What is beatmania IIDX: Difference between revisions

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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 pass a song technically with an F and fail with a AAA, although this is rare in practice (except in HAZARD, due to COMBO BREAKing in the very last notes).
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 pass a song technically with an F and fail with a AAA, although this is rare in practice (except in HAZARD, due to COMBO BREAKing in the very last notes).


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 off-set, lose that crucial top 20% of life and fail.
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 off-set, lose that crucial top 20% of life and fail, or in rare cases, pass a song with 80% of life, knowned as Borderline.


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.
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.
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