beatmania Arcade General Information

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Much of the information in each topic below has been sourced and/or translated from: KANIKANI's beatmania/III website

DIP Switch Settings

DJ LEVEL Grades

The information below was sourced from:

NORMAL

  • Grades (highest to lowest): A, B, C, D, E, F, G, H
  • The required score to obtain each grade varies according to game, as well as stage count settings and mode.

EXPERT / EXPERT+

  • Grades (highest to lowest): AAA, AA, A, B, C, D, E, F, G, H
  • The required score to obtain each grade varies according to game, as shown in the following table.
Grade 1st 2nd/3rd CM1 ~ FINAL
AAA - SS = 450000 ~ 999999 EX >= 10/11 * 2 * TN
AA - SS = 400000 ~ 449999 EX >= 9/11 * 2 * TN
A SS = 522218 ~ 999999 SS = 350000 ~ 399999 EX >= 8/11 * 2 * TN
B SS = 433330 ~ 522217 SS = 300000 ~ 349999 EX >= 7/11 * 2 * TN
C SS = 344442 ~ 433329 SS = 250000 ~ 299999 EX >= 6/11 * 2 * TN
D SS = 255554 ~ 344441 SS = 200000 ~ 249999 EX >= 5/11 * 2 * TN
E SS = 166666 ~ 255553 SS = 150000 ~ 199999 EX >= 4/11 * 2 * TN
F SS = 77778 ~ 166665 SS = 100000 ~ 149999 EX >= 3/11 * 2 * TN
G SS = -11111 ~ 77777 SS = 50000 ~ 99999 EX >= 2/11 * 2 * TN
H SS = -999999 ~ -11112 SS = 0 ~ 49999 EX < 2/11 * 2 * TN

Terms

  • SS: Stage Score
  • EX: EX Score
  • TN: Total Notes

Bonus Score Types

The information below was sourced from: KANIKANI's beatmania/III website - ボーナス得点

General Info

  • BORDER: Finish the stage with exactly enough groove gauge to clear it
  • PERFECT: Finish the stage with all notes having a GREAT or higher judgment
  • PERFECT + BORDER: Finish the stage with all notes having a GREAT or higher judgment and with exactly enough groove gauge to clear it
  • ALL JUST: Finish the stage with all notes having a JUST GREAT judgment
  • ALL JUST + BORDER: Finish the stage with all notes having a JUST GREAT judgment and with exactly enough groove gauge to clear it

AC beatmania / III series

Bonus Type 1st 2nd/3rd/CM1 4th 5th CM2/Club/DCT CORE/6th/7th/FINAL III IIICORE/IIIAP6/IIIAP7/IIIFINAL
BORDER 5,730 5,730 5,730 5,730 5,730 5,730 5,730 5,730
PERFECT - 3,110 3,110 3,110 3,110 3,110 1,910 1,910
PERFECT + BORDER - 11,900 11,900 11,900 11,900 11,900 50,000 50,000
ALL JUST - - 4,620 - 4,620 50,000 - 11,111
ALL JUST + BORDER - - 19,990 - 19,990 133,333 - 91,000

Scroll Speed Multiplier Values for Hi-Speed Options

The information below was sourced from: KANIKANI's beatmania/III website - ハイスピード倍率

AC beatmania series

1st/2nd/3rd/CM1/4th 5th/CM2/Club/DCT CORE/6th/7th/FINAL
Default x1 x1* x1*
Hi-Speed 1 x2 x1.5
Hi-Speed 2 x3 x2
Hi-Speed 3 x4 x3

* Some songs have a scroll speed multiplier applied to them by default when playing certain charts.

AC beatmania III series

III/IIICORE/IIIAP6/IIIAP7 IIIFINAL
Default / Hi-Speed x1.0 x1 x1
Hi-Speed 1 x1.3
Hi-Speed 2 x2
Hi-Speed 3 x4
Hi-Speed x1.5 x1.5
Hi-Speed x2.0 x2
Hi-Speed x2.5 x2.5
Hi-Speed x3.0 x3
Hi-Speed x4.0 x4
Hi-Speed x6.0 x6
Hi-Speed x8.0 x8
Hi-Speed x16.0 x16

1-Turn Scratch Mechanics

The information below was sourced from:

General Info

  • The idea is to rotate the turntable one rotation while the note is passing through the judgment line. The closer you are to what the game considers to be one rotation (exact values are listed below), the better the earned judgment will be.
  • You can start and end rotating whenever you want; as long as the start and end points during the note are close enough to one rotation, you will earn a JUST GREAT.
  • You can only earn a JUST GREAT, early or late GREAT, early or late GOOD, or a POOR; you cannot earn a BAD from a 1-Turn Scratch note.

