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:The highest selectable difficulty level for most songs. Prior to [[AC HAPPY SKY|HAPPY SKY]], ANOTHER charts did not have their own difficulty ratings and would display as the same difficulty as the HYPER version. Some tracks [[IIDX General Info#Why_doesn.27t_.28song_X.29_sound_the_same_as_.28song_X_on_a_different_difficulty.29.3F|have an ANOTHER that sounds different from the original song]]. ANOTHER is intended generally for experienced players and usually contains notecharts with a difficulty of 9 to 12. Not every song has an ANOTHER version, though songs without ANOTHER charts typically originate from older styles. | :The highest selectable difficulty level for most songs. Prior to [[AC HAPPY SKY|HAPPY SKY]], ANOTHER charts did not have their own difficulty ratings and would display as the same difficulty as the HYPER version. Some tracks [[IIDX General Info#Why_doesn.27t_.28song_X.29_sound_the_same_as_.28song_X_on_a_different_difficulty.29.3F|have an ANOTHER that sounds different from the original song]]. ANOTHER is intended generally for experienced players and usually contains notecharts with a difficulty of 9 to 12. Not every song has an ANOTHER version, though songs without ANOTHER charts typically originate from older styles. | ||
;ARENA Mode | ;ARENA Mode | ||
:A matching battle mode introduced in [[AC CANNON BALLERS|CANNON BALLERS]] via an online update, and was first unveiled in [[KONAMI Arcade Championship|The 7th KONAMI Arcade Championship]], whereas four players, played locally or online, compete in a set of four songs. A special pacemaker graph, ARENA target score, is exclusive to this mode to track the performances for all players real time. When playing online on certain time periods, the player earns ARENA CUBES which can be used to unlock songs and hidden LEGGENDARIA charts. | :A matching battle mode introduced in [[AC CANNON BALLERS|CANNON BALLERS]] via an online update, and was first unveiled in [[KONAMI Arcade Championship|The 7th KONAMI Arcade Championship]], whereas four players, played locally or online, compete in a set of four songs. A special pacemaker graph, ARENA target score, is exclusive to this mode to track the performances for all players real time. When playing online on certain time periods, the player earns ARENA CUBES which can be used to unlock songs and hidden LEGGENDARIA charts. The alternative name for the mode is 闘. | ||
;ASSIST | ;ASSIST | ||
:A category of modifiers that automatically play notes for the player, including 5KEYS, AUTO-SCRATCH, LEGACY, and any combination thereof. Charts cleared with ASSIST modifiers will be marked with an ASSIST CLEAR until the player achieves an EASY CLEAR or higher. Notes that are automatically played do not count towards EX score, so while ASSIST mods can help in clearing the chart, they will reduce the maximum EX score attainable due to the lower number of playable notes. CS releases prior to [[CS GOLD|GOLD CS]] do not save scores with the ASSIST mods 5KEY and/or AUTO-SCRATCH. | :A category of modifiers that automatically play notes for the player, including 5KEYS, AUTO-SCRATCH, LEGACY, and any combination thereof. Charts cleared with ASSIST modifiers will be marked with an ASSIST CLEAR until the player achieves an EASY CLEAR or higher. Notes that are automatically played do not count towards EX score, so while ASSIST mods can help in clearing the chart, they will reduce the maximum EX score attainable due to the lower number of playable notes. CS releases prior to [[CS GOLD|GOLD CS]] do not save scores with the ASSIST mods 5KEY and/or AUTO-SCRATCH. | ||
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:A scratch note in which you must continuously spin the turntable and then spin it in the opposite direction at the end of the note. The initial scratch and the counter-scratch are judged separately. Introduced in [[AC SIRIUS|SIRIUS]]. | :A scratch note in which you must continuously spin the turntable and then spin it in the opposite direction at the end of the note. The initial scratch and the counter-scratch are judged separately. Introduced in [[AC SIRIUS|SIRIUS]]. | ||
;BEGINNER | ;BEGINNER | ||
