style AC (and 10th style CS), 5KEYS can be used with notecharts other than the ordinary 7KEYS mode.
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|Hidden modes
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|PREMIUM FREE
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|ARENA
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|BPL BATTLE
|-
| Japan || Japanese || Yes || 3 songs || PASELI only || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || PASELI only || Yes || Yes
|-
| Korea || Korean || Yes || 3 songs + 1 || No || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || Set in operator menu || Yes || Yes
|-
| North America || ※U.S. || Yes || 3 songs + 1 || No || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || Set in operator menu || Yes || Yes
|-
| Other || Asian || Yes || 3 songs + 1 || No || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || Set in operator menu || Yes || Yes
|-
| EVENT MODE || N/A || No || No || No || No || Set in operator menu || No || Yes || No || Local Match only || Local Match only
|-
| Home versions || N/A || No || 3 songs + 1 || No || Yes || Infinite || No|| HAZARD only || No || No || No
|-
| INFINITAS || N/A || No || No || No || CLASS only || Infinite || No || No || No || No || No
|-
| ULTIMATE MOBILE || N/A || No || No || No || CLASS only || Infinite || No || No || No || No || No
|}


Furthermore, when DOUBLE is selected in the options selection screen before the game starts, "7" changes to "14", and you use both sides to play.
※LIGHTNING MODEL cabinets only. Older cabinets use the Japanese release.


==Gameplay modifiers==
==Gameplay modifiers==


[NOTE: Due to the sheer number of modifiers available in beatmania IIDX, this section will divide the modifiers according to the category that each is placed in-game (as of [[AC SINOBUZ|SINOBUZ]]). Older modifiers no longer seen in recent arcade games are also described here.]
[NOTE: Due to the sheer number of modifiers available in beatmania IIDX, this section will divide the modifiers according to the category that each is placed in-game (as of [[AC EPOLIS|EPOLIS]]). Older modifiers no longer seen in recent arcade games are also described here.]


'''BASIC ASSIST MODIFIERS'''
'''BASIC ASSIST MODIFIERS / Beginner Options'''


''From tricoro onwards, these modifiers are displayed first for guest players or new eAmusement Pass users.''
''From tricoro onwards, these modifiers are displayed first for guest players or new e-amusement pass users. Beginning with BISTROVER, this screen can also be disabled in the e-amusement website.''


* HI-SPEED - change the Hi-Speed value. (see below)
* ASSISTED EASY - a variation of the EASY gauge (see below). This lowers the Groove Gauge passing requirement from 80% to 60%. Introduced in [[AC copula|copula]].
* ASSISTED EASY - a variation of the EASY gauge (see below). This lowers the Groove Gauge passing requirement from 80% to 60%. Introduced in [[AC copula|copula]].
* 5-KEYS - This disables the two farthermost keys of the player's side, thus essentially making it a 5-key chart akin to the original beatmania.
* AUTO-SCRATCH - When enabled, this automatically plays all scratch notes in a chart.
* AUTO-SCRATCH - When enabled, this automatically plays all scratch notes in a chart.
* LEGACY NOTE - Introduced in [[AC SIRIUS|SIRIUS]], this converts all Charge Notes and Backspin Scratches into regular notes. If there are no Charge Notes in a chart played with this modifier enabled, that counts as a normal clear rather than an Assist Clear.
* LEGACY NOTE - Introduced in [[AC SIRIUS|SIRIUS]], this converts all Charge Notes, Backspin Scratches, and Multi Spin Scratches into regular notes. (Using LEGACY on a chart that does not contain said notes will award a CLEAR rather than ASSIST CLEAR.)
 
'''STANDARD OPTIONS / Game Options'''
 
''From tricoro onwards, this can be accessed by pressing the EFFECT button while on the Beginner Options screen.''
 
;STYLE MODIFIERS / Note Chart Position
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
|-
!style="background:#9999ee; text-align: center;" width="75px"| Modifier
!style="background:#9999ee; text-align: center;" width="75px"| All modes
!style="background:#9999ee; text-align: center;" width="75px"| CLASS only
!style="background:#9999ee; text-align: center;"| Info
|-
| OFF || Yes || Yes || Default notechart position.
|-
| RANDOM || Yes || No || Each column of notes is assigned to a random key. Scratch notes are unaffected, however.
|-
| S-RANDOM || Yes || No  || Same as above, but individual notes are scrambled instead.
|-
| R-RANDOM || Yes || No  || Measures of notes are frequently rotated.
|-
| MIRROR || Yes || Yes || The notechart is flipped horizontally.
|}


'''STYLE MODIFIERS'''
;GAUGE MODIFIERS / Groove Gauge Reduction
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
|-
!style="background:#9999ee; text-align: center;" width="75px"| Modifier
!style="background:#9999ee; text-align: center;" width="75px"| STANDARD / FREE / STEP UP
!style="background:#9999ee; text-align: center;" width="75px"| EXPERT / CLASS
!style="background:#9999ee; text-align: center;" width="75px"| (TIME) HAZARD
!style="background:#9999ee; text-align: center;" width="75px"| TIME HELL
!style="background:#9999ee; text-align: center;" width="75px"| ARENA / BPL BATTLE
!style="background:#9999ee; text-align: center;" width="75px"| INFINITAS (2015)
!style="background:#9999ee; text-align: center;"| Info
|-
| OFF || Yes || Yes || No || No || Yes || Yes || Normal Groove Gauge.
|-
| ASSISTED EASY || Yes || No || No || No || Yes || No || See above.
|-
| EASY || Yes || No || No || No || Yes || Yes || The Groove Gauge refills faster and depletes slower. Same passing requirement as the normal gauge.
|-
| HARD || Yes || Yes (EXPERT) || No || Yes || Yes || Yes || The Groove Gauge starts at 100%. POORs/BADs deplete much faster, and the song is failed instantly at 0%. All lines turn red.
|-
| EX-HARD || Yes || Yes<br>(EXPERT) || No || Yes || Yes || Yes || Same as HARD, but with a greater penalty on missed notes, roughly 16% for each miss. All lines turn yellow.
|}


* RANDOM - Each column of notes is assigned to a random key. Scratch notes are unaffected, however.
;ASSIST MODIFIERS / Assisted Play Feature
* S-RANDOM - Same as above, but individual notes are scrambled instead.
* This includes the AUTO-SCRATCH and LEGACY NOTE modifiers, which can be enabled individually or in unison, but are disabled in CLASS mode.
* R-RANDOM - Notes are frequently rotated.
* MIRROR - The notechart is flipped horizontally.


