IIDX Glossary: Difference between revisions

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= beatmania IIDX Glossary =
This page covers the most common terms found in beatmania IIDX and its fan community.
;4KEYS
;4KEYS
:Replaced in [[AC 3rd style|3rd style]] by LIGHT7, this was intended as a beginner-friendly mode that used only the four white keys. Available only on [[AC 1st style|beatmania IIDX]], [[AC substream|substream]], and [[AC 2nd style|2nd style]].
:Replaced in [[AC 3rd style|3rd style]] by LIGHT7, this was intended as a beginner-friendly mode that used only the four white keys. Available only on [[AC 1st style|beatmania IIDX]], [[AC substream|substream]], and [[AC 2nd style|2nd style]].
;5KEYS (10KEYS on Double)
;5KEYS (10KEYS on Double)
:Available for home versions as a specific mode, this plays exactly as 7KEYS, except for the idea that the last two keys farthest from the turntable are not used. This is probably a compatibility issue with original ''beatmania'' controllers, so that owners of the original could still somewhat play beatmania IIDX, only having the 5-key controller at hand. In arcade versions of beatmania IIDX, 5KEYS has been available from the start as a special gameplay option, most likely as an attempt to help players of the original series make the transition. Starting with [[AC 7th style|7th style]] (and [[CS 10th style|10th style CS]]), 5KEYS was turned into an ASSIST modifier, allowing it to be used with notecharts other than the ordinary 7KEYS mode.
:Available for home versions as a specific mode, this plays exactly as 7KEYS, except that the last two keys farthest from the turntable aren't used. This is probably a compatibility issue with original ''beatmania'' controllers, so that owners of the original could still somewhat play beatmania IIDX, only having the 5-key controller at hand. In arcade versions of beatmania IIDX, 5KEYS has been available from the start as a special gameplay option, most likely as an attempt to help players of the original series make the transition. Starting with [[AC 7th style|7th style]] (and [[CS 10th style|10th style CS]]), 5KEYS was turned into an ASSIST modifier, allowing it to be used with notecharts other than the ordinary 7KEYS mode. From [[AC 10th style|10th style arcade]] through [[AC DistorteD|DistorteD]], songs using this modifier counted as EASY CLEARs; the CS releases didn't save 5KEY scores until ASSIST CLEAR was introduced in [[AC GOLD|GOLD]]. 5KEY was removed in [[AC Rootage|Rootage]].
;ALL SCRATCH
:Modifier that converts most notes into scratches while chords will have their extra notes mapped to their regular column. Scores do not save while this is on.
;ANOTHER
;ANOTHER
:The most difficult play mode -- harder than HYPER and much harder than NORMAL. 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
: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 alternate 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. Until [[AC GOLD|GOLD]], scores achieved with ASSIST modifiers were not counted. Currently, scores achieved with ASSIST modifiers will be counted, but 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.
: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.
;ASSISTED EASY
:Introduced in [[AC copula|copula]], this Gauge modifier behaves in the same way as the EASY gauge; the passing requirement is also lowered to 60%. The clear lamp while using this modifier is ASSIST Clear.
;AUTO-SCRATCH
;AUTO-SCRATCH
:An ASSIST modifier that automatically plays scratch notes.  
:An ASSIST modifier that automatically plays scratch notes. Prior to [[CS GOLD|GOLD CS]], scores with this mod did not save in the home releases; from [[AC 10th style|10th style arcade]] through [[AC DistorteD|DistorteD]], though, scores cleared with this mod were counted as EASY CLEAR.
;BACKSPIN SCRATCH
;BACKSPIN SCRATCH
: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]].
;BATTLE
:A gameplay variant exclusive to Double Play mode, where Single Play charts are played instead. Scores do not save while this modifier is on, and pacemaker graphs are always disabled.