Turntable Detection Granularity

AC beatmania series

  • 1 turntable rotation = 72 in-game units = 360°
    • 1/72 turntable rotation = 1 in-game unit = 5°
Judgment In-Game Value Real-World Angle
POOR 0-33 0-165°
Early GOOD 34-50 170°-250°
Early GREAT 51-62 255°-310°
JUST GREAT 63-72-73 315°-360°-365°
Late GREAT 74-85 370°-425°
Late GOOD 86-∞ 430°-∞°
360°
90°
180°
270°
180°
540°
270°
360°
450°

AC beatmania III series

  • 1 turntable rotation = 1080 in-game units = 360°
    • 1/1080 turntable rotation = 1 in-game unit = 0.333...°
Judgment In-Game Value Real-World Angle
POOR 0-540 0-180°
Early GOOD 541-810 180.333...°-270°
Early GREAT 811-1050 270.333...°-350°
JUST GREAT 1051-1080-1109 350.333°-360°-369.666...°
Late GREAT 1110-1349 370°-449.666°
Late GOOD 1350-∞ 450-∞°
360°
90°
180°
270°
180°
540°
270°
360°
450°

Song Charts That Cannot Be Played With BATTLE

"Reserved" WORST/POOR System

The information below was sourced from:

beatmania / 2ndMIX

  • Pressing a key or scratching the turntable at almost any time other than when hitting an active note will cause an empty WORST/POOR.
  • Whenever the 1P or 2P play side gets an empty WORST/POOR, the game adds 1 to that side's cache of "Reserved" WORSTs/POORs (up to a maximum cache of 8).
    • If the cache is 1-8: The next time that side misses any note, instead of the game showing a WORST/POOR, it will show no judgment for that missed note and subtract 1 from the cache.
    • If the cache is 0: The game behaves normally when that side misses a note and shows a WORST/POOR for that missed note.
  • Applied Example:
    • The 1P side gets two empty WORSTs/POORs for key 1.
    • For the next two notes the 1P side misses for any key or scratch, the game will show no judgment for those missed notes.
    • If the 1P side misses another note after that, or the 2P side misses a note, the game will behave normally and show a WORST/POOR for that missed note.

3rdMIX through THE FINAL

  • An empty POOR will only appear when a key is pressed or turntable is scratched while a note is within a certain range.
  • The "Reserved" POOR system was changed as follows:
    • Each key and scratch now has its own cache (instead of one cache for each side between all keys and scratch).
    • The cache maximum is now 1 (down from 8).
    • In games that show current combo counter, even though the game will still show no judgment for a missed note, the current combo counter on a side will reset the next time that side hits a note at least 15 frames after that missed note.
  • Applied Example:
    • The 1P side gets one empty POOR for key 1.
    • For the next note the 1P side misses for key 1, the game will show no judgment for that missed note, but will show a judgment if the 1P side misses a note for any other key or scratch, or if the 2P side misses a note for any key or scratch.

Songs With Default Scroll Speed Multipliers

The information below was sourced from: KANIKANI's beatmania/III website - 標準でハイスピードがかかっている曲

  • In several games in the beatmania series, some songs have a scroll speed multiplier applied to them by default when playing certain charts.
    • In other words, on such charts, the in-game BPM is higher than the displayed BPM, and thus the chart scrolls faster than the displayed BPM would imply.
    • When a HI-SPEED option is used on such a chart, that HI-SPEED's multiplier will stack (multiply) with that chart's default scroll speed multiplier.
  • Games with songs that have such charts, as well as other relevant information, are shown in the tables below.

beatmania 5thMIX -Time to get down-

Song Display BPM Multiplier (B/H/A*) In-Game BPM (B/H/A*)
ALL PRO 92 x1.2 / x1.2 / - 110.4 / 110.4 / -
FREAKOUT 101 x1.2 / x1.2 / x1.2 121.2 / 121.2 / 121.2
HELL SCAPER 190-200 x1.8 / x1.8 / - 342-360 / 342-360 / -