'''GAUGE MODIFIERS'''
;RANGE MODIFIERS / Note Chart Display Area
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
|-
!style="background:#9999ee; text-align: center;" width="75px"| Modifier
!style="background:#9999ee; text-align: center;"| Info
|-
| OFF || Notes are fully visible.
|-
| SUDDEN+|| A lane cover is placed at the top of the screen. To adjust the range, hold the START button then turn the turntable in the corresponding direction.
|-
| HIDDEN+ || A lane cover is placed at the bottom of the screen. Adjusting method is the same as SUDDEN+.
|-
| SUD+ & HID+ || Combines the last two modifiers. The shutter window can be adjusted in the same fashion as the individual modifiers.
|-
| LIFT || This moves the judgment line up the screen.
|-
| LIFT & SUD+ || Combines the LIFT and SUDDEN+ modifiers.
|}


* ASSISTED EASY - See above.
'''ADVANCED OPTIONS'''
* EASY - The Groove Gauge refills faster and depletes slower. Same passing requirement as the normal gauge.
* HARD - The gauge starts at 100%, but when fully drained, the stage ends. Depletes faster on every BAD or POOR.
* EX HARD - Same as HARD, but with a greater penalty on missed notes.


'''ASSIST MODIFIERS'''
''From tricoro onwards, this can be accessed by pressing the VEFX button while on the Game Options screen.''
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
|-
! style="background:#9999ee; text-align: center;" | Options
! style="background:#9999ee; text-align: center;" | Arcade
! style="background:#9999ee; text-align: center;" | Console / INFINITAS
! style="background:#9999ee; text-align: center;" | ULTIMATE MOBILE
! style="background:#9999ee; text-align: center;" | Info
|-
| Ghost Score Display Position || Yes || Yes || No || This enables a display of the difference between the current score and a previous high score as well as the position of the number in the gameplay screen. The color of the ghost display can also be changed.
|-
| Judge Mode || Yes || Yes || No || When enabled, this displays a small table counting the number of judgments (PGREAT, GREAT, GOOD, BAD, POOR, COMBO BREAK, and FAST/SLOW) obtained in a current stage.
|-
| Judgment Name Display || Yes || Yes || No || This adjusts the distance of the judgment name from the judgment line.
|-
| Judgment Timing Indicator Display || Yes|| Yes || Yes ||  When enabled, this shows the FAST/SLOW indicator as well as the position of said indicator.
|-
| Timing Adjustment || Yes || Yes || Yes || This sets the delay offset between the screen visuals and player's input for better accuracy and/or to suit a player's preference.<br>In CastHour, this can be set during gameplay by pressing [3] for EARLY, [9] for LATE, and [0] for AUTO-ADJUST.
|-
| Target Score Display || Yes || Yes || No || If a TARGET SCORE is enabled, this changes the display method of the target score difference.
|-
| Auto-Scratch Note Display || Yes || No || No || Shows or hides scratch notes if AUTO-SCRATCH is used.
|-
| Groove Gauge Display || Yes || No || No || Shows or hides the Groove Gauge bar and/or percentage number.
|-
| Lane Brightness || Yes || No || No || Adjusts the opacity of the player's note lanes.
|-
| Display || Yes || Yes || No || Changes the display method of the footage recorded from a cabinet's built-in cameras (if applicable) or video (for CS releases) in-game.
|}


* This includes the 5-KEYS, AUTO-SCRATCH, and LEGACY NOTE modifiers, which can be enabled individually, in a combination of two, or all three (FULL ASSIST).
'''Pacemaker Graph Options'''


'''RANGE MODIFIERS'''
''The following options can be toggled on the Game Options screen by turning the turntable. Most options are enabled when an e-amusement pass is used, unless otherwise stated. Note that Pacemaker Graph is unavailable when playing on two players, or on ARENA and BPL BATTLE modes (which used their respective graphs, as stated below).''


* SUDDEN+ - A lane cover is placed at the top of the screen. To adjust the range, hold the START button then turn the turntable in the corresponding direction.
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
* HIDDEN+ - A lane cover is placed at the bottom of the screen. Adjusting method is the same as SUDDEN+.
|-
* SUD+ & HID+ - Combines the last two modifiers. The shutter window can be adjusted in the same fashion as the individual modifiers.
! style="background:#9999ee; text-align: center;" | Name
* LIFT - This moves the judgment line up the screen.
! style="background:#9999ee; text-align: center;" | Info
* LIFT & SUD+ - Combines the LIFT and SUDDEN+ modifiers.
! style="background:#9999ee; text-align: center;" | Remarks
|-
| No Display
| The graph will not appear during gameplay.
| Default option. Can be used without an e-amusement.
|-
| Personal Best
| The graph will display only the personal best score.
| Personal best score displays in a green bar. Target scores displays in red will not appear. If the song is played for the first time, the graph will not appear and the score is displayed as 0.
|-
| National Best
| The graph will display the best score across the world (and the identity of the player).
|
|-
| National Average
| The graph will display the average score calculated by all the players across the world.
|
|-
| Prefecture Best
| Similar to National Best, but displays the best score across the own player's prefecture (and the identity of the player).
|
|-
| Prefecture Average
| Similar to National Average, but displays the average score calculated by all the players from the player's prefecture.
|
|-
| Dan/Class Best
| Similar to National Best, but displays the best score from the same class as the player (and the identity of the player).
|
|-
| Dan/Class Average
| Similar to National Average, but displays the average score calculated by all the players from the same class as the player.
|
|-
| Rival Name
| The graph will display the selected rival's score.
| Up to five rivals can be registered. A minimum of one rival must be registered to make it appear.
|-
| Rival Next
| The graph will display a score of the rival above the player.
| Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
|-
| Rival Best
| Similar to National Best, but displays the best score from the registered rivals.
| Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
|-
| Rival Average
| Similar to National Average, but displays the average score calculated by the registered rivals.
| Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
|-
| Rival Rotate
| Start with a score target from the lowest and shift to the next highest score.
| Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
|-
| Store Best
| Similar to National Best, but displays the best score from the store itself.
|
|-
| Store Average
| Similar to National Average, but displays the average score calculated by all the plays from the store itself.
|
|-
| Pacemaker AAA
| Displays a target of DJ LEVEL AAA, with the score showing the minimum score required to get a DJ LEVEL AAA.
| If the song have no plays, it is switched to this graph instead.
|-
| Pacemaker AA
| Similar to Pacemaker AAA, but displays a graph/minimum score for DJ LEVEL AA.
|
|-
| Pacemaker A
| Similar to Pacemaker AAA, but displays a graph/minimum score for DJ LEVEL A.
|
|-
| Pacemaker Percent
| Similar to Pacemaker AAA, but displays a graph/minimum score set by a percentage.
| Can be set by using a keypad, and then pressing the 00 button will set the percentage.
|-
| Pacemaker Next
| Similar to Pacemaker AAA, but displays a graph/minimum score determined by cutoff of the player's best score.
| The graph may display a + (located between the two levels) in the graph, with a minimum of A to AUTO (the maximum possible score)
|-
| Pacemaker Next+
| Similar to Pacemaker Next, but displays a more precise level.
|
|-
| Pacemaker Rotate
| Similar to Rival Rotate, but with minimum scores starting from DJ LEVEL A.
|
|-
| Previous Score Ghost
| Displays the player's best score from the previous game.
| Option is not available if PASELI Premium Play is not selected (when playing on Japanese Cabinets only).
|-
| Arena Score
| Displays a real-time graph of all four players playing the song at the same time. The Target Score displays the player currently on lead.
| Exclusive to ARENA mode.
|-
| BPL Battle Score
| Similar to Arena Score, but displays a real-time graph of the rival players playing the song at the same time. The Target Score displays the player currently on lead.
| Exclusive to BPL Battle mode.
|-
| BPL Virtual
| Similar to Arena Score, but displays a real-time graph of both the player and the two participating players playing the assigned song at the same time.
| Exclusive to LIGHTNING MODEL cabinets only.
|}