;BEGINNER
;BEGINNER
:This mode was added in [[AC 9th style|9th style]] ([[CS 5th style|5th style CS]] for home version). BEGINNER gives an alternate note chart for nearly all songs, rated from 1-3. In the arcade, BEGINNER limits the list of songs available to only songs with BEGINNER charts, thus severely limiting the number of songs available in a game. As of [[AC Lincle|Lincle]], several BEGINNER charts from console versions (and earlier arcade styles) were revived.
: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 alternate name for the mode is 初.
;BLACK ANOTHER / KURO ANOTHER
;BPL BATTLE Mode
:An even harder play mode than ANOTHER difficulty, available on [[CS DJ TROOPERS|DJ TROOPERS CS]] and [[CS EMPRESS|EMPRESS + PREMIUM BEST]] only. While not every Black ANOTHER chart is rated level 12, several of them are, and have astoundingly high note counts. [[MENDES]]' Single Black ANOTHER chart is notorious for having the most notes of any Single Play beatmania IIDX chart ever, at 2626 notes.
: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 alternate 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.
;CLASS / DANININTEI (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 alternate name for the mode is 試.
;CLEAR RATE
;CLEAR RATE
:The ratio of clears to total attempts by all players on the [[eAMUSEMENT]] network on a given chart. It is expressed as a percentage that is shown for the currently-selected chart.  
: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.
;DELLAR
:DELLAR is an in-game currency first introduced in [[AC Resort Anthem|Resort Anthem]] where players could buy customization items, song unlocks and other in-game decorations. Since [[AC PENDUAL|PENDUAL]], DELLAR has been renamed to fit the style's genre. It was first introduced as a pilot in [[AC GOLD|GOLD]] under the GP system, which used to unlock songs on the IIDX RECORDS folder.
;DJ LEVEL
:The grading system in beatmania IIDX, first introduced in [[AC 6th style|6th style]]. DJ Rank ranges in eight levels, from AAA (read as "Triple A") to F, and each rank separates by one-ninth of the maximum EX SCORE, all the way down to 2/9.
;DJ VIP PASS
:Introduced in [[AC Lincle|Lincle]], DJ VIP PASS is an in-game [[PASELI]] purchasable item whereas players can grant a 3-stage guarantee (Gold) and removing level restrictions (Platinum) in STANDARD mode. SPADA introduces a third pass, BLACK, in which the player can grant in-game bonuses and the ability to play the same song in one credit. Before copula, DJ VIP PASS Black is used automatically, but can be activated anytime if they wish. Since [[AC SINOBUZ|SINOBUZ]], VIP Passes can now be obtained as a daily bonus on certain days.
;DOUBLE PLAY
;DOUBLE PLAY
:A play mode in which the player uses both sets of seven keys and both turntables.
:A play mode in which the player uses both sets of seven keys and both turntables.
;EASY
;EASY
:A GAUGE modifier that consists of a modified GROOVE GAUGE that sustains lower penalties for misses.  
:A GAUGE modifier that consists of a modified GROOVE GAUGE that sustains lower penalties for misses. In the arcade versions ''only'', from [[AC 10th style|10th style]] through [[AC DistorteD|DistorteD]], songs with 5KEY and AUTO-SCRATCH on also counted as EASY CLEAR.  
;EX HARD
;EX HARD
:A GAUGE modifier, similar to the HARD gauge but with a higher, 18% penalty for missing a note. It is distinguished with a yellow GROOVE GAUGE.
:A GAUGE modifier, similar to the HARD gauge but with harsher penalties missing a note (BAD/excess POOR: 10%, POOR: 18%). It has a yellow GROOVE GAUGE. Introduced in Lincle.
;[[EX Score|EX SCORE]]
:An alternate scoring system based on the scoring mechanics used in EXPERT mode, but it has since became a norm to dictate the player's overall accuracy and DJ Rank and used as a base score to determine the player's overall strength. GREATs increases the EX SCORE, with 2 for a flashing PERFECT GREAT and 1 for a regular GREAT. The score displaying in the game replaces the traditional [[Money Score]] scoring system beginning in [[AC BISTROVER|BISTROVER]].
