What is beatmania IIDX: Difference between revisions

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=== Home versions ===
=== Home versions ===


KONAMI has released 18 home versions of beatmania IIDX: 15 on the Sony PlayStation 2 game console, one on PC, and two on mobile devices. The PS2 games are stored on DVD, and can be bought with a controller that matches the arcade version very closely. The controller's key insert is detachable, so the player may attach it as preferred on the left or the right side of the turntable. 14 home versions, from [[CS 3rd style|3rd style]] through [[CS EMPRESS|16 EMPRESS+PREMIUM BEST]], were released in Japan between 2000-2009. The series' sole North American release, simply titled [[CS 2006|beatmania (2006)]], loosely uses [[CS 9th style|9th style CS]] as the source of its interface and system BGM, but contains a completely different songlist.
KONAMI has released 18 home versions of beatmania IIDX: 15 on the Sony PlayStation 2 game console, one on PC, and two on mobile devices. The PS2 games are stored on DVD, and can be bought with a controller that matches the arcade version very closely. The controller's key insert is detachable, so the player may attach it as preferred on the left or the right side of the turntable. 14 home versions, from [[CS 3rd style|3rd style]] through [[CS EMPRESS|16 EMPRESS + PREMIUM BEST]], were released in Japan between 2000-2009. The series' sole North American release, simply titled [[CS 2006|beatmania (2006)]], loosely uses [[CS 9th style|9th style CS]] as the source of its interface and system BGM, but contains a completely different songlist.


The latest non-mobile version, [[CS INFINITAS 2020|beatmania IIDX INFINITAS (2020)]], is a PC release of beatmania IIDX. It uses a unique interface based on [[AC SPADA|SPADA]].
The latest non-mobile version, [[CS INFINITAS 2020|beatmania IIDX INFINITAS (2020)]], is a PC release of beatmania IIDX. It uses a unique interface based on [[AC SPADA|SPADA]].
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* [[AC HAPPY SKY|beatmania IIDX 12 HAPPY SKY]]→present: 1-12
* [[AC HAPPY SKY|beatmania IIDX 12 HAPPY SKY]]→present: 1-12


The gameplay is still the same as in ''beatmania'', with the addition of two extra keys. There are eight columns on the screen, corresponding to each of the keys and the turntable. While playing, small horizontal bars fall down these columns, and the player must press the right key corresponding to the lane as it reaches the red line. Keys 1, 3, 5, and 7 are white, 2, 4, and 6 are blue, and the scratch lane is red. Every time a key is pressed or the scratch is played, an instrument is played to complement the song. In order to hear the song correctly, the player must get the bars on the right timing. Depending on how accurate you hit the note, you will receive a rating of your performance in real time above that note, going from GREAT (a flashing one, officially known as JUST GREAT, meaning perfect timing, a regular GREAT meaning very close), GOOD, BAD, and POOR (the latter for not hitting a note at all).
The gameplay is still the same as in ''beatmania'', with the addition of two extra keys. There are eight columns on the screen, corresponding to each of the keys and the turntable. While playing, small horizontal bars fall down these columns, and the player must press the right key corresponding to the lane as it reaches the red line. Keys 1, 3, 5, and 7 are white, 2, 4, and 6 are blue, and the scratch lane is red. Every time a key is pressed or the scratch is played, an instrument is played to complement the song. In order to hear the song correctly, the player must get the bars on the right timing. Depending on how accurate you hit the note, you will receive a rating of your performance in real time above that note, going from GREAT (a flashing one, officially known as JUST GREAT or PERFECT GREAT, meaning perfect timing; a regular GREAT meaning very close), GOOD, BAD, and POOR (the latter for not hitting a note at all).


The typical goal of the game is to clear the song by getting the groove gauge to 80% by song's end; clearing a song at exactly 80% is known as a "borderline". The gauge starts at 22%, and increases/decreases depending on your performance in a song. GREATs will increase the gauge quickly, GOODs will slowly increase it, BADs will decrease it slightly, and POOR will decrease it significantly. The lowest you can go on the gauge is 2%. However, depending on the game mode, gauge requirements can change, as explained below.
The typical goal of the game is to clear the song by getting the Groove Gauge to 80% by song's end; clearing a song at exactly 80% is known as a "borderline". The gauge starts at 22%, and increases/decreases depending on your performance in a song. GREATs will increase the gauge quickly, GOODs will slowly increase it, BADs will decrease it slightly, and POOR will decrease it significantly. The lowest you can go on the gauge is 2%. However, depending on the game mode, gauge requirements can change, as explained below.