* B = Basic; H = Hard; A = Another

beatmania completeMIX 2

Song Display BPM Multiplier (B/H/A*) In-Game BPM (B/H/A*)
20, NOVEMBER 130 x1.2 / x1.2 / x1.2 156 / 156 / 156
22DUNK 135 x1 / x1 / x1.4 135 / 135 / 189
ATTACK THE MUSIC (49 MUSIC MIX) 140 - / - / x1.4 - / - / 196
ALL PRO 92 x1.2 / x1.2 / - 110.4 / 110.4 / -
BOA BOA LADY 90 - / - / x1.4 - / - / 126
CHAIN (CONNECTION MIX) 152 - / - / x1.4 - / - / 212.8
DO YOU LOVE ME? (SOFT LANDING MIX) 100-200 - / - / x1.4 - / - / 140-280
FREAKOUT 101 x1.2 / x1.2 / x1.4 121.2 / 121.2 / 141.4
HELL SCAPER 190-200 x1.8 / x1.8 / - 342-360 / 342-360 / -
HELL SCAPER (SLASHING MIX) 190-200 - / - / x1.8 - / - / 342-360
MANMACHINE PLAYS JAZZ 114 x1.2 / x1.2 / - 136.8 / 136.8 / -
PRINCE ON A STAR 144 x1.2 / x1.2 / x1.2 172.8 / 172.8 / 172.8
SPARKER 141 x1 / x1 / x1.4 141 / 141 / 197.4
SUPER HIGHWAY 160 x1.2 / x1.2 / - 192 / 192 / -
SUPER HIGHWAY (SUPER SUBWAY MIX) 160 - / - / x1.2 - / - / 192
TETRAQ 171 x1 / x1 / x1.4 171 / 171 / 239.4
THE FALL 143 x1.2 / x1.2 / x1.2 171.6 / 171.6 / 171.6
TOKAI 97 x1 / x1 / x1.2 97 / 97 / 116.4
ZANZIBAR 125 x1 / x1.2 / x1.2 125 / 150 / 150

* B = Basic; H = Hard; A = Another

beatmania ClubMIX

Song Display BPM Multiplier (N/M/A*) In-Game BPM (N/M/A*)
DA MUZIK 144 x1.4 / x1.4 / x1.4 201.6 / 201.6 / 201.6
DISCO DANCING 126 x1 / x1.2 / - 126 / 151.2 / -
DOLLY CATCHER 145 x1.2 / - / - 174 / - / -
DOLLY CATCHER (MANIAC) 72-145 - / x1.2 / - - / 86.4-174 / -
DON'T STOP THE MUSIC 126 x1 / x1.2 / - 126 / 151.2 / -
FALLING 125 x1.2 / x1.2 / - 150 / 150 / -
GAME 175 x1.4 / x1.4 / - 245 / 245 / -
GAME (ANOTHER) 90-230 - / - / x1.4 - / - / 126-322
KOI NO BOOGIE-WOOGIE TRAIN 120 x1.2 / x1.2 / - 144 / 144 / -
RELEASE YOUR MIND 142 x1.4 / x1.4 / - 198.8 / 198.8 / -
SUPER DYNAMITE SOUL 129 x1.2 / x1.2 / - 154.8 / 154.8 / -
SWEET BREEZE 150 x1.2 / x1.2 / - 180 / 180 / -
TAIYO NI HOERO -SHOUGEKI- 160 x1 / x1.4 / x1.4 160 / 224 / 224
TETRAQ 171 x1 / x1.4 / - 171 / 239.4 / -
THE FALL 143 x1.2 / x1.2 / - 171.6 / 171.6 / -
VENUS ON YOUR SMILE 140 x1.2 / x1.2 / x1.2 168 / 168 / 168
WALKIN' IN THE SUN 128 x1.2 / x1.2 / - 153.6 / 153.6 / -
ZANZIBAR 125 x1.2 / x1.2 / - 150 / 150 / -

* N = Normal; M = Maniac; A = Another

beatmania featuring DREAMS COME TRUE

Song Display BPM Multiplier (B/H*) In-Game BPM (B/H*)
朝がまた来る [SCI-FI ANALOG SLAVE KONAMI REMIX] 130 x1.4 / x1.4 182 / 182
決戦は金曜日 125 x1.4 / x1.4 175 / 175

* B = Basic; H = Hard

beatmania 7thMIX keepin' evolution

Song Display BPM Multiplier (N/H/A*) In-Game BPM (N/H/A*)
7000 Questions 112 x1.2 / x1.2 / x1.2 134.4 / 134.4 / 134.4
BABY BABY GIMME YOUR LOVE 2002 96 x1 / x1.2 / x1.2 96 / 115.2 / 115.2
FIRE DUB 85 x1 / x1.4 / x1.4 85 / 119 / 119
FREE KICKER 130 x1.2 / x1.2 / x1.2 156 / 156 / 156
REFERENCE 140 x1.2 / x1.2 / x1.4 168 / 168 / 196

* N = Normal; H = Hard; A = Another

beatmania THE FINAL

Song Display BPM Multiplier (N/H/A*) In-Game BPM (N/H/A*)
7000 Questions 112 x1.2 / x1.2 / x1.2 134.4 / 134.4 / 134.4
BABY BABY GIMME YOUR LOVE 2002 96 x1 / x1.2 / x1.2 96 / 115.2 / 115.2
FREE KICKER 130 x1.2 / x1.2 / x1.2 156 / 156 / 156
REFERENCE 140 x1.2 / x1.2 / x1.4 168 / 168 / 196

* N = Normal; H = Hard; A = Another