;EXPAND JUDGE
:A modifier in which timing for GREATs is quadrupled. Scores do not save while this is on. Introduced in PENDUAL and removed in [[AC EPOLIS|EPOLIS]].
;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 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 alternate name for the mode is 連 (極 prior to [[AC Lincle|Lincle]]).
;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.
: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]] (and removed in [[AC RESIDENT|RESIDENT]]), whereas the two stages is changed to five minutes. The alternate name for the mode is 修 (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 arcade versions' FREE mode, but exclusively for two players and with three stages. A variant of this mode introduced in [[AC SINOBUZ|SINOBUZ]] (and removed in [[AC RESIDENT|RESIDENT]]) is TIME FREE PLUS, which was set to seven minutes instead.
;FULL COMBO
;FULL COMBO
:Clearing a song with the maximum possible combo; in other words, clearing a song with zero BADs and POORs (other than POORs sustained by excessively pressing keys). Beginning in [[AC 10th style|10th style]], achieving a FULL COMBO results in a splash graphic accompanied by the text "FULL COMBO".
:Clearing a song with the maximum possible combo; in other words, clearing a song with zero BADs and POORs (other than POORs sustained by excessively pressing keys). Beginning in [[AC 10th style|10th style]], achieving a FULL COMBO results in a splash graphic accompanied by the text "FULL COMBO". The Clear Lamp for FULL COMBO overrides all other clears.
;FULL COMBO RATE
:A variant of CLEAR RATE, which displays the ratio of full combo 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 EMPRESS and replaces CLEAR RATE when playing on HAZARD, but it has since appeared on all modes beginning in SINOBUZ.
;HARD
;HARD
:A GAUGE modifier that consists of a modified EXPERT gauge that sustains higher penalties for misses.  
: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 all, 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 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]] (and removed in [[AC RESIDENT|RESIDENT]]) is TIME HAZARD, which was set to eight minutes instead. The alternate 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.
: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".
;HELL CHARGE NOTE
;HELL CHARGE NOTE
:Also introduced in copula, they are exactly like normal CHARGE NOTES, but they replenish the GROOVE GAUGE gradually the longer they are held, and they can be hit at any point in the note. If released too early, they decrease the GROOVE GAUGE gradually.
:Also introduced in copula, they are exactly like normal CHARGE NOTES, but they replenish the GROOVE GAUGE gradually the longer they are held, and they can be hit at any point in the note. If released too early, they decrease the GROOVE GAUGE gradually. In the English versions of arcade games since HEROIC VERSE, these are called "Special Charge Notes".
;HI-SPEED
;HI-SPEED
:A modifier that affects the scroll rate of the chart. However, the chart itself and the song remain unchanged, with notes spread out to compensate. Early versions of beatmania IIDX have only one setting, but newer versions add more options; [[AC tricoro|tricoro]] and onwards in particular allows adjusting the HI-SPEED multiplier with up to two decimal points of precision.
:A modifier that affects the scroll rate of the chart. However, the chart itself and the song remain unchanged, with notes spread out to compensate. Early versions of beatmania IIDX have only one setting, but newer versions add more options; [[AC tricoro|tricoro]] and onwards in particular allows adjusting the HI-SPEED multiplier with up to two decimal points of precision. Rootage revised the modifier by adding preset HI-SPEED settings which regulate the scroll rate (though it can be affected with any BPM changes). HEROIC VERSE restored the pre-Lincle HI-SPEED setting while HI-SPEED can be set at a 0.25 increment, up from 0.5.
;HYPER <nowiki>(old styles: 7KEYS for Single, 14KEYS for Double)</nowiki>
;HYPER <nowiki>(old styles: 7KEYS for Single, 14KEYS for Double)</nowiki>
:This is the standard play mode -- harder than NORMAL, and easier than ANOTHER. It is intended for intermediate players and usually contains notecharts with a difficulty between 6 and 10.