'''ADVANCED OPTIONS'''
* By pressing 1 on the keypad, the graph will display Tsujigiri Battle. This displays each of the store from all the players one by one as scores are beaten progressively.
* By pressing 2 on the keypad, a "SUB" option will display to set a secondary target score. The graph will not be visible but instead displays a secondary score below the target.
 
'''EXTRA OPTIONS'''


''From tricoro onwards, this can be accessed by pressing the VEFX button while on the Standard Modifier screen.''
''The following options can be enabled by using the numerical keypad installed in e-amusement connected cabinets. Note that, with the exception of M-RAN, enabling any of these modifiers will neither save any scores nor clear lamps, but EXTRA STAGE, Tran Medals, and in-game currency are still obtainable.''


* Ghost Score Display Position - This enables a display of the difference between the current score and a previous high score as well as the position of the number in the gameplay screen.
* M-RAN [6] - If on 2-Player Mode, both sides' charts receive the same RANDOM note column order. However, the 2P side's chart is also mirrored.
* Judge Mode - When enabled, this displays a small table counting the number of judgments (PGREAT, GREAT, GOOD, BAD, POOR, and COMBO BREAK) obtained in a current stage.
* BATTLE [7] - If on Double Play, this uses the Single Play notecharts instead on both sides. Two other RANDOM modifiers, SYNCHRONISE RANDOM and SYMMETRY RANDOM will be added as options.
* Judgment Name Display - This adjusts the distance of the judgment name from the judgment line.
* H-RAN (SAMURAI S-RANDOM) [8] - Same as S-RANDOM, but repeat notes on the same key are less likely to occur. Removed in [[AC EPOLIS|EPOLIS]].
* Judgment Timing Indicator Display - When enabled, this shows the FAST/SLOW indicator as well as the position of said indicator.
* EXPAND-JUDGE [9] - Introduced in [[AC PENDUAL|PENDUAL]] and removed in [[AC EPOLIS|EPOLIS]]. When enabled, the timing windows for PERFECT GREATS and GREATS are quadrupled.  
* Timing Adjustment - This sets the delay offset between the screen visuals and player's input for better accuracy and/or to suit a player's preference.
* Judgment Number Display - This toggles between the combo number and EX SCORE for the number displayed besides the judgment name.
* Target Score Display - If a PACEMAKER is enabled, this changes the display method of the target score.


'''SPECIAL OPTIONS'''
'''Premium Area Modifiers:'''


''The following options can be enabled by using the numerical keypad installed in eAmusement-connected cabinets.''
''These options are exclusive to LIGHTNING MODEL cabinets. Options and selections shown in the front page are explained in clockwise order starting from the top left.''


* BATTLE [1] - If on Double Play, this uses the Single Play notecharts instead on both sides.
;LIGHTNING MODEL
* H-RAN (SAMURAI S-RANDOM) [2] - Same as S-RANDOM, but repeat notes on the same key are less likely to occur.
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
* EXPAND-JUDGE [3] - Introduced in [[AC PENDUAL|PENDUAL]]. When enabled, the timing windows for PERFECT GREATS and GREATS are quadrupled. Scores and clear lamps are not saved with this enabled, but EXTRA STAGE and Tran Medals are still obtainable.
|-
!style="background:#9999ee; text-align: center;" width="75px"| Option
!style="background:#9999ee; text-align: center;"| Info
|-
|Keypad
|Displays a numeric keypad (replacing physical ones from older cabinets). Touching the X closes it.
|-
|Concentration Mode
|If enabled, the Premium Area will turn black during gameplay. Touching anywhere will disable it.
|-
|Hit chart
|Display a list of the songs chosen the most frequent, by National, storewide, all-time, monthly and weekly.
|-
|Song memo
|Displays a list of songs saved/marked by the player. Up to 30 entries can be saved.
|-
|Play analyze
|Displays a more statistical result screen of a song's performance.
|-
|DJ Data
|Displays the parameters of MY NOTES RADAR.
|-
|News
|Display any breaking news and Tsujigiri Battle. Any breaking news from the news ticker on the song selection screen are archived there and also includes a button that jumps the cursor to the relevant song. The Tsujigiri Battle tab shows the number of players defeated using the feature, with separate totals for Single and Double play.
|-
|Casual tournament
|Allows the player to either create or participate an existing competition.
|-
|Sound
|Adjust the sound settings and the effect sliders, along with added two new EQ sliders, Lower-Mid EQ and Hi-Mid EQ.
|-
|Setting
|Adjust the turntable resistance and toggling the lighting of cabinets.
|-
|Song searching
|Allows to search for a list of (and any artist composed) songs input by the player. A memo option next to it allowed the player to mark their favorite entries, similar to MY FAVOURITES.
|-
|Music retry
|Allows one replay of a song with the exact same settings and RANDOM pattern if a STYLE modifier is used.<br>(Japanese cabinets only)
|-
|Video
|Allows the player to record a full-run footage of a song gameplay.<br>(Japanese cabinets only; not all songs allowed video recording)
|-
|Random Lane Gacha
|Allows purchasing of Random patterns and customizing a pre-set pattern.<br>(Japanese cabinets only)
|}


