What is beatmania IIDX: Difference between revisions

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* [[AC HAPPY SKY|beatmania IIDX 12 HAPPY SKY]]→present: 1-12
* [[AC HAPPY SKY|beatmania IIDX 12 HAPPY SKY]]→present: 1-12


The gameplay is still the same as in ''beatmania'', with the addition of two extra keys. There are eight columns on the screen, corresponding to each of the keys and the turntable. While playing, small horizontal bars fall down these columns, and the player must press the right key corresponding to the lane as it reaches the red line. Keys 1, 3, 5, and 7 are white, 2, 4, and 6 are blue, and the scratch lane is red. Every time a key is pressed or the scratch is played, an instrument is played to complement the song. In order to hear the song correctly, the player must get the bars on the right timing. Depending on how accurate you hit the note, you will receive a rating of your performance in real time above that note, going from GREAT (a flashing one, officially known as JUST GREAT, meaning perfect timing, a regular GREAT meaning very close), GOOD, BAD, and POOR (the latter for not hitting a note at all).
The gameplay is still the same as in ''beatmania'', with the addition of two extra keys. There are eight columns on the screen, corresponding to each of the keys and the turntable. While playing, small horizontal bars fall down these columns, and the player must press the right key corresponding to the lane as it reaches the red line. Keys 1, 3, 5, and 7 are white, 2, 4, and 6 are blue, and the scratch lane is red. Every time a key is pressed or the scratch is played, an instrument is played to complement the song. In order to hear the song correctly, the player must get the bars on the right timing. Depending on how accurate you hit the note, you will receive a rating of your performance in real time above that note, going from GREAT (a flashing one, officially known as JUST GREAT or PERFECT GREAT, meaning perfect timing; a regular GREAT meaning very close), GOOD, BAD, and POOR (the latter for not hitting a note at all).


The typical goal of the game is to clear the song by getting the groove gauge to 80% by song's end; clearing a song at exactly 80% is known as a "borderline". The gauge starts at 22%, and increases/decreases depending on your performance in a song. GREATs will increase the gauge quickly, GOODs will slowly increase it, BADs will decrease it slightly, and POOR will decrease it significantly. The lowest you can go on the gauge is 2%. However, depending on the game mode, gauge requirements can change, as explained below.
The typical goal of the game is to clear the song by getting the Groove Gauge to 80% by song's end; clearing a song at exactly 80% is known as a "borderline". The gauge starts at 22%, and increases/decreases depending on your performance in a song. GREATs will increase the gauge quickly, GOODs will slowly increase it, BADs will decrease it slightly, and POOR will decrease it significantly. The lowest you can go on the gauge is 2%. However, depending on the game mode, gauge requirements can change, as explained below.


From [[AC 6th style|beatmania IIDX 6th style]] onward, you will also receive a grade at song's end, pass or fail. Grade level is determined by EX-SCORE. EX-SCORE is measured by the amount of GREATs (just and regular) obtained in a song divided by two: two points for a JUST GREAT, one for a regular GREAT, and zero for everything else. You will also receive a letter grade, depending on your percentage of EX-SCORE:
From [[AC 6th style|beatmania IIDX 6th style]] onward, you will also receive a grade at song's end, pass or fail. Grade level is determined by [[EX Score|EX-SCORE]]. EX-SCORE is measured by the amount of GREATs (just and regular) obtained in a song divided by two: two points for a PERFECT GREAT, one for a regular GREAT, and zero for everything else. You will also receive a letter grade, depending on your percentage of EX-SCORE:
* F: anything lower than 2/9
* F: anything lower than 2/9
* E: 2/9
* E: 2/9
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|-
|-
| ASSIST CLEAR  
| ASSIST CLEAR  
|colspan=3| Bright purple || The song was passed with any ASSIST modifier or the ASSIST EASY groove gauge setting.
|colspan=3| Bright purple || The song was passed with any ASSIST modifier or the ASSISTED EASY groove gauge setting.
|-
|-
| EASY CLEAR
| EASY CLEAR
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| Yes
| Yes
| Yes
| Yes
| Added in [[AC EMPRESS|EMPRESS]], GROOVE GAUGE lines are turn yellow, and breaking combo will result in instant stage failure.<br>A POOR with no notes on its line will drop the gauge by a minimal amount (2%).
| Added in [[AC EMPRESS|EMPRESS]], the GROOVE GAUGE turns yellow, and breaking combo will result in instant stage failure.<br>A POOR with no notes on its line will drop the gauge by a minimal amount (2%).
|-
|-
| TIME HAZARD
| TIME HAZARD
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