:This mode was added in [[AC 9th style|9th style]] ([[CS 5th style|5th style CS]] for home version). Designed for newcomers to the game, BEGINNER gives an alternate note chart for a large selection of songs, with the level rating ranging from 1 to 3. From 9th style to [[AC PENDUAL|PENDUAL]], BEGINNER was a separate mode with only BEGINNER charts, thus severely limiting the number of songs available in a game, while the difficulty levels are written in Kanji. As of [[AC Lincle|Lincle]], several BEGINNER charts from console versions (and earlier arcade styles) were revived. Prior to [[AC HEROIC VERSE|HEROIC VERSE]], scores do not save for BEGINNER charts, and all songs have a generic green clear lamp. Barring a couple of exceptions in some CS releases, there are no Double BEGINNER charts. | :This mode was added in [[AC 9th style|9th style]] ([[CS 5th style|5th style CS]] for home version). Designed for newcomers to the game, BEGINNER gives an alternate note chart for a large selection of songs, with the level rating ranging from 1 to 3. From 9th style to [[AC PENDUAL|PENDUAL]], BEGINNER was a separate mode with only BEGINNER charts, thus severely limiting the number of songs available in a game, while the difficulty levels are written in Kanji. As of [[AC Lincle|Lincle]], several BEGINNER charts from console versions (and earlier arcade styles) were revived. Prior to [[AC HEROIC VERSE|HEROIC VERSE]], scores do not save for BEGINNER charts, and all songs have a generic green clear lamp. Barring a couple of exceptions in some CS releases, there are no Double BEGINNER charts. The alternative name for the mode is 初. | ||
;BPL BATTLE Mode | |||
:A spin-off game mode based from ARENA, this mode competes against another player head-to-head with rules (difficulty level and NOTES RADAR restrictions) based on [[BEMANI PRO LEAGUE]]. The alternative name for the mode is 対. | |||
;CHARGE NOTE | ;CHARGE NOTE | ||
:A note that must be held down and then released when the note ends. The initial press and the release are judged separately. Introduced in SIRIUS. | :A note that must be held down and then released when the note ends. The initial press and the release are judged separately. Introduced in SIRIUS. | ||
;[[beatmania IIDX Dan Courses|CLASS / DAN ININTEI (DAN)]] | ;[[beatmania IIDX Dan Courses|CLASS / DAN ININTEI (DAN)]] | ||
:This mode serves as a skill-ranking system for beatmania IIDX players. Modeled after the Dan system for many martial arts schools, players are ranked from 7th Kyu (the initiate level; 5th Kyu on Double prior to copula) all the way through 10th Dan (the highest rank attainable). Each rank consists of a course of four songs (three on Double prior to copula), each rank being harder than the last. The highest rank a player can achieve can be considered that player's relative "skill level," and is a decent way to gauge player ability. In [[AC DistorteD|DistorteD]], an extra rank above 10th Dan was added, called Kaiden, that is designed to truly test a beatmania IIDX master's skills. A new rank was added in [[AC copula|copula]] called Chuuden, as a bridge between 10th Dan and Kaiden. | :This mode serves as a skill-ranking system for beatmania IIDX players. Modeled after the Dan system for many martial arts schools, players are ranked from 7th Kyu (the initiate level; 5th Kyu on Double prior to copula) all the way through 10th Dan (the highest rank attainable). Each rank consists of a course of four songs (three on Double prior to copula), each rank being harder than the last. The highest rank a player can achieve can be considered that player's relative "skill level," and is a decent way to gauge player ability. In [[AC DistorteD|DistorteD]], an extra rank above 10th Dan was added, called Kaiden, that is designed to truly test a beatmania IIDX master's skills. A new rank was added in [[AC copula|copula]] called Chuuden, as a bridge between 10th Dan and Kaiden. Beginning in [[AC HEROIC VERSE|HEROIC VERSE]], players can challenge on replaying courses previously cleared, including those from the [[beatmania IIDX CLASSIC CLASS Dan Courses|previous games]], in a new sub-mode called 極 (previously called 永世段位 ''Eisei Class'') , exclusive to LIGHTNING MODEL cabinets. The alternative name for the mode is 試. | ||
;CLEAR RATE | ;CLEAR RATE | ||
:The ratio of clears to total attempts by all players on the [[e-amusement]] network on a given chart. It is expressed as a percentage that is shown for the currently-selected chart. Introduced in IIDX RED. | :The ratio of clears to total attempts by all players on the [[e-amusement]] network on a given chart. It is expressed as a percentage that is shown for the currently-selected chart. Introduced in IIDX RED. | ||
