IIDX General Info: Difference between revisions

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=== How does the grading scheme for beatmania IIDX work? ===
=== How does the grading scheme for beatmania IIDX work? ===
The grading scheme, or called DJ LEVEL, is determined by the player's [[EX Score]]. The formula to calculate an EX Score is the total number of Perfect Greats multiplied by two plus the number of Greats. To determine the grade, the player must first calculate the maximum score by multiplying the total number of notes for a song by 2, then the player have to use the EX Score to divide it by the maximum obtainable score and multiply by 100 to determine the percentage.


First, you take the total notes found in the song and multiply them by 2. This is the maximum possible score you can get. Then, take the number of Just Greats and multiply them by 2. Add this number to the number of Greats you have. This is your EX score. Take your EX score and divide it by the maximum possible score and multiply by 100 to get your precentage.
The grades are split into eight levels, from the highest rank of AAA to the lowest of F grade. Each grade above F is separated by one-ninth of the score (for example, getting AAA will require at least 8/9 of the score, while getting less than 2/9 will result in F). In [[CS 2006|beatmania (2006)]], these rank criteria were lowered by 1/9 each.
 
100% - 88.89% is an AAA.<br>
88.88% - 77.78% is an AA.<br>
77.77% - 66.67% is an A.<br>
66.66% - 55.56% is a B.
 
Pretty much just 8/9, 7/9, etc.
 
 


=== What the heck are people talking about when they use a towel with beatmania IIDX? ===
=== What the heck are people talking about when they use a towel with beatmania IIDX? ===


Toweling can help to simulate higher speeds in the notes falling. For most players, playing songs at a comfortable rate is usually somewhere in between two high speeds or even beyond the highest speed avaliable. By shortening the amount of time you do see the notes, you can simulate a controllable high speed.
Toweling can help to simulate higher speeds in the notes falling. For most players, playing songs at a comfortable rate is usually somewhere in between two high speeds or even beyond the highest speed available. By shortening the amount of time you do see the notes, you can simulate a controllable high speed.


As of [[AC HAPPY SKY|HAPPY SKY]] and [[CS IIDX RED|IIDX RED CS]], you can use the SUDDEN+ modifier, which achieves the same effect within the game interface.
As of [[AC HAPPY SKY|HAPPY SKY]] and [[CS IIDX RED|IIDX RED CS]], you can use the SUDDEN+ modifier, which achieves the same effect within the game interface.
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=== I want to be cool like LISU and use one hand!! Is this a good idea? ===
=== I want to be cool like LISU and use one hand!! Is this a good idea? ===


Yes and no. The most common way to play beatmaniaIIDX is to use both hands on the keys and scratching whenever it is needed. However, you should try various different play styles and find one that suits you best.
Yes and no. The most common way to play beatmania IIDX is to use both hands on the keys and scratching whenever it is needed. However, you should try various different play styles and find one that suits you best.
 
For example, the current-generation beatmania IIDX top player U*TAKA and South Korean player KKM* both use the left 1P side, while the former top player [[DOLCE.]] uses the right 2P side.


=== What does the DX in beatmania IIDX stand for? ===
=== What does the DX in beatmania IIDX stand for? ===
 
DX stands for Deluxe. The beatmania IIDX machine is actually the second beatmania II machine design. The machine used to make the Tatsujin videos on beatmania IIDX 6th style is an original beatmania II machine, hence IIDX is read as Two-D-X.
DX = Deluxe. The beatmania IIDX machine is actually the 2nd beatmania II machine design. The machine used to make the Tatsujin videos on beatmania IIDX 6th Style is an original beatmania II machine.


