beatmania Arcade General Information
Much of the information in each topic below has been sourced and/or translated from: KANIKANI's beatmania/III website
- Many topics cite information from, or link directly to, sections on KANIKANI's beatmania documentation page: KANIKANI's beatmania/III website - beatmania資料集
DIP Switch Settings
- Information about DIP switch settings for each beatmania game can be found here (in Japanese and some English): KANIKANI's beatmania/III website - beatmaniaゲーム設定表
DJ LEVEL Grades
The information below was sourced from:
- http://kani.no.coocan.jp/bm/1.htm
- http://kani.no.coocan.jp/bm/2.htm
- http://kani.no.coocan.jp/bm/3.htm
- http://kani.no.coocan.jp/bm/c1.htm
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:
- KANIKANI's beatmania/III website - beatmania 7thMIX - 一回転スクラッチ
- KANIKANI's beatmania/III website - beatmania資料集 - 一回転スクラッチ判定角度
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.
- It is not to keep rotating the turntable during the note, or to start or stop at a certain time, like with backspin scratches in the IIDX series.
- 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°-∞° |
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-∞° |
Song Charts That Cannot Be Played With BATTLE
- Information about which songs cannot be played with the BATTLE modifier in each beatmania game can be found here (in Japanese and some English): KANIKANI's beatmania/III website - バトルプレイができない曲
"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