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(→General Information / Changes: Added information about debut of EXPERT mode groove gauge.) |
(→General Information / Changes: Added clarification about "Flashing GREATs" in 3rdMIX.) |
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** GOODs break your combo. | ** GOODs break your combo. | ||
** GREATs flash if you have more than 10 combo, but this gives no bonuses. | ** GREATs flash if you have more than 10 combo, but this gives no bonuses. | ||
*** These so-called "Flashing GREATs" were later repurposed in [[AC bm complete|completeMIX]] as a separate, more accurate judgment. | |||
* The score calculation in beatmania 3rdMIX is unique: | * The score calculation in beatmania 3rdMIX is unique: | ||
** GOOD = 70,000 ÷ TotalNotes ÷ 5 | ** GOOD = 70,000 ÷ TotalNotes ÷ 5 | ||
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* One of two games in the series (the other being [[AC bm 1st|beatmania]]) where EXPERT is accessed via a button command or modifier on the PRESS START screen, instead of by selecting it on a mode selection screen. | * One of two games in the series (the other being [[AC bm 1st|beatmania]]) where EXPERT is accessed via a button command or modifier on the PRESS START screen, instead of by selecting it on a mode selection screen. | ||
* A grade screen identical to the EXPERT screen is now displayed after completing any mode. | * A grade screen identical to the EXPERT screen is now displayed after completing any mode. | ||
* EASY mode is now available. It differs from NORMAL mode in regards to the lifebar increase songs that can be chosen and when, | * EASY mode is now available. It differs from NORMAL mode in regards to the lifebar increase/decrease, songs that can be chosen and when, and most song's judgment windows (except for PRACTICE and DJ BATTLE). | ||
* Returning songs' genres are displayed with "[classic]". | * Returning songs' genres are displayed with "[classic]". | ||
* HIDDEN and DOUBLE, introduced in the previous game, are now implemented as regular modifiers that are activated by holding down a button (instead of as button commands). | * HIDDEN and DOUBLE, introduced in the previous game, are now implemented as regular modifiers that are activated by holding down a button (instead of as button commands). | ||
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** MIRROR, which inverts the notechart (besides the scratches). | ** MIRROR, which inverts the notechart (besides the scratches). | ||
** RANDOM, which randomizes the notechart of the song you're playing (besides the scratches). | ** RANDOM, which randomizes the notechart of the song you're playing (besides the scratches). | ||
* The FREE ZONE mechanic was removed. As such, charts that previously had the FREE ZONE mechanic now have higher notecounts than they did in [[AC_bm_1st|beatmania]] or [[AC_bm_2nd| | * The FREE ZONE mechanic was removed. As such, charts that previously had the FREE ZONE mechanic now have higher notecounts than they did in [[AC_bm_1st|beatmania]] or [[AC_bm_2nd|2ndMIX]]. | ||
* First BEMANI game worked on by [[Gyo Eguchi]] (VJ GYO), who became the chief movie designer of beatmania IIDX a few months later, a position he still holds to this very day. | * First BEMANI game worked on by [[Gyo Eguchi]] (VJ GYO), who became the chief movie designer of beatmania IIDX a few months later, a position he still holds to this very day. | ||
* First BEMANI game released with the 1998-2003 KONAMI logo on the start-up screen (in version JA-B and all versions released afterward). | * First BEMANI game released with the 1998-2003 KONAMI logo on the start-up screen (in version JA-B and all versions released afterward). |
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