=== Why doesn't (song X) sound the same as (song X on a different difficulty)? ===
=== Why doesn't (song X) sound the same as (song X on a different difficulty)? ===
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* [[SHADE]]
* [[SHADE]]
* [[Spica]]
* [[Spica]]
* [[Ongaku|音楽]]
* [[Piano dokusou mugonka "Kaijin"|ピアノ独奏無言歌 "灰燼"]]
* [[Piano kyousoukyoku dai 1 ban "Sasoribi"|ピアノ協奏曲第1番"蠍火"]]
* [[Piano kyousoukyoku dai 1 ban "Sasoribi"|ピアノ協奏曲第1番"蠍火"]]
* [[Waltz dai 17 ban totanchou "Ooinu no waltz"|ワルツ第17番 ト短調"大犬のワルツ"]]
* [[Waltz dai 17 ban totanchou "Ooinu no waltz"|ワルツ第17番 ト短調"大犬のワルツ"]]
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* [[Colorful Cookie]]
* [[Colorful Cookie]]
* [[Deep Clear Eyes]]
* [[Deep Clear Eyes]]
* [[DENIM]]
* [[e-motion]]
* [[e-motion]]
* [[era (nostalmix)]]
* [[era (nostalmix)]]
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* [[g.m.d.]]
* [[g.m.d.]]
* [[GENOM SCREAMS]]
* [[GENOM SCREAMS]]
* [[GOBBLE]]
* [[GRADIUSIC CYBER]]
* [[GRADIUSIC CYBER]]
* [[INFINITE PRAYER -floating flock style-]]
* [[INFINITE PRAYER -floating flock style-]]
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* [[X-DEN]]
* [[X-DEN]]
* [[Kasoukuukan no tabibitotachi|仮想空間の旅人たち]]
* [[Kasoukuukan no tabibitotachi|仮想空間の旅人たち]]
The following songs have the same sounds across difficulties, but with different BPM scrolling speeds when played on other difficulties:
* [[AETHER|ÆTHER]]
* [[EBONY & IVORY]]
* [[empathy]]
* [[FUTURE is Dead]]
* [[Little Little Princess]]
* [[TITANS RETURN]]
Due to a glitch in [[AC tricoro|tricoro]], [[Ongaku|音楽]] could be played on different difficulties by both players, resulting in the song being unplayable. The glitch was fixed during the release of [[AC SPADA|SPADA]].


=== What is money score? ===
=== What is money score? ===
Money score is the score out of 200,000 you get on a song that has nothing to do with anything, and is the basis for high scores in arcade mode.  
[[Money Score]] is the score out of 200,000 you get on a song that has nothing to do with anything, and is the basis for high scores in arcade mode.  


Given a solid play of a given song, a money score around 154,000 indicates an A, 171,000 indicates a AA, and 188,000 indicates a AAA. These are rules of thumb, not hard facts--money score gives some points for goods, while EX score gives zero points for a good. However, it can be mathematically shown that any score of at least 188,888 is guaranteed to be a AAA, and any score of 177,777 or better is guaranteed to be a AA, and so on.
Given a solid play of a given song, a money score around 154,000 indicates an A, 171,000 indicates a AA, and 188,000 indicates a AAA. These are rules of thumb, not hard facts--money score gives some points for goods, while EX score gives zero points for a good. However, it can be mathematically shown that any score of at least 188,888 is guaranteed to be a AAA, and any score of 177,777 or better is guaranteed to be a AA, and so on.
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During gameplay, the cumulative total is stored in floating-point format, but displayed as an integer. This is evident by the occasional rounding error in final scores, causing them to be one point short. Exact information regarding the format and rounding algorithm is not known currently.
During gameplay, the cumulative total is stored in floating-point format, but displayed as an integer. This is evident by the occasional rounding error in final scores, causing them to be one point short. Exact information regarding the format and rounding algorithm is not known currently.


Note: Due to a software bug, IIDX 7th Style CS awards the 4,620-point bonus for results which only qualify for the 3,110-point bonus.
Notes:  
*Due to a software bug, IIDX 7th Style CS awards the 4,620-point bonus for results which only qualify for the 3,110-point bonus.
*The Extra Bonuses are no longer awarded as of [[AC Lincle|beatmania IIDX 19 Lincle]].


===What are the actual values of the high-speed settings?===
===What are the actual values of the high-speed settings?===

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