'''Other Modifiers:'''
'''Other Modifiers:'''


* HI-SPEED - increases the scroll rate of the note chart. It is important to point out that the actual notes do not have to be pressed any more quickly; the scroll speed is simply increased and the notes become further apart. Most beatmania IIDX players use Hi-Speed to make the notes easier to read. Most versions of beatmania IIDX have more than one Hi-Speed setting, differentiated by numbers (a higher number means a faster speed.) The Hi-Speed modifier is traditionally abbreviated HS with the number immediately following. For example, Hi-Speed 2 is abbreviated HS2. In styles from DistoreD and IIDX RED CS onward, the player is able to change High Speeds during actual gameplay. Starting with HAPPY SKY and 10th Style CS, Hi-Speed options are expanded to .5 intervals ranging from normal speed to Hi-Speed 4 or 5. Starting in SPADA, the Hi-Speed setting can only be changed on the main gameplay screen.
* HI-SPEED - increases the scroll rate of the note chart. The actual notes do not have to be pressed any more quickly; the scroll speed is simply increased, and the notes become further apart. Most versions of beatmania IIDX have more than one Hi-Speed setting, differentiated by numbers (a higher number means a faster speed.) The Hi-Speed modifier is traditionally abbreviated HS with the number immediately following. For example, Hi-Speed 2 is abbreviated HS2. From [[AC DistorteD|beatmania IIDX DistorteD]] [[CS IIDX RED|11 IIDX RED CS]] in the arcade and consoles respectively onward, HI-SPEED can be changed in-game. .5 mods were added in HAPPY SKY and [[CS 10th style|10th style CS]] for arcade and home respectively. Starting with [[AC tricoro|tricoro]], the HI-SPEED settings go from x0.50 to x4.00 in 0.25 increments. Since SPADA, the HI-SPEED setting can only be changed on the main gameplay screen. [[AC Rootage|Rootage]] introduced a new HI-SPEED system, temporally replacing the old one. There are 10 HI-SPEED settings, and the chart will now scroll at the same speed on a given HI-SPEED setting regardless of the song BPM, but BPM changes will still affect the scroll speed. [[AC HEROIC VERSE|HEROIC VERSE]] re-enables CLASSIC HI-SPEED and expands Rootage's HI-SPEED option to 20 settings.
:Hi-Speed is traditionally adjusted by holding the START button during gameplay and hitting either a black or white key. [[AC tricoro|tricoro]] introduces the Floating Hi-Speed, in which adjustments are done by one-hundredth decimal intervals by spinning the turntable in a corresponding direction. A player can switch between the traditional and Floating Hi-Speed by pressing the EFFECT button while the Hi-Speed window is open.
:Hi-Speed is traditionally adjusted by holding the START button during gameplay and hitting either a black or white key. tricoro introduces the Floating Hi-Speed, in which adjustments are done by one-hundredth decimal intervals by spinning the turntable in a corresponding direction. A player can switch between the classic, Rootage and Floating Hi-Speed by pressing the EFFECT button or [0] on the keypad while the Hi-Speed window is open.
* RANDOM+ - introduced in IIDX RED AC and 8th style CS, this is similar to Random, except that the scratch column is included in the randomization process, so the scratches usually end up assigned to a key, and a key gets assigned to the scratch. This modifier usually completely changes the character of the note chart, so scores obtained using this modifier are not recorded.
* TARGET SCORE - Adjust the graphs mode with a turntable. Unavailable when two people play. ARENA and BPL BATTLE target score are exclusives in both ARENA and BPL BATTLE modes, respectively.
* MIRROR+ - introduced in 9th style CS, this is like Mirror, except the scratch column is included. Like Random+, scores obtained using this modifier are not recorded.
* RANDOM+ - introduced in IIDX RED and 8th style CS, this is similar to RANDOM, except that the scratch column is included in the randomization process, so the scratches usually end up assigned to a key, and a key gets assigned to the scratch. Scores don't save when this is on.
* SUDDEN (old) - notes only become visible when they enter the lower portion of the screen. The visible portion is approximately a third of the screen. It can be enabled at the same time as Hidden, causing the notes to briefly blink in the middle of their respective lanes.
* MIRROR+ - introduced in 9th style CS, this is like MIRROR, except the scratch column is included. Scores don't save when this is on.
* HIDDEN (old) - notes are only visible in the upper portion of the screen (again, approximately a third of the screen). It can be enabled at the same time as Sudden, causing the notes to briefly blink in the middle of their respective lanes.
* SUDDEN (old) - notes only become visible when they enter the lower portion of the screen. The visible portion is approximately a third of the screen. It can be enabled at the same time as HIDDEN, causing the notes to briefly blink in the middle of their respective lanes.
* REGUL-SPEED - Introduced as a secret modifier in GOLD, this negates the effect of tempo changes by setting the scroll speed to a constant 150 BPM. The player can then select an appropriate Hi-Speed mod accordingly. To enable this option, open the options menu by holding Start and press the keys "2-3-5-7-4-6". This constant scroll-speed setting is analoguous to Stepmania's C-Mod, and standard gameplay settings in GuitarFreaks/DrumMania as well as Guitar Hero. Scores obtained using this modifier are not recorded.
* HIDDEN (old) - notes are only visible in the upper portion of the screen (again, approximately a third of the screen). It can be enabled at the same time as SUDDEN, causing the notes to briefly blink in the middle of their respective lanes.
[[Category:Other]]
* REGUL-SPEED - Introduced as a secret modifier in GOLD, this negates the effect of tempo changes by setting the scroll speed to a constant 150 BPM. The player can then select an appropriate Hi-Speed mod accordingly. To enable this option, open the options menu by holding Start and press the keys "2-3-5-7-4-6". Scores obtained using this modifier are not recorded.
* 5-KEYS - This assist modifier disables the two farthermost keys of the player's side, thus essentially making it a 5-key chart akin to the original ''beatmania''. Removed in Rootage.
* ASSIST NOTES / MOBILE ASSIST - reduces chords to one or two simultaneous note(s). Exclusive to ULTIMATE MOBILE, using this option counts as an ASSIST CLEAR.
 
[[Category:beatmania IIDX]]

Latest revision as of 17:16, 19 October 2023

beatmania IIDX redirects here. For the first entry in the series, please see its seperate arcade page.

beatmania IIDX Series

beatmania IIDX (alternately beatmaniaIIDX or just IIDX, pronounced "two dee-ecks") is a series of rhythm video games introduced by KONAMI in 1999. It is the direct sequel to the beatmania game series, and part of the BEMANI line of music games.