:This is the standard difficulty between NORMAL and ANOTHER. It is intended for intermediate players and usually contains notecharts with a difficulty between 6 and 10.
;LEGACY
;LEGACY
:An ASSIST modifier that converts Charge Notes and Backspin Scratches to regular notes. If used on a chart with no Charge Notes or Backspin Scratches, and the chart is cleared, the chart will be marked with a standard CLEAR rather than an ASSIST CLEAR.
:An ASSIST modifier that converts Charge Notes and Backspin Scratches to regular notes. If used within a chart with no Charge Notes or Backspin Scratches and said chart is cleared, it will be marked with a standard clear lamp.
;LEGGENDARIA <nowiki>(old styles: BLACK ANOTHER / KURO ANOTHER)</nowiki>
:A fifth difficulty that is typically harder than ANOTHER, and first introduced as an EXTRA-STAGE exclusive for the event ''Spada†leggendaria'' in [[AC SPADA|beatmania IIDX 21 SPADA]]. Not every song has a LEGGENDARIA chart, although returning songs are occasionally given one. The songs when played had a magenta color font and the "†" moniker, and were segregated on a LEGGENDARIA folder, which contains all the LEGGENDARIA charts. Beginning in [[AC HEROIC VERSE|HEROIC VERSE]], the difficulty is now made official while the "†" moniker is removed. The concept for a fifth difficulty first debuted on [[CS DJ TROOPERS|DJ TROOPERS CS]] as Black ANOTHER charts, with many of them having appeared later in arcade titles as LEGGENDARIA charts. [[MENDES]]' Single Black ANOTHER chart is notorious for having the most notes of any Single Play beatmania IIDX chart ever, with 2626 notes.
;LIGHTNING MODEL
:A revised cabinet model first introduced in HEROIC VERSE, with added functionalities such as higher image quality, access of songs or game modes exclusive to this model, and the inclusion of Premium Area, a touchscreen panel where players can adjust settings or modifiers, or using other functionalities such as searching or sorting songs.
;MISS Count
:A count on the total number of BAD and POOR judgements attained for a song.
;[[Money Score|MONEY SCORE]]
:Money score is a scoring display that displays a score of up to 200,000 points based on hitting notes in precision. In the past, money score is the basis for high scores in arcade mode in the past, and is derived from the name "money" in the early beatmania games where it represents the money earned for being a DJ. Money Score was removed in [[AC BISTROVER|BISTROVER]].
;MULTI SPIN SCRATCH
:A variant of a backspin scratch introduced in [[AC CastHour|CastHour]], where the player must hit the scratch a certain amount of times within the same scratch. Each scratch counts as a note.
;NORMAL <nowiki>(old styles: LIGHT7 for Single, LIGHT14 for Double)</nowiki>
;NORMAL <nowiki>(old styles: LIGHT7 for Single, LIGHT14 for Double)</nowiki>
:This mode is a degree of difficulty lower than HYPER. It is intended for beginning players and usually contains notecharts with a difficulty between 1 and 7.
:This mode is a degree of difficulty lower than HYPER. It is intended for beginning players and usually contains notecharts with a difficulty between 1 and 7.
;NOTES RADAR
:Introduced in [[AC HEROIC VERSE|HEROIC VERSE]], the NOTES RADAR is a graphic representation of different aspects of the song's difficulty.
;ONE MORE EXTRA STAGE
:The stage that occurs after the EXTRA STAGE, which can be accessed by fulfilling song conditions; introduced in [[AC 7th style|7th style]]. Usually involves the player playing a difficult song with a fixed gauge modifier.
;PERFECT COMBO
: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. You can quit 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. Prior to [[AC RESIDENT|RESIDENT]], PREMIUM MODE was a [[PASELI]]-only mode, but it has been added to cabinets that do not support PASELI and costs at least twice the credits of other play modes. The alternate name for the mode is 時.