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:A modifier in which timing for GREATs is quadrupled. Scores do not save while this is on. Introduced in PENDUAL. | :A modifier in which timing for GREATs is quadrupled. Scores do not save while this is on. Introduced in PENDUAL. | ||
;EXPERT | ;EXPERT | ||
:This mode is one in which you can play a course of songs in a row without stopping. You start with the gauge at its maximum; if it drops to 0, the game is over. The gauge is the same as that used in Hard mode in normal play, but drops at a much slower rate. EXPERT mode was removed beginning in [[AC tricoro|tricoro]], but has since returned in [[AC PENDUAL|PENDUAL]], this time as a software update. It did not return again since [[AC Rootage|Rootage]]. | :This mode is one in which you can play a course of songs in a row without stopping. You start with the gauge at its maximum; if it drops to 0, the game is over. The gauge is the same as that used in Hard mode in normal play, but drops at a much slower rate. EXPERT mode was removed beginning in [[AC tricoro|tricoro]], but has since returned in [[AC PENDUAL|PENDUAL]], this time as a software update. It did not return again since [[AC Rootage|Rootage]]. The alternative name for the mode is 連 (previously 極 prior to [[AC Lincle|Lincle]]). | ||
;EXTRA STAGE | ;EXTRA STAGE | ||
:A bonus stage that occurs after the FINAL STAGE, which can be accessed after fulfilling certain criteria. Since SPADA, EXTRA Stage is Premium-Start exclusive on Japanese cabinets, which can only be accessed when playing on PASELI. Asian, Korean and North American cabinet versions however, are not affected after the change, since these cabinets do not support PASELI. When playing on TIME-based modes, each stage is named as EXTRA STAGE. | :A bonus stage that occurs after the FINAL STAGE, which can be accessed after fulfilling certain criteria. Since SPADA, EXTRA Stage is Premium-Start exclusive on Japanese cabinets, which can only be accessed when playing on PASELI. Asian, Korean and North American cabinet versions however, are not affected after the change, since these cabinets do not support PASELI. When playing on TIME-based modes, each stage is named as EXTRA STAGE. | ||
;FREE | ;FREE | ||
:Similar to Standard/Arcade mode, with the exception that there is no limit on the which songs can be picked for any particular stage. On home versions, play in Free Mode will continue endlessly until the player chooses to return to the main menu. On arcade versions, Free Mode allows for the player to play two stages, but the player can pick any song for either stage without limits on difficulty and without having to worry about Game Over if a song is failed. A variant of this mode is TIME FREE, introduced in [[AC SINOBUZ|SINOBUZ]], whereas the two stages is changed to five minutes. | :Similar to Standard/Arcade mode, with the exception that there is no limit on the which songs can be picked for any particular stage. On home versions, play in Free Mode will continue endlessly until the player chooses to return to the main menu. On arcade versions, Free Mode allows for the player to play two stages, but the player can pick any song for either stage without limits on difficulty and without having to worry about Game Over if a song is failed. A variant of this mode is TIME FREE, introduced in [[AC SINOBUZ|SINOBUZ]], whereas the two stages is changed to five minutes. The alternative name for the mode is 修 (previously 練 prior to [[AC DistorteD|DistorteD]]). | ||
;FREE PLUS | ;FREE PLUS | ||
:A variant of arcade versions' FREE mode, but exclusively for two players and with three stages. A variant of this mode introduced in [[AC SINOBUZ|SINOBUZ]] is TIME FREE PLUS, which was set to seven minutes instead. | :A variant of arcade versions' FREE mode, but exclusively for two players and with three stages. A variant of this mode introduced in [[AC SINOBUZ|SINOBUZ]] is TIME FREE PLUS, which was set to seven minutes instead. | ||
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:A GAUGE modifier that consists of a modified EXPERT gauge that sustains higher penalties for misses, 6% for BADs or excess POORs, 10% for POORs. If the gauge drops to 30%, the penalties are decreased. If it drops to 0, you immediately fail the song. | :A GAUGE modifier that consists of a modified EXPERT gauge that sustains higher penalties for misses, 6% for BADs or excess POORs, 10% for POORs. If the gauge drops to 30%, the penalties are decreased. If it drops to 0, you immediately fail the song. | ||