Cabinet information

beatmania IIDX's controller layout consists of seven keys (four white, three black) along with one turntable on each player's side. The turntable for the left player's side, 1Player, is on the left of the keys, while the one on the right player's side, 2Player, is on the right.

Under the 16:9 wide display are the start button, both effector and VEFX buttons, and effector sliders (or the touch screen in the LIGHTNING cabinets). After 9th style, there is also a cardreader in order to use the magnetic/contact-less smart card of e-AMUSEMENT. Each series produced has a different mix of new songs and older returning songs; starting with beatmania IIDX 11 IIDX RED, each style has also had a different graphical theme.

beatmania IIDX features quite a few differences from beatmania, including: two extra keys, full-motion video, more powerful hardware, wide-screen display, and more powerful speakers. Three different models of the cabinet exist: a more standard one called beatmania II (hence why a lot of older games' generic videos have "beatmania II" in their background videos), a more advanced one named beatmania IIDX, and a cabinet with two screens named LIGHTNING MODEL (released on December 16th, 2019). Eventually KONAMI discontinued support for the beatmania II cabs, with the IIDX and LIGHTNING MODEL versions becoming the standard.

As of beatmania IIDX 25 CANNON BALLERS, two built-in cameras for hand-shooting have been added: one on the metal cage in front of the neon lights pointing at the controls, and one to the left of the screen pointing at the player(s). Initially the game would not boot up if the cameras were not attached; this was eventually patched out.

Home versions

KONAMI has released 18 home versions of beatmania IIDX: 15 on the Sony PlayStation 2 game console, one on PC, and two on mobile devices. The PS2 games are stored on DVD, and can be bought with a controller that matches the arcade version very closely. The controller's key insert is detachable, so the player may attach it as preferred on the left or the right side of the turntable. 14 home versions, from 3rd style through 16 EMPRESS + PREMIUM BEST, were released in Japan between 2000-2009. The series' sole North American release, simply titled beatmania (2006), loosely uses 9th style CS as the source of its interface and system BGM, but contains a completely different songlist.

The latest non-mobile version, beatmania IIDX INFINITAS (2020), is a PC release of beatmania IIDX. It uses a unique interface based on SPADA.

Gameplay

Songs in beatmania IIDX are measured by a difficulty level system, which varies from game to game. Here's a list of difficulty levels by game for reference:

The gameplay is still the same as in beatmania, with the addition of two extra keys. There are eight columns on the screen, corresponding to each of the keys and the turntable. While playing, small horizontal bars fall down these columns, and the player must press the right key corresponding to the lane as it reaches the red line. Keys 1, 3, 5, and 7 are white, 2, 4, and 6 are blue, and the scratch lane is red. Every time a key is pressed or the scratch is played, an instrument is played to complement the song. In order to hear the song correctly, the player must get the bars on the right timing. Depending on how accurate you hit the note, you will receive a rating of your performance in real time above that note, going from GREAT (a flashing one, officially known as JUST GREAT or PERFECT GREAT, meaning perfect timing; a regular GREAT meaning very close), GOOD, BAD, and POOR (the latter for not hitting a note at all).

The typical goal of the game is to clear the song by getting the Groove Gauge to 80% by song's end; clearing a song at exactly 80% is known as a "borderline". The gauge starts at 22%, and increases/decreases depending on your performance in a song. GREATs will increase the gauge quickly, GOODs will slowly increase it, BADs will decrease it slightly, and POOR will decrease it significantly. The lowest you can go on the gauge is 2%. However, depending on the game mode, gauge requirements can change, as explained below.

From beatmania IIDX 6th style onward, you will also receive a grade at song's end, pass or fail. Grade level is determined by EX-SCORE. EX-SCORE is measured by the amount of GREATs (just and regular) obtained in a song divided by two: two points for a PERFECT GREAT, one for a regular GREAT, and zero for everything else. You will also receive a letter grade, depending on your percentage of EX-SCORE:

  • F: anything lower than 2/9
  • E: 2/9
  • D: 3/9
  • C: 4/9
  • B: 5/9
  • A: 6/9
  • AA: 7/9
  • AAA: 8/9 and higher

There is no specific grade for achieving 100% EX-SCORE.

Clear Lamps

When playing on an e-amusement account, or on any console game/beatmania IIDX ULTIMATE MOBILE, the game will record your scores and clear status on each song. This will be shown on the song select screen as a glowing light next to the song's title, known as a clear lamp.

Clear lamps will glow depending on the best result you obtained playing that particular song.

Clear lamp HEROIC VERSE - present ULTIMATE MOBILE Earlier versions Info
NO PLAY No light The song has not yet been played.
FAILED Flickering red Flickering blue Flickering Green/blue/yellow/red
(BEGINNER, NORMAL, HYPER, and ANOTHER respectively)
The song was played, but failed.
ASSIST CLEAR Bright purple The song was passed with any ASSIST modifier or the ASSISTED EASY groove gauge setting.
EASY CLEAR Bright green The song was passed using the EASY groove gauge setting.
CLEARED Bright blue Bright green/blue/yellow/red
(BEGINNER, NORMAL, HYPER, and ANOTHER respectively)
The song was cleared without any extra settings.
HARD CLEAR White The song was passed using the HARD groove gauge setting.
EX-HARD CLEAR Flashing red and yellow The song was passed using the EX-HARD groove gauge setting.
FULL COMBO Strobing white, blue, and orange FULL COMBO obtained on the song.

Difficulties

BEGINNER
This difficulty was added as a game mode in 9th style (5th style CS for home version). Designed for newcomers to the game, the BEGINNER difficulty uses alternative note charts that are rated from levels 1 to 3. Not all songs have BEGINNER charts.
Prior to copula, BEGINNER MODE was separate from the rest of the game modes. As of HEROIC VERSE, BEGINNER charts can now appear in level folders and select Dan courses.
NORMAL / LIGHT7
A degree of difficulty lower than HYPER. Was named LIGHT7 prior to HAPPY SKY. Near every song since 3rd style has a NORMAL chart.
HYPER / 7KEYS
This is the standard difficulty. Was named 7KEYS prior to HAPPY SKY. All songs have HYPER charts.
ANOTHER
The highest difficulty, ANOTHER charts range from as low as level 3 to as high as level 12, the maximum level. ANOTHER charts are near always more difficult than HYPER; even simple songs on HYPER can become notoriously difficult on ANOTHER. Prior to HAPPY SKY, ANOTHER charts were chosen in arcade installment by pressing the VEFX button when choosing a song. Also prior to HAPPY SKY, ANOTHER charts did not have individual ratings; they displayed the same difficulty level as their 7/14KEYS counterpart instead. Not all songs have ANOTHER charts.
LEGGENDARIA
LEGGENDARIA charts debuted in SPADA and cost 4 V-Discs (or one on certain days) to play. These are generally harder versions of ANOTHER charts or ported versions of Black ANOTHER charts from CS versions. Before HEROIC VERSE, LEGGENDARIA charts had a "†" or "†LEGGENDARIA" moniker after the song title and were displayed as separate songs. Not every song has a LEGGENDARIA chart, and some songs have only either Single or Double LEGGENDARIA charts.