;Q-PRO
:An in-game customizable avatar used for displaying the player's character. Introduced in Lincle.
;REGUL-SPEED
:Modifier that makes any song played 150 BPM, ignoring any BPM changes as well. Scores do not save while this is on.
;RETIRE
: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.
;SINGLE PLAY
;SINGLE PLAY
:A play mode in which the player uses one set of seven keys and its corresponding turntable.
: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).
{{stub}}
;SOF-LAN
:A term used in the NOTES RADAR representing the amount or severity of BPM changes in a song. The name of the term was derived from the song [[SOFT LANDING ON THE BODY]].
;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). The alternate name for the mode is 初 (which is the same kanji used for BEGINNER mode).
;STYLE
:A modifier where the non-scratch lane charts are changed when enabled. Only one of any four modifiers can be enabled at a time: RANDOM (lanes are reassigned at random), S-RANDOM (notes are scrambled), R-RANDOM (lanes are offset by a random number), or MIRROR (notes are flipped horizontally). Some other modifiers are either exclusive to certain modes (such as SYNCRONIZE RANDOM and SYMMETRY RANDOM in Double Battle, or M-RANDOM on two player mode), or require a special code (such as H-RANDOM and RANDOM+) to be enabled, though scores are not saved for these exclusive modifiers (except M-RANDOM).
;TIME HELL mode
:Introduced in [[AC CANNON BALLERS|CANNON BALLERS]] and removed in [[AC RESIDENT|RESIDENT]], 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 alternate name for the mode is 獄 (極 prior to [[AC Rootage|Rootage]]).
;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). A variant of this achievement system are Badges, which were introduced in [[AC RESIDENT|RESIDENT]].
;TODAY RECOMMENDED SONGS
:Introduced in tricoro. Similar to [[jubeat Information|jubeat]]'s Daily Featured Song, a set of three songs are chosen and DELLAR is awarded for playing all three within a day. Some days may feature songs that come from a particular style to commemorate the anniversary of the game's release or unlocking event, songs by one artist to celebrate the artist's birthday, or themed songs relating to an occasion.
;WEEKLY RANKING
:Introduced in [[AC 9th style|9th style]], WEEKLY RANKING is an internet-ranking period last for one week starting on Wednesdays 12:00 pm (JPT), allowing players to submit their scores on one chosen song within this period. Chosen songs usually come from the default song list from the current version, although some weeks occasionally feature an unlock in which the song is made temporarily playable during the week.
;WORLD TOURISM
:An in-game unlocking mode introduced in [[AC BISTROVER|BISTROVER]], where players can earn in-game rewards or charts of a song in question through playing a song from its folder, once per credit.
;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.


[[Category:beatmania IIDX]]
[[Category:Terminology]]
[[Category:Terminology]]

Latest revision as of 03:52, 18 October 2023

beatmania IIDX Glossary

This page covers the most common terms found in beatmania IIDX and its fan community.

4KEYS
Replaced in 3rd style by LIGHT7, this was intended as a beginner-friendly mode that used only the four white keys. Available only on beatmania IIDX, substream, and 2nd style.
5KEYS (10KEYS on Double)
Available for home versions as a specific mode, this plays exactly as 7KEYS, except that the last two keys farthest from the turntable aren't used. This is probably a compatibility issue with original beatmania controllers, so that owners of the original could still somewhat play beatmania IIDX, only having the 5-key controller at hand. In arcade versions of beatmania IIDX, 5KEYS has been available from the start as a special gameplay option, most likely as an attempt to help players of the original series make the transition. Starting with 7th style (and 10th style CS), 5KEYS was turned into an ASSIST modifier, allowing it to be used with notecharts other than the ordinary 7KEYS mode. From 10th style arcade through DistorteD, songs using this modifier counted as EASY CLEARs; the CS releases didn't save 5KEY scores until ASSIST CLEAR was introduced in GOLD. 5KEY was removed in Rootage.
