MUSECA Information: Difference between revisions

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== Gameplay ==
== Gameplay ==
The MÚSECA cabinet has a foot pedal and five spinners, which can be pressed, held, or rotated, depending on the note type. Much like several other BEMANI games, notes appear from the top of the screen toward the bottom. Note types are the following:
The MÚSECA cabinet has a foot pedal and five spinners, which can be pressed, held, or rotated, depending on the note type. Like SOUND VOLTEX, notes appear from the background in the center of the screen and travel towards the judgement line. Notes are also color-coded depending on the input device they are associated with (blue for the top three spinners, yellow for the bottom two spinners, and white/red for the foot pedal). Note types are the following:
* Objects: normal notes that can be hit by pressing or rotating the spinner.
* Hit Object: a normal, diamond-shaped note that can be hit by pressing the spinner.
* Long Objects: notes where the spinner must be held.  
* Charge Object: a long note that requires the spinner to be held down.
* Rotate Objects: notes where the spinner must be rotated. Most Rotate Objects accept rotating the spinner in either direction, but some Rotate Objects on Red charts require rotating the spinner in a specific direction.
* Spin Object: a cone-like note that requires the spinner to be rotated. The spinner can be rotated in either direction.
* Strong Rotate Objects: similar to Rotate Objects, but they must be rotated at a faster speed.
* Storm Object: similar to Spin Objects, but they must be rotated with more force.
* Pedal Object: the foot pedal must be pressed and held.
* Kick Object: a large, wide note that requires the foot pedal to be pressed and held.
* Directional Spin Object: A Spin Object that requires the spinner to be rotated in a specific direction. The direction in which the spinner must be rotated is indicated by an arrow above the note.


Object judge rank names are the same as SOUND VOLTEX: CRITICAL, NEAR, and ERROR. Combo in this game is referred to as CONNECT, and a full combo is referred to as CONNECT ALL.
When holding down Charge Objects or Kick Objects, a "CHARGE" percentage indicator is shown. The second of two judge ranks for the Object is based on how high the note was charged when the Object ends:
 
When holding down Long Objects or Pedal Objects, a "CHARGE" percentage indicator is shown. The second of two judge ranks for the Object is based on how high the note was charged when the Object ends:
* 100%: CRITICAL
* 100%: CRITICAL
* 20%-99%: NEAR
* 20%-99%: NEAR
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The Object need not be held entirely to receive 100% CHARGE. Additionally, letting go of the Object will not break the player's CONNECT; it will simply stop increasing CHARGE until the Object is pressed again.
The Object need not be held entirely to receive 100% CHARGE. Additionally, letting go of the Object will not break the player's CONNECT; it will simply stop increasing CHARGE until the Object is pressed again.


Before or during a song, some gameplay options can be changed: lane shape (curve or no curve, W or flat) and speed modifier (is independent of song BPM, but can be affected multiplicatively by Grafica).
The gameplay interface itself is very similar to SOUND VOLTEX. There are three difficulties: Green (翠), Orange (橙), and Red (朱). The difficulty scale goes from 1 to 15. Object judge rank names are also the same as SOUND VOLTEX: CRITICAL, NEAR, and ERROR. Combo in this game is referred to as CONNECT, and a full combo is referred to as CONNECT ALL.


The gameplay interface itself is very similar to SOUND VOLTEX. There are three difficulties: Green (翠), Orange (橙), and Red (). The difficulty scale goes from 1 to 15.
At the start or during a song, some gameplay options can be changed: lane shape (curve or no curve, W or flat) and speed modifier (independent of song BPM). More options can be accessed in the song select menu by holding the foot pedal.


== Grafica ==
== Grafica ==
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