Note that some tracks have certain charts that sound different from the original song.

Game modes

Note: These are the default settings for each mode. They might be changed by the arcade operator.

Mode Duration Repeat songs Hidden mode Switch Single/Double Comments
STEP UP 3 songs Yes No Yes This mode gives the player a song list depending on their performance on each stage, with the range of difficulty becoming easier or harder. Three songs are guaranteed as well.
STEP UP is unavailable for two players.
STANDARD
(Non-Japanese cabinets, or earlier versions)
Up to 3 songs, plus EXTRA STAGE No No Yes Select a song per stage and try to clear it. Some versions may also include ONE MORE EXTRA STAGE.
STANDARD
(Japanese cabinets)
Up to 3 songs No No Yes EXTRA STAGE is not accessible in this mode.
PREMIUM
(Japanese cabinets)
Up to 3 songs, plus EXTRA STAGE No No Yes Like STANDARD mode, but requires PASELI. Accessing PREMIUM in all modes, except PREMIUM FREE, adds 7 V-Discs to the account.
EXPERT Up to 4 songs N/A No No Play a course of set songs in a row without stopping. Players start with a gauge at 100%; if it drops to 0%, the game is over.
It uses the HARD gauge, but it drops at a much slower rate. Up through Lincle, EXPERT courses had five songs, instead of the now standard four.
FREE 2 songs (3, if there are two players) Yes No Yes Like STANDARD mode, except that players can play to the end of a song without failing, and there's no level restriction.
TIME FREE / PREMIUM FREE 5 minutes (7 for 2 players and 10 in PREMIUM FREE, 6-30 in Japanese cabinets) Yes No Yes TIME FREE is only available certain days, replacing FREE mode, or if online ARENA MODE only detects CPU players.
It works like FREE mode, except with a timer instead of stages.
PREMIUM FREE requires PASELI on Japanese cabinets or credits in other regions and, on certain days, adds an additional minute.
HAZARD 4 songs Yes Yes Yes Added in EMPRESS, the GROOVE GAUGE turns yellow, and breaking combo will result in instant stage failure.
A POOR with no notes on its line will drop the gauge by a minimal amount (2%).
TIME HAZARD 8 minutes Yes Yes Yes Like HAZARD mode, except with a timer instead of stages. Only available on certain days, replacing HAZARD.
TIME HELL 8 minutes Yes Yes Yes Like TIME FREE mode, except that the Groove Gauge cannot be recovered while playing. Only available on certain days, replacing HAZARD.
CLASS / DAN Up to 4 songs N/A No Yes This is basically the same as EXPERT, but only HI-SPEED, EX GAUGE (yellow lines) and MIRROR can be chosen. Each course has up to four songs.
The song sets differ for every difficulty.
ARENA 4 songs N/A No No An online matching mode where four players compete against each other on a four song set.
If only CPU players are detected, the player can choose TIME FREE instead. ARENA is unavailable for two players.
BEMANI PRO LEAGUE BATTLE 2-4 songs N/A No No An online matching mode where two players compete against each other on two to four song set.
If only CPU players are detected, the player can choose TIME FREE instead. BPL BATTLE is unavailable for two players and requires LIGHTNING MODEL cabinets.

HAZARD, TIME HAZARD and TIME HELL are available by highlighting (TIME) FREE mode and pressing the three black keys.

The availability of the modes is the following:

Country/Game Cabinet
Version
Availability
STEP UP STANDARD (songs) PREMIUM EXPERT/CLASS FREE (songs) TIME FREE (time) Hidden modes PREMIUM FREE ARENA BPL BATTLE
Japan Japanese Yes 3 songs PASELI only Yes 2 songs
(3 for 2 players)
5 minutes (7 for 2 players) Yes PASELI only Yes Yes
Korea Korean Yes 3 songs + 1 No Yes 2 songs
(3 for 2 players)
5 minutes (7 for 2 players) Yes Set in operator menu Yes Yes
North America ※U.S. Yes 3 songs + 1 No Yes 2 songs
(3 for 2 players)
5 minutes (7 for 2 players) Yes Set in operator menu Yes Yes
Other Asian Yes 3 songs + 1 No Yes 2 songs
(3 for 2 players)
5 minutes (7 for 2 players) Yes Set in operator menu Yes Yes
EVENT MODE N/A No No No No Set in operator menu No Yes No Local Match only Local Match only
Home versions N/A No 3 songs + 1 No Yes Infinite No HAZARD only No No No
INFINITAS N/A No No No CLASS only Infinite No No No No No
ULTIMATE MOBILE N/A No No No CLASS only Infinite No No No No No

※LIGHTNING MODEL cabinets only. Older cabinets use the Japanese release.

Gameplay modifiers

[NOTE: Due to the sheer number of modifiers available in beatmania IIDX, this section will divide the modifiers according to the category that each is placed in-game (as of EPOLIS). Older modifiers no longer seen in recent arcade games are also described here.]

BASIC ASSIST MODIFIERS / Beginner Options

From tricoro onwards, these modifiers are displayed first for guest players or new e-amusement pass users. Beginning with BISTROVER, this screen can also be disabled in the e-amusement website.

  • HI-SPEED - change the Hi-Speed value. (see below)
  • ASSISTED EASY - a variation of the EASY gauge (see below). This lowers the Groove Gauge passing requirement from 80% to 60%. Introduced in copula.
  • AUTO-SCRATCH - When enabled, this automatically plays all scratch notes in a chart.
  • LEGACY NOTE - Introduced in SIRIUS, this converts all Charge Notes, Backspin Scratches, and Multi Spin Scratches into regular notes. (Using LEGACY on a chart that does not contain said notes will award a CLEAR rather than ASSIST CLEAR.)

STANDARD OPTIONS / Game Options

From tricoro onwards, this can be accessed by pressing the EFFECT button while on the Beginner Options screen.