ALL SCRATCH
Modifier that converts most notes into scratches while chords will have their extra notes mapped to their regular column. Scores do not save while this is on.
ANOTHER
The highest selectable difficulty level for most songs. Prior to HAPPY SKY, ANOTHER charts did not have their own difficulty ratings and would display as the same difficulty as the HYPER version. Some tracks 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
A matching battle mode introduced in CANNON BALLERS via an online update, and was first unveiled in 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 alternate name for the mode is 闘.
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 GOLD CS do not save scores with the ASSIST mods 5KEY and/or AUTO-SCRATCH.
ASSISTED EASY
Introduced in copula, this Gauge modifier behaves in the same way as the EASY gauge; the passing requirement is also lowered to 60%. The clear lamp while using this modifier is ASSIST Clear.
AUTO-SCRATCH
An ASSIST modifier that automatically plays scratch notes. Prior to GOLD CS, scores with this mod did not save in the home releases; from 10th style arcade through DistorteD, though, scores cleared with this mod were counted as EASY CLEAR.
BACKSPIN SCRATCH
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 SIRIUS.
BATTLE
A gameplay variant exclusive to Double Play mode, where Single Play charts are played instead. Scores do not save while this modifier is on, and pacemaker graphs are always disabled.
BEGINNER
This mode was added in 9th 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 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 Lincle, several BEGINNER charts from console versions (and earlier arcade styles) were revived. Prior to 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 alternate 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 alternate name for the mode is 対.
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.
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 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 copula called Chuuden, as a bridge between 10th Dan and Kaiden. Beginning in HEROIC VERSE, players can challenge on replaying courses previously cleared, including those from the previous games, in a new sub-mode called 極 (previously called 永世段位 Eisei Class), exclusive to LIGHTNING MODEL cabinets. The alternate name for the mode is 試.
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.
DELLAR
DELLAR is an in-game currency first introduced in Resort Anthem where players could buy customization items, song unlocks and other in-game decorations. Since PENDUAL, DELLAR has been renamed to fit the style's genre. It was first introduced as a pilot in GOLD under the GP system, which used to unlock songs on the IIDX RECORDS folder.
DJ LEVEL
The grading system in beatmania IIDX, first introduced in 6th style. DJ Rank ranges in eight levels, from AAA (read as "Triple A") to F, and each rank separates by one-ninth of the maximum EX SCORE, all the way down to 2/9.
DJ VIP PASS
Introduced in Lincle, DJ VIP PASS is an in-game PASELI purchasable item whereas players can grant a 3-stage guarantee (Gold) and removing level restrictions (Platinum) in STANDARD mode. SPADA introduces a third pass, BLACK, in which the player can grant in-game bonuses and the ability to play the same song in one credit. Before copula, DJ VIP PASS Black is used automatically, but can be activated anytime if they wish. Since SINOBUZ, VIP Passes can now be obtained as a daily bonus on certain days.
DOUBLE PLAY
A play mode in which the player uses both sets of seven keys and both turntables.
EASY
A GAUGE modifier that consists of a modified GROOVE GAUGE that sustains lower penalties for misses. In the arcade versions only, from 10th style through DistorteD, songs with 5KEY and AUTO-SCRATCH on also counted as EASY CLEAR.
EX HARD
A GAUGE modifier, similar to the HARD gauge but with harsher penalties missing a note (BAD/excess POOR: 10%, POOR: 18%). It has a yellow GROOVE GAUGE. Introduced in Lincle.
EX SCORE
An alternate scoring system based on the scoring mechanics used in EXPERT mode, but it has since became a norm to dictate the player's overall accuracy and DJ Rank and used as a base score to determine the player's overall strength. GREATs increases the EX SCORE, with 2 for a flashing PERFECT GREAT and 1 for a regular GREAT. The score displaying in the game replaces the traditional Money Score scoring system beginning in BISTROVER.