;HAZARD | ;HAZARD | ||
:A variant of FREE mode, but with four stages and a new restriction: if you break combo at any point, you fail the song instantly. In arcade versions, it is accessed by highlighting FREE on the mode select screen and pressing the three black keys simultaneously. In console versions, it is a GAUGE modifier accessed by holding down the key to change gauge modifier as you select HARD gauge. A variant of this mode introduced in [[AC SINOBUZ|SINOBUZ]] is TIME HAZARD, which was set to eight minutes instead. | :A variant of FREE mode, but with four stages and a new restriction: if you break combo at any point, you fail the song instantly. In arcade versions, it is accessed by highlighting FREE on the mode select screen and pressing the three black keys simultaneously. In console versions, it is a GAUGE modifier accessed by holding down the key to change gauge modifier as you select HARD gauge. A variant of this mode introduced in [[AC SINOBUZ|SINOBUZ]] is TIME HAZARD, which was set to eight minutes instead. The alternative name for the mode is 極. | ||
;HELL BACKSPIN SCRATCH | ;HELL BACKSPIN SCRATCH | ||
:Introduced in copula, they are exactly like normal BACKSPIN SCRATCHES, but they replenish the GROOVE GAUGE gradually the longer they are spun, and they can be started at any point in the scratch. If stopped too early, they decrease the GROOVE GAUGE gradually. In the English versions of arcade games since HEROIC VERSE, these are called "Special Backspin Scratches". | :Introduced in copula, they are exactly like normal BACKSPIN SCRATCHES, but they replenish the GROOVE GAUGE gradually the longer they are spun, and they can be started at any point in the scratch. If stopped too early, they decrease the GROOVE GAUGE gradually. In the English versions of arcade games since HEROIC VERSE, these are called "Special Backspin Scratches". | ||
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:Clearing a song with all PERFECT GREAT's and/or GREAT's. However, the clear lamp for a PERFECT COMBO is still a FULL COMBO Clear. | :Clearing a song with all PERFECT GREAT's and/or GREAT's. However, the clear lamp for a PERFECT COMBO is still a FULL COMBO Clear. | ||
;PREMIUM FREE | ;PREMIUM FREE | ||
:An arcade-exclusive variant of FREE mode that allows you to play as many songs as you wish for a specified amount of time, similar to console versions' FREE mode but with a time limit; by default, 6-, 8-, and 10-minute modes are available (and these can be extended by the arcade operator up to 30 minutes maximum). You can quit or retry a song any time by pressing the EFFECT and VEFX buttons. This is a [[PASELI]]-only mode, and costs more than a credit of other play modes in exchange for this convenience. | :An arcade-exclusive variant of FREE mode that allows you to play as many songs as you wish for a specified amount of time, similar to console versions' FREE mode but with a time limit; by default, 6-, 8-, and 10-minute modes are available (and these can be extended by the arcade operator up to 30 minutes maximum). You can quit or retry a song any time by pressing the EFFECT and VEFX buttons. This is a [[PASELI]]-only mode, and costs more than a credit of other play modes in exchange for this convenience. The alternative name for the mode is 時. | ||
;Q-PRO | ;Q-PRO | ||
:An in-game customizable avatar used for displaying the player's character. Introduced in Lincle. | :An in-game customizable avatar used for displaying the player's character. Introduced in Lincle. | ||
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:First introduced in 7th style, RETIRE is a type of fail where the player receives 50 POORs consecutively (if the player does not play on HARD or EX-HARD gauge and while on STEP UP or STANDARD modes). While at later styles, a "RETIRE?" notice will be displayed to the player before showing the "STAGE FAILED" screen. | :First introduced in 7th style, RETIRE is a type of fail where the player receives 50 POORs consecutively (if the player does not play on HARD or EX-HARD gauge and while on STEP UP or STANDARD modes). While at later styles, a "RETIRE?" notice will be displayed to the player before showing the "STAGE FAILED" screen. | ||
;STEP UP | ;STEP UP | ||