STYLE MODIFIERS / Note Chart Position
Modifier All modes CLASS only Info
OFF Yes Yes Default notechart position.
RANDOM Yes No Each column of notes is assigned to a random key. Scratch notes are unaffected, however.
S-RANDOM Yes No Same as above, but individual notes are scrambled instead.
R-RANDOM Yes No Measures of notes are frequently rotated.
MIRROR Yes Yes The notechart is flipped horizontally.
GAUGE MODIFIERS / Groove Gauge Reduction
Modifier STANDARD / FREE / STEP UP EXPERT / CLASS (TIME) HAZARD TIME HELL ARENA / BPL BATTLE INFINITAS (2015) Info
OFF Yes Yes No No Yes Yes Normal Groove Gauge.
ASSISTED EASY Yes No No No Yes No See above.
EASY Yes No No No Yes Yes The Groove Gauge refills faster and depletes slower. Same passing requirement as the normal gauge.
HARD Yes Yes (EXPERT) No Yes Yes Yes The Groove Gauge starts at 100%. POORs/BADs deplete much faster, and the song is failed instantly at 0%. All lines turn red.
EX-HARD Yes Yes
(EXPERT)
No Yes Yes Yes Same as HARD, but with a greater penalty on missed notes, roughly 16% for each miss. All lines turn yellow.
ASSIST MODIFIERS / Assisted Play Feature
  • This includes the AUTO-SCRATCH and LEGACY NOTE modifiers, which can be enabled individually or in unison, but are disabled in CLASS mode.
RANGE MODIFIERS / Note Chart Display Area
Modifier Info
OFF Notes are fully visible.
SUDDEN+ A lane cover is placed at the top of the screen. To adjust the range, hold the START button then turn the turntable in the corresponding direction.
HIDDEN+ A lane cover is placed at the bottom of the screen. Adjusting method is the same as SUDDEN+.
SUD+ & HID+ Combines the last two modifiers. The shutter window can be adjusted in the same fashion as the individual modifiers.
LIFT This moves the judgment line up the screen.
LIFT & SUD+ Combines the LIFT and SUDDEN+ modifiers.

ADVANCED OPTIONS

From tricoro onwards, this can be accessed by pressing the VEFX button while on the Game Options screen.

Options Arcade Console / INFINITAS ULTIMATE MOBILE Info
Ghost Score Display Position Yes Yes No This enables a display of the difference between the current score and a previous high score as well as the position of the number in the gameplay screen. The color of the ghost display can also be changed.
Judge Mode Yes Yes No When enabled, this displays a small table counting the number of judgments (PGREAT, GREAT, GOOD, BAD, POOR, COMBO BREAK, and FAST/SLOW) obtained in a current stage.
Judgment Name Display Yes Yes No This adjusts the distance of the judgment name from the judgment line.
Judgment Timing Indicator Display Yes Yes Yes When enabled, this shows the FAST/SLOW indicator as well as the position of said indicator.
Timing Adjustment Yes Yes Yes This sets the delay offset between the screen visuals and player's input for better accuracy and/or to suit a player's preference.
In CastHour, this can be set during gameplay by pressing [3] for EARLY, [9] for LATE, and [0] for AUTO-ADJUST.
Target Score Display Yes Yes No If a TARGET SCORE is enabled, this changes the display method of the target score difference.
Auto-Scratch Note Display Yes No No Shows or hides scratch notes if AUTO-SCRATCH is used.
Groove Gauge Display Yes No No Shows or hides the Groove Gauge bar and/or percentage number.
Lane Brightness Yes No No Adjusts the opacity of the player's note lanes.
Display Yes Yes No Changes the display method of the footage recorded from a cabinet's built-in cameras (if applicable) or video (for CS releases) in-game.

Pacemaker Graph Options

The following options can be toggled on the Game Options screen by turning the turntable. Most options are enabled when an e-amusement pass is used, unless otherwise stated. Note that Pacemaker Graph is unavailable when playing on two players, or on ARENA and BPL BATTLE modes (which used their respective graphs, as stated below).

Name Info Remarks
No Display The graph will not appear during gameplay. Default option. Can be used without an e-amusement.
Personal Best The graph will display only the personal best score. Personal best score displays in a green bar. Target scores displays in red will not appear. If the song is played for the first time, the graph will not appear and the score is displayed as 0.
National Best The graph will display the best score across the world (and the identity of the player).
National Average The graph will display the average score calculated by all the players across the world.
Prefecture Best Similar to National Best, but displays the best score across the own player's prefecture (and the identity of the player).
Prefecture Average Similar to National Average, but displays the average score calculated by all the players from the player's prefecture.
Dan/Class Best Similar to National Best, but displays the best score from the same class as the player (and the identity of the player).
Dan/Class Average Similar to National Average, but displays the average score calculated by all the players from the same class as the player.
Rival Name The graph will display the selected rival's score. Up to five rivals can be registered. A minimum of one rival must be registered to make it appear.
Rival Next The graph will display a score of the rival above the player. Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
Rival Best Similar to National Best, but displays the best score from the registered rivals. Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
Rival Average Similar to National Average, but displays the average score calculated by the registered rivals. Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
Rival Rotate Start with a score target from the lowest and shift to the next highest score. Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
Store Best Similar to National Best, but displays the best score from the store itself.
Store Average Similar to National Average, but displays the average score calculated by all the plays from the store itself.
Pacemaker AAA Displays a target of DJ LEVEL AAA, with the score showing the minimum score required to get a DJ LEVEL AAA. If the song have no plays, it is switched to this graph instead.
Pacemaker AA Similar to Pacemaker AAA, but displays a graph/minimum score for DJ LEVEL AA.
Pacemaker A Similar to Pacemaker AAA, but displays a graph/minimum score for DJ LEVEL A.
Pacemaker Percent Similar to Pacemaker AAA, but displays a graph/minimum score set by a percentage. Can be set by using a keypad, and then pressing the 00 button will set the percentage.
Pacemaker Next Similar to Pacemaker AAA, but displays a graph/minimum score determined by cutoff of the player's best score. The graph may display a + (located between the two levels) in the graph, with a minimum of A to AUTO (the maximum possible score)
Pacemaker Next+ Similar to Pacemaker Next, but displays a more precise level.
Pacemaker Rotate Similar to Rival Rotate, but with minimum scores starting from DJ LEVEL A.
Previous Score Ghost Displays the player's best score from the previous game. Option is not available if PASELI Premium Play is not selected (when playing on Japanese Cabinets only).
Arena Score Displays a real-time graph of all four players playing the song at the same time. The Target Score displays the player currently on lead. Exclusive to ARENA mode.
BPL Battle Score Similar to Arena Score, but displays a real-time graph of the rival players playing the song at the same time. The Target Score displays the player currently on lead. Exclusive to BPL Battle mode.
BPL Virtual Similar to Arena Score, but displays a real-time graph of both the player and the two participating players playing the assigned song at the same time. Exclusive to LIGHTNING MODEL cabinets only.
  • By pressing 1 on the keypad, the graph will display Tsujigiri Battle. This displays each of the store from all the players one by one as scores are beaten progressively.
  • By pressing 2 on the keypad, a "SUB" option will display to set a secondary target score. The graph will not be visible but instead displays a secondary score below the target.