EXPAND JUDGE
A modifier in which timing for GREATs is quadrupled. Scores do not save while this is on. Introduced in PENDUAL and removed in EPOLIS.
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 tricoro, but has since returned in PENDUAL, this time as a software update. It did not return again since Rootage. The alternate name for the mode is 連 (極 prior to Lincle).
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
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 SINOBUZ (and removed in RESIDENT), whereas the two stages is changed to five minutes. The alternate name for the mode is 修 (練 prior to DistorteD).
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 SINOBUZ (and removed in RESIDENT) is TIME FREE PLUS, which was set to seven minutes instead.
FULL COMBO
Clearing a song with the maximum possible combo; in other words, clearing a song with zero BADs and POORs (other than POORs sustained by excessively pressing keys). Beginning in 10th style, achieving a FULL COMBO results in a splash graphic accompanied by the text "FULL COMBO". The Clear Lamp for FULL COMBO overrides all other clears.
FULL COMBO RATE
A variant of CLEAR RATE, which displays the ratio of full combo 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 EMPRESS and replaces CLEAR RATE when playing on HAZARD, but it has since appeared on all modes beginning in SINOBUZ.
HARD
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
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 SINOBUZ (and removed in RESIDENT) is TIME HAZARD, which was set to eight minutes instead. The alternate name for the mode is 極.
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".
HELL CHARGE NOTE
Also introduced in copula, they are exactly like normal CHARGE NOTES, but they replenish the GROOVE GAUGE gradually the longer they are held, and they can be hit at any point in the note. If released too early, they decrease the GROOVE GAUGE gradually. In the English versions of arcade games since HEROIC VERSE, these are called "Special Charge Notes".
HI-SPEED
A modifier that affects the scroll rate of the chart. However, the chart itself and the song remain unchanged, with notes spread out to compensate. Early versions of beatmania IIDX have only one setting, but newer versions add more options; tricoro and onwards in particular allows adjusting the HI-SPEED multiplier with up to two decimal points of precision. Rootage revised the modifier by adding preset HI-SPEED settings which regulate the scroll rate (though it can be affected with any BPM changes). HEROIC VERSE restored the pre-Lincle HI-SPEED setting while HI-SPEED can be set at a 0.25 increment, up from 0.5.
HYPER (old styles: 7KEYS for Single, 14KEYS for Double)
This is the standard difficulty between NORMAL and ANOTHER. It is intended for intermediate players and usually contains notecharts with a difficulty between 6 and 10.
LEGACY
An ASSIST modifier that converts Charge Notes and Backspin Scratches to regular notes. If used within a chart with no Charge Notes or Backspin Scratches and said chart is cleared, it will be marked with a standard clear lamp.
LEGGENDARIA (old styles: BLACK ANOTHER / KURO ANOTHER)
A fifth difficulty that is typically harder than ANOTHER, and first introduced as an EXTRA-STAGE exclusive for the event Spada†leggendaria in beatmania IIDX 21 SPADA. Not every song has a LEGGENDARIA chart, although returning songs are occasionally given one. The songs when played had a magenta color font and the "†" moniker, and were segregated on a LEGGENDARIA folder, which contains all the LEGGENDARIA charts. Beginning in HEROIC VERSE, the difficulty is now made official while the "†" moniker is removed. The concept for a fifth difficulty first debuted on DJ TROOPERS CS as Black ANOTHER charts, with many of them having appeared later in arcade titles as LEGGENDARIA charts. MENDES' Single Black ANOTHER chart is notorious for having the most notes of any Single Play beatmania IIDX chart ever, with 2626 notes.
LIGHTNING MODEL
A revised cabinet model first introduced in HEROIC VERSE, with added functionalities such as higher image quality, access of songs or game modes exclusive to this model, and the inclusion of Premium Area, a touchscreen panel where players can adjust settings or modifiers, or using other functionalities such as searching or sorting songs.
