AC bm 4th: Difference between revisions

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→‎General Information / Changes: Added detailed information about BATTLE modifier.
(→‎General Information / Changes: Added info about being first game to allow gameplay UI color to be changed.)
(→‎General Information / Changes: Added detailed information about BATTLE modifier.)
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== General Information / Changes ==
== General Information / Changes ==
[[Image:4thTitle.png|thumb]]
[[Image:4thTitle.png|thumb]]
 
* All previous beatmania songs have been removed, and are replaced with a brand-new set of 23 songs.
* All previous beatmania songs have been removed, replaced with a brand-new set of 23 songs.
* The menu and gameplay interfaces have been totally redesigned; the new design features lots of purple, and computerized elements.
* First beatmania game to include licenses and BEMANI crossovers.
* The interface has been totally redesigned. The new design features lots of purple and computerized elements.
* Difficulty levels are now on a scale of 1 to 7.
* Difficulty levels are now on a scale of 1 to 7.
* First beatmania game to list artists for the song on the music select screen.
* The BATTLE modifier was changed so that if a chart that does not allow BATTLE is selected, it would instead play a lower difficulty chart with BATTLE (no message appears to indicate such).
* First beatmania game where all songs have at least two sets of charts on Single and Double.
** Previously, if such a chart was selected, a message saying "BATTLE PLAY NOT AVAILABLE" would appear and a DOUBLE chart would be played instead.
* [[Kouichi Yamazaki]], [[Toshiyuki Kakuta]], and [[Yasushi Kurobane]] make their BEMANI debuts.
** This new behavior was also used in [[AC bm 5th|5thMIX]], but was reverted to the old behavior in [[AC bm complete 2|completeMIX 2]] and then used in all subsequent games.
* First beatmania game sound directed by [[Takehiko Fujii]], who would stay on this position until the [[AC bm THE FINAL|last beatmania game]].
* First beatmania game where GOOD does not break your combo. Next games will not retain this behavior until [[AC bm DREAMS COME TRUE|beatmania featuring DREAMS COME TRUE]].
* First beatmania game that allows the gameplay UI's color scheme (frame color) to be selected.
** Other mixes that allow this are [[AC bm 5th|5thMIX]], [[AC bm 6th|6thMIX]], and [[AC bm 7th|7thMIX]].
* The score calculation of BASIC and HARD MODE are unique:
* The score calculation of BASIC and HARD MODE are unique:
** GOOD = 100,000 ÷ TotalNotes ÷ 5
** GOOD = 100,000 ÷ TotalNotes ÷ 5
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** JUST GREAT (1-10) = 150,000 ÷ TotalNotes + 50,000 ÷ (45 + 10 ×  (TotalNotes - 10)) × (Combo - 1)
** JUST GREAT (1-10) = 150,000 ÷ TotalNotes + 50,000 ÷ (45 + 10 ×  (TotalNotes - 10)) × (Combo - 1)
** JUST GREAT (11-more) = 150,000 ÷ TotalNotes + 50,000 ÷ (45 + 10 ×  (TotalNotes - 10)) × 10
** JUST GREAT (11-more) = 150,000 ÷ TotalNotes + 50,000 ÷ (45 + 10 ×  (TotalNotes - 10)) × 10
* First beatmania game to include licenses and BEMANI crossovers.
* First beatmania game to list artists for the song on the song select screen.
* First beatmania game where all songs have at least two sets of charts on Single and Double.
* First beatmania game sound directed by [[Takehiko Fujii]], who would stay on this position until the [[AC bm THE FINAL|last beatmania game]].
* First beatmania game where GOOD does not break your combo.
** Subsequent games until [[AC bm DREAMS COME TRUE|DREAMS COME TRUE]] did not retain this behavior.
* First beatmania game that allows the gameplay UI's color scheme (frame color) to be selected.
** Other mixes that allow this are [[AC bm 5th|5thMIX]], [[AC bm 6th|6thMIX]], and [[AC bm 7th|7thMIX]].
* [[Kouichi Yamazaki]], [[Toshiyuki Kakuta]], and [[Yasushi Kurobane]] make their BEMANI debuts.


== Staff Information ==
== Staff Information ==
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