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BCulture65 (talk | contribs) (Kiwami is also back (placeholders for now)) |
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The CLASSIC CLASS [[beatmania IIDX Dan Courses|Dan Courses]] are a series of courses ranked so that each course is harder than the last, featuring courses of each level that were reprised up till the release of [[AC SINOBUZ|beatmania IIDX 24 SINOBUZ]] and [[AC CANNON BALLERS|25 CANNON BALLERS]], including [[beatmania IIDX CS Dan Courses|console versions]]. | The CLASSIC CLASS [[beatmania IIDX Dan Courses|Dan Courses]] are a series of courses ranked so that each course is harder than the last, featuring courses of each level that were reprised up till the release of [[AC SINOBUZ|beatmania IIDX 24 SINOBUZ]] and [[AC CANNON BALLERS|25 CANNON BALLERS]], including [[beatmania IIDX CS Dan Courses|console versions]]. | ||
As the CLASSIC CLASS courses are under the EXPERT mode, players are permitted to use any modifier allowed that were otherwise unavailable to use in the Dan / CLASS mode (such as RANDOM and ASSIST). However, Kiwami (極) courses in [[AC BISTROVER|beatmania IIDX 28 BISTROVER]] | As the CLASSIC CLASS courses are under the EXPERT mode, players are permitted to use any modifier allowed that were otherwise unavailable to use in the Dan / CLASS mode (such as RANDOM and ASSIST). However, Kiwami (極) courses, first introduced in [[AC BISTROVER|beatmania IIDX 28 BISTROVER]], still maintain the modifier restrictions as like Dan / CLASS mode. The courses can be played on no particular order, and can be changed by pressing the VEFX button. Kiwami also have the following restrictions: | ||
* To pass the Kiwami course, you have to clear all the courses consecutively; failing once will reset the progress. | * To pass the Kiwami course, you have to clear all the courses consecutively; failing once will reset the progress. | ||
* Each attempt cycles between playing the course regularly and with MIRROR on. EX-HARD gauge is unavailable on all attempts. | * Each attempt cycles between playing the course regularly and with MIRROR on. EX-HARD gauge is unavailable on all attempts. | ||
* The gauge is limited to the lowest value it reached during your previous attempt, rounded down to the next even integer (e.g. if your gauge reached 43% on your first attempt, the gauge on your second attempt will be limited to 42%). | * The gauge is limited to the lowest value it reached during your previous attempt, rounded down to the next even integer (e.g. if your gauge reached 43% on your first attempt, the gauge on your second attempt will be limited to 42%). | ||
* In CastHour, two other restrictions were added: | * In [[AC CastHour|beatmania IIDX 29 CastHour]], two other restrictions were added: | ||
** The gauge is limited to the course' CLEAR RATE (second) and its combination of two minus 100% (third) with the value rounded down to the next even number (if the combined CLEAR RATE is less than 100%, the gauge is defaulted to 2% on the third attempt). | ** The gauge is limited to the course' CLEAR RATE (second) and its combination of two minus 100% (third) with the value rounded down to the next even number (if the combined CLEAR RATE is less than 100%, the gauge is defaulted to 2% on the third attempt). | ||
** A damage multiplier is added, which subsequently increases the damage rate by x0.25 for each course cleared in succession. | ** A damage multiplier is added, which subsequently increases the damage rate by x0.25 for each course cleared in succession. |
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