:A play mode suitable for all players whereas players play songs with a limited, but dynamic song list which refreshes every song, with the starting difficulty level based on a tier (Lincle or tricoro) or by starting Dan rank (SPADA onwards). | :A play mode suitable for all players whereas players play songs with a limited, but dynamic song list which refreshes every song, with the starting difficulty level based on a tier (Lincle or tricoro) or by starting Dan rank (SPADA onwards). The alternative name for the mode is 初 (which is the same kanji used for BEGINNER mode). | ||
;SINGLE PLAY | ;SINGLE PLAY | ||
:A play mode in which the player uses one set of seven keys and its corresponding turntable. The turntable that is arranged from the left is the 1P side (which is the layout for CENTRE PLAY in the early beatmania games), whereas 2P has the turntable arranged from the right (which is also the standard layout for early beatmania games). | :A play mode in which the player uses one set of seven keys and its corresponding turntable. The turntable that is arranged from the left is the 1P side (which is the layout for CENTRE PLAY in the early beatmania games), whereas 2P has the turntable arranged from the right (which is also the standard layout for early beatmania games). | ||
;TIME HELL mode | ;TIME HELL mode | ||
:Introduced in [[AC CANNON BALLERS|CANNON BALLERS]], it is a variant of FREE mode available on every Thursdays, replacing HAZARD. The player is given 8 minutes, and is forced on a special HARD/EX-HARD gauge where it cannot be recovered, similar to the PRESSURE gauge seen in pre-[[AC DDR SuperNOVA2|DDR SuperNOVA2]] EXTRA STAGE system. This kind of gauge was earlier debuted on [[AC copula|copula]] when playing [[NZM]] during the ONE MORE EXTRA STAGE on their first try. | :Introduced in [[AC CANNON BALLERS|CANNON BALLERS]], it is a variant of FREE mode available on every Thursdays, replacing HAZARD. The player is given 8 minutes, and is forced on a special HARD/EX-HARD gauge where it cannot be recovered, similar to the PRESSURE gauge seen in pre-[[AC DDR SuperNOVA2|DDR SuperNOVA2]] EXTRA STAGE system. This kind of gauge was earlier debuted on [[AC copula|copula]] when playing [[NZM]] during the ONE MORE EXTRA STAGE on their first try. The alternative name for the mode is 獄 (previously 極 prior to [[AC Rootage|Rootage]]). | ||
;TRAN MEDAL | ;TRAN MEDAL | ||
:Introduced in [[AC tricoro|tricoro]], it is an achievement system where players can earn medals for completing certain in-game criteria. Tran Medals have five different colors: bronze, silver, gold, platinum (introduced in SPADA) and black (introduced in SINOBUZ). | :Introduced in [[AC tricoro|tricoro]], it is an achievement system where players can earn medals for completing certain in-game criteria. Tran Medals have five different colors: bronze, silver, gold, platinum (introduced in SPADA) and black (introduced in SINOBUZ). | ||
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;V-Disc | ;V-Disc | ||
:Introduced in SPADA when PASELI is now revamped due to rising taxes on an April 23rd, 2014 update, these V-Discs will have access to in-game benefits including the access to LEGGENDARIA charts and saving the player from a premature Game Over if one were to fail the stage. Up to 11 can be obtained at one credit, with 7 awarded when playing on PREMIUM Start (Japanese arcade cabinets only) By accumulating 100 V-Discs, the player is given a DJ VIP PASS Black. Since CANNON BALLERS, on certain days as part of Daily Bonus, three V-Discs is additionally given regardless of start, and the cost for playing LEGGENDARIA chart has been discounted to 1. | :Introduced in SPADA when PASELI is now revamped due to rising taxes on an April 23rd, 2014 update, these V-Discs will have access to in-game benefits including the access to LEGGENDARIA charts and saving the player from a premature Game Over if one were to fail the stage. Up to 11 can be obtained at one credit, with 7 awarded when playing on PREMIUM Start (Japanese arcade cabinets only) By accumulating 100 V-Discs, the player is given a DJ VIP PASS Black. Since CANNON BALLERS, on certain days as part of Daily Bonus, three V-Discs is additionally given regardless of start, and the cost for playing LEGGENDARIA chart has been discounted to 1. | ||
[[Category:beatmania IIDX]] | [[Category:beatmania IIDX]] | ||
[[Category:Terminology]] | [[Category:Terminology]] |
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