EXTRA OPTIONS

The following options can be enabled by using the numerical keypad installed in e-amusement connected cabinets. Note that, with the exception of M-RAN, enabling any of these modifiers will neither save any scores nor clear lamps, but EXTRA STAGE, Tran Medals, and in-game currency are still obtainable.

  • M-RAN [6] - If on 2-Player Mode, both sides' charts receive the same RANDOM note column order. However, the 2P side's chart is also mirrored.
  • BATTLE [7] - If on Double Play, this uses the Single Play notecharts instead on both sides. Two other RANDOM modifiers, SYNCHRONISE RANDOM and SYMMETRY RANDOM will be added as options.
  • H-RAN (SAMURAI S-RANDOM) [8] - Same as S-RANDOM, but repeat notes on the same key are less likely to occur. Removed in EPOLIS.
  • EXPAND-JUDGE [9] - Introduced in PENDUAL and removed in EPOLIS. When enabled, the timing windows for PERFECT GREATS and GREATS are quadrupled.

Premium Area Modifiers:

These options are exclusive to LIGHTNING MODEL cabinets. Options and selections shown in the front page are explained in clockwise order starting from the top left.

LIGHTNING MODEL
Option Info
Keypad Displays a numeric keypad (replacing physical ones from older cabinets). Touching the X closes it.
Concentration Mode If enabled, the Premium Area will turn black during gameplay. Touching anywhere will disable it.
Hit chart Display a list of the songs chosen the most frequent, by National, storewide, all-time, monthly and weekly.
Song memo Displays a list of songs saved/marked by the player. Up to 30 entries can be saved.
Play analyze Displays a more statistical result screen of a song's performance.
DJ Data Displays the parameters of MY NOTES RADAR.
News Display any breaking news and Tsujigiri Battle. Any breaking news from the news ticker on the song selection screen are archived there and also includes a button that jumps the cursor to the relevant song. The Tsujigiri Battle tab shows the number of players defeated using the feature, with separate totals for Single and Double play.
Casual tournament Allows the player to either create or participate an existing competition.
Sound Adjust the sound settings and the effect sliders, along with added two new EQ sliders, Lower-Mid EQ and Hi-Mid EQ.
Setting Adjust the turntable resistance and toggling the lighting of cabinets.
Song searching Allows to search for a list of (and any artist composed) songs input by the player. A memo option next to it allowed the player to mark their favorite entries, similar to MY FAVOURITES.
Music retry Allows one replay of a song with the exact same settings and RANDOM pattern if a STYLE modifier is used.
(Japanese cabinets only)
Video Allows the player to record a full-run footage of a song gameplay.
(Japanese cabinets only; not all songs allowed video recording)
Random Lane Gacha Allows purchasing of Random patterns and customizing a pre-set pattern.
(Japanese cabinets only)

Other Modifiers:

  • HI-SPEED - increases the scroll rate of the note chart. The actual notes do not have to be pressed any more quickly; the scroll speed is simply increased, and the notes become further apart. Most versions of beatmania IIDX have more than one Hi-Speed setting, differentiated by numbers (a higher number means a faster speed.) The Hi-Speed modifier is traditionally abbreviated HS with the number immediately following. For example, Hi-Speed 2 is abbreviated HS2. From beatmania IIDX DistorteD 11 IIDX RED CS in the arcade and consoles respectively onward, HI-SPEED can be changed in-game. .5 mods were added in HAPPY SKY and 10th style CS for arcade and home respectively. Starting with tricoro, the HI-SPEED settings go from x0.50 to x4.00 in 0.25 increments. Since SPADA, the HI-SPEED setting can only be changed on the main gameplay screen. Rootage introduced a new HI-SPEED system, temporally replacing the old one. There are 10 HI-SPEED settings, and the chart will now scroll at the same speed on a given HI-SPEED setting regardless of the song BPM, but BPM changes will still affect the scroll speed. HEROIC VERSE re-enables CLASSIC HI-SPEED and expands Rootage's HI-SPEED option to 20 settings.
Hi-Speed is traditionally adjusted by holding the START button during gameplay and hitting either a black or white key. tricoro introduces the Floating Hi-Speed, in which adjustments are done by one-hundredth decimal intervals by spinning the turntable in a corresponding direction. A player can switch between the classic, Rootage and Floating Hi-Speed by pressing the EFFECT button or [0] on the keypad while the Hi-Speed window is open.
  • TARGET SCORE - Adjust the graphs mode with a turntable. Unavailable when two people play. ARENA and BPL BATTLE target score are exclusives in both ARENA and BPL BATTLE modes, respectively.
  • RANDOM+ - introduced in IIDX RED and 8th style CS, this is similar to RANDOM, except that the scratch column is included in the randomization process, so the scratches usually end up assigned to a key, and a key gets assigned to the scratch. Scores don't save when this is on.
  • MIRROR+ - introduced in 9th style CS, this is like MIRROR, except the scratch column is included. Scores don't save when this is on.
  • SUDDEN (old) - notes only become visible when they enter the lower portion of the screen. The visible portion is approximately a third of the screen. It can be enabled at the same time as HIDDEN, causing the notes to briefly blink in the middle of their respective lanes.
  • HIDDEN (old) - notes are only visible in the upper portion of the screen (again, approximately a third of the screen). It can be enabled at the same time as SUDDEN, causing the notes to briefly blink in the middle of their respective lanes.
  • REGUL-SPEED - Introduced as a secret modifier in GOLD, this negates the effect of tempo changes by setting the scroll speed to a constant 150 BPM. The player can then select an appropriate Hi-Speed mod accordingly. To enable this option, open the options menu by holding Start and press the keys "2-3-5-7-4-6". Scores obtained using this modifier are not recorded.
  • 5-KEYS - This assist modifier disables the two farthermost keys of the player's side, thus essentially making it a 5-key chart akin to the original beatmania. Removed in Rootage.
  • ASSIST NOTES / MOBILE ASSIST - reduces chords to one or two simultaneous note(s). Exclusive to ULTIMATE MOBILE, using this option counts as an ASSIST CLEAR.