MISS Count
A count on the total number of BAD and POOR judgements attained for a song.
MONEY SCORE
Money score is a scoring display that displays a score of up to 200,000 points based on hitting notes in precision. In the past, money score is the basis for high scores in arcade mode in the past, and is derived from the name "money" in the early beatmania games where it represents the money earned for being a DJ. Money Score was removed in BISTROVER.
MULTI SPIN SCRATCH
A variant of a backspin scratch introduced in CastHour, where the player must hit the scratch a certain amount of times within the same scratch. Each scratch counts as a note.
NORMAL (old styles: LIGHT7 for Single, LIGHT14 for Double)
This mode is a degree of difficulty lower than HYPER. It is intended for beginning players and usually contains notecharts with a difficulty between 1 and 7.
NOTES RADAR
Introduced in HEROIC VERSE, the NOTES RADAR is a graphic representation of different aspects of the song's difficulty.
ONE MORE EXTRA STAGE
The stage that occurs after the EXTRA STAGE, which can be accessed by fulfilling song conditions; introduced in 7th style. Usually involves the player playing a difficult song with a fixed gauge modifier.
PERFECT COMBO
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
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. Prior to RESIDENT, PREMIUM MODE was a PASELI-only mode, but it has been added to cabinets that do not support PASELI and costs at least twice the credits of other play modes. The alternate name for the mode is 時.
Q-PRO
An in-game customizable avatar used for displaying the player's character. Introduced in Lincle.
REGUL-SPEED
Modifier that makes any song played 150 BPM, ignoring any BPM changes as well. Scores do not save while this is on.
RETIRE
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.
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).
SOF-LAN
A term used in the NOTES RADAR representing the amount or severity of BPM changes in a song. The name of the term was derived from the song SOFT LANDING ON THE BODY.
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). The alternate name for the mode is 初 (which is the same kanji used for BEGINNER mode).
STYLE
A modifier where the non-scratch lane charts are changed when enabled. Only one of any four modifiers can be enabled at a time: RANDOM (lanes are reassigned at random), S-RANDOM (notes are scrambled), R-RANDOM (lanes are offset by a random number), or MIRROR (notes are flipped horizontally). Some other modifiers are either exclusive to certain modes (such as SYNCRONIZE RANDOM and SYMMETRY RANDOM in Double Battle, or M-RANDOM on two player mode), or require a special code (such as H-RANDOM and RANDOM+) to be enabled, though scores are not saved for these exclusive modifiers (except M-RANDOM).
TIME HELL mode
Introduced in CANNON BALLERS and removed in RESIDENT, 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-DDR SuperNOVA2 EXTRA STAGE system. This kind of gauge was earlier debuted on copula when playing NZM during the ONE MORE EXTRA STAGE on their first try. The alternate name for the mode is 獄 (極 prior to Rootage).
TRAN MEDAL
Introduced in 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). A variant of this achievement system are Badges, which were introduced in RESIDENT.
TODAY RECOMMENDED SONGS
Introduced in tricoro. Similar to jubeat's Daily Featured Song, a set of three songs are chosen and DELLAR is awarded for playing all three within a day. Some days may feature songs that come from a particular style to commemorate the anniversary of the game's release or unlocking event, songs by one artist to celebrate the artist's birthday, or themed songs relating to an occasion.
WEEKLY RANKING
Introduced in 9th style, WEEKLY RANKING is an internet-ranking period last for one week starting on Wednesdays 12:00 pm (JPT), allowing players to submit their scores on one chosen song within this period. Chosen songs usually come from the default song list from the current version, although some weeks occasionally feature an unlock in which the song is made temporarily playable during the week.
WORLD TOURISM
An in-game unlocking mode introduced in BISTROVER, where players can earn in-game rewards or charts of a song in question through playing a song from its folder, once per credit.
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.