What is beatmania IIDX: Difference between revisions

Add some stuff that was added in later AC versions
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(Add some stuff that was added in later AC versions)
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;BEGINNER
;BEGINNER
:This mode was added in 9th style (5th style for home version).  In the arcade, Beginner limits the list of songs available to only 1-3 star songs, thus severely limiting the number of songs available in a game.  In the home versions, Beginner gives an alternate note chart for nearly all songs, rated from 1-3.  These alternative note charts are not available in the arcade.
:This mode was added in 9th style (5th style for home version).  In the arcade, Beginner limits the list of songs available to only 1-3 star songs, thus severely limiting the number of songs available in a game.  In the home versions, Beginner gives an alternate note chart for nearly all songs, rated from 1-3.  These alternative note charts were not available in the arcade until at least IIDX 17: SIRIUS.
*As of IIDX 11: RED, Beginner Mode's charts are all 1-Star and are impossible to fail out of.
*As of IIDX 11: RED, Beginner Mode's charts are all 1-Star and are impossible to fail out of.
;LIGHT7 / NORMAL
;LIGHT7 / NORMAL
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*In ''Autoscratch'', the turntable is played automatically, not requiring player input. In home versions, scores are not recorded with this modifier activated, since it affects the EX Score requirements for each grade.
*In ''Autoscratch'', the turntable is played automatically, not requiring player input. In home versions, scores are not recorded with this modifier activated, since it affects the EX Score requirements for each grade.
*''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 High Speed to make the notes easier to read. Most versions of ''beatmania IIDX'' have more than one High Speed setting, differentiated by numbers (a higher number means a faster speed.) The High Speed modifier is traditionally abbreviated '''HS''' with the number immediately following. For example, High Speed 2 is abbreviated HS2. In styles from IIDX 13 - DistorteD AC and IIDX 11 - IIDX RED CS onward, the player is able to change High Speeds during actual gameplay. Starting on IIDX HAPPY SKY and 10th Style CS Hi-Speed options moved to .5 intervals ranging from no speed to Hi-Speed 4 or 5.
*''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 High Speed to make the notes easier to read. Most versions of ''beatmania IIDX'' have more than one High Speed setting, differentiated by numbers (a higher number means a faster speed.) The High Speed modifier is traditionally abbreviated '''HS''' with the number immediately following. For example, High Speed 2 is abbreviated HS2. In styles from IIDX 13 - DistorteD AC and IIDX 11 - IIDX RED CS onward, the player is able to change High Speeds during actual gameplay. Starting on IIDX HAPPY SKY and 10th Style CS Hi-Speed options moved to .5 intervals ranging from no speed to Hi-Speed 4 or 5. Starting in IIDX 21: SPADA, the Hi-Speed setting can only be changed on the main gameplay screen.
*On ''Easy'', the gauge does not decrease as quickly and rises faster than usual.
*On ''Easy'', the gauge does not decrease as quickly and rises faster than usual.
*On ''Hard'', the gauge functions differently. It begins at 100%, and the song will immediately end if it reaches 0% (but on the other hand, you will pass if you simply reach the end of the song without failing partway). The gauge decreases very fast in this mode, as much as 10% for every missed note. Bads and extraneous hits cost 6%, as much as a missed note without Hard. However, the gauge rises by 0.16% for each Great or better, and stays unchanged for Goods. Ironically, the Hard modifier is known to make certain songs with difficult ending sections easier to clear. The Hard gauge was slightly altered in beatmania USA, 10th Style, and HAPPY SKY, to make the penalties less harsh when the gauge is below 30%.
*On ''Hard'', the gauge functions differently. It begins at 100%, and the song will immediately end if it reaches 0% (but on the other hand, you will pass if you simply reach the end of the song without failing partway). The gauge decreases very fast in this mode, as much as 10% for every missed note. Bads and extraneous hits cost 6%, as much as a missed note without Hard. However, the gauge rises by 0.16% for each Great or better, and stays unchanged for Goods. Ironically, the Hard modifier is known to make certain songs with difficult ending sections easier to clear. The Hard gauge was slightly altered in beatmania USA, 10th Style, and HAPPY SKY, to make the penalties less harsh when the gauge is below 30%.
*On ''EX-Hard'', introduced in IIDX 19: Lincle, the gauge functions similar to ''Hard'' but with greater penalties (10% for Bads and extraneous hits, and 18% for missed notes).
*On ''Random'', the song's notechart is temporarily altered. All the notes for each key are assigned to another key, picked at random. It should be noted that this is done on a per-key and not a per-note basis, so for instance an alternating sequence of two keys would still be on two keys (but probably not the same two keys as before). Random can make songs with many scale-type maneuvers easier. Note that only the keys are randomised; scratches are not affected.
*On ''Random'', the song's notechart is temporarily altered. All the notes for each key are assigned to another key, picked at random. It should be noted that this is done on a per-key and not a per-note basis, so for instance an alternating sequence of two keys would still be on two keys (but probably not the same two keys as before). Random can make songs with many scale-type maneuvers easier. Note that only the keys are randomised; scratches are not affected.
*''Random+'', introduced in IIDX 11 - IIDX RED AC (8th CS), is like Random, except that the scratch column is included in the randomisation 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.  
*''Random+'', introduced in IIDX 11 - IIDX RED AC (8th CS), is like Random, except that the scratch column is included in the randomisation 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.