From [[AC 6th style|beatmania IIDX 6th style]] onward, you will also receive a grade at song's end, pass or fail. Grade level is determined by EX-SCORE. EX-SCORE is measured by the amount of GREATs (just and regular) obtained in a song divided by two: two points for a JUST GREAT, one for a regular GREAT, and zero for everything else. You will also receive a letter grade, depending on your percentage of EX-SCORE:
From [[AC 6th style|beatmania IIDX 6th style]] onward, you will also receive a grade at song's end, pass or fail. Grade level is determined by [[EX Score|EX-SCORE]]. EX-SCORE is measured by the amount of GREATs (just and regular) obtained in a song divided by two: two points for a PERFECT GREAT, one for a regular GREAT, and zero for everything else. You will also receive a letter grade, depending on your percentage of EX-SCORE:
* F: anything lower than 2/9
* F: anything lower than 2/9
* E: 2/9
* E: 2/9
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|-
|-
| ASSIST CLEAR  
| ASSIST CLEAR  
|colspan=3| Bright purple || The song was passed with any ASSIST modifier or the ASSIST EASY groove gauge setting.
|colspan=3| Bright purple || The song was passed with any ASSIST modifier or the ASSISTED EASY groove gauge setting.
|-
|-
| EASY CLEAR
| EASY CLEAR
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| This mode gives the player a song list depending on their performance on each stage, with the range of difficulty becoming easier or harder. Three songs are guaranteed as well.<br>STEP UP is unavailable for two players.
| This mode gives the player a song list depending on their performance on each stage, with the range of difficulty becoming easier or harder. Three songs are guaranteed as well.<br>STEP UP is unavailable for two players.
|-
|-
| STANDARD<br>(Asian/Korean cabinets, or earlier versions)  
| STANDARD<br>(Non-Japanese cabinets, or earlier versions)  
| Up to 3 songs, plus EXTRA STAGE
| Up to 3 songs, plus EXTRA STAGE
| No
| No
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|-
|-
| TIME FREE / PREMIUM FREE
| TIME FREE / PREMIUM FREE
| 5 minutes (7 for 2 players and 6-30 in PREMIUM FREE)
| 5 minutes (7 for 2 players and 10 in PREMIUM FREE, 6-30 in Japanese cabinets)
| Yes
| Yes
| No
| No
| Yes
| Yes
| TIME FREE is only available certain days, replacing FREE mode, or if online ARENA MODE only detects CPU players.<br>It works like FREE mode, except with a timer instead of stages.<br>PREMIUM FREE is only available in Japanese cabinets, requires PASELI and, on certain days, adds an additional minute.
| TIME FREE is only available certain days, replacing FREE mode, or if online ARENA MODE only detects CPU players.<br>It works like FREE mode, except with a timer instead of stages.<br>PREMIUM FREE requires PASELI on Japanese cabinets or credits in other regions and, on certain days, adds an additional minute.
|-
|-
| HAZARD
| HAZARD
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| Yes
| Yes
| Yes
| Yes
| Added in [[AC EMPRESS|EMPRESS]], GROOVE GAUGE lines are turn yellow, and breaking combo will result in instant stage failure.<br>A POOR with no notes on its line will drop the gauge by a minimal amount (2%).
| Added in [[AC EMPRESS|EMPRESS]], the GROOVE GAUGE turns yellow, and breaking combo will result in instant stage failure.<br>A POOR with no notes on its line will drop the gauge by a minimal amount (2%).
|-
|-
| TIME HAZARD
| TIME HAZARD
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| No
| No
| An online matching mode where four players compete against each other on a four song set.<br>If only CPU players are detected, the player can choose TIME FREE instead. ARENA is unavailable for two players.
| An online matching mode where four players compete against each other on a four song set.<br>If only CPU players are detected, the player can choose TIME FREE instead. ARENA is unavailable for two players.
|-
| BEMANI PRO LEAGUE BATTLE
| 2-4 songs
| N/A
| No
| No
| An online matching mode where two players compete against each other on two to four song set.<br>If only CPU players are detected, the player can choose TIME FREE instead. BPL BATTLE is unavailable for two players and requires LIGHTNING MODEL cabinets.
|}
|}


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!style="background:#9999ee; text-align: center;" colspan="1" rowspan="2" width="125px"|Country/Game
!style="background:#9999ee; text-align: center;" colspan="1" rowspan="2" width="125px"|Country/Game
!style="background:#9999ee; text-align: center;" rowspan="1" rowspan="2" width="75px"|Cabinet<br>Version
!style="background:#9999ee; text-align: center;" rowspan="1" rowspan="2" width="75px"|Cabinet<br>Version
!style="background:#9999ee; text-align: center;" colspan="9" rowspan="1"|Availability
!style="background:#9999ee; text-align: center;" colspan="10" rowspan="1"|Availability
|-
|-
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|STEP UP
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|STEP UP
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!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|PREMIUM FREE
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|PREMIUM FREE
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|ARENA
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|ARENA
!style="background:#9999ee; text-align: center;" rowspan="1" width="75px"|BPL BATTLE
|-
|-
| Japan || Japanese || Yes || 3 songs || PASELI only || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || PASELI only || Yes
| Japan || Japanese || Yes || 3 songs || PASELI only || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || PASELI only || Yes || Yes
|-
|-
| Korea || Korean || Yes || 3 songs + 1 || No || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || No || Yes
| Korea || Korean || Yes || 3 songs + 1 || No || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || Set in operator menu || Yes || Yes
|-
|-
| North America || ※U.S. || Yes || 3 songs + 1 || No || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || No || Yes
| North America || ※U.S. || Yes || 3 songs + 1 || No || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || Set in operator menu || Yes || Yes
|-
|-
| Other || Asian || Yes || 3 songs + 1 || No || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || No || Yes
| Other || Asian || Yes || 3 songs + 1 || No || Yes || 2 songs<br>(3 for 2 players) || 5 minutes (7 for 2 players) || Yes || Set in operator menu || Yes || Yes
|-
|-
| EVENT MODE || N/A || No || No || No || No || Set in operator menu || No || Yes || No || Local Match only
| EVENT MODE || N/A || No || No || No || No || Set in operator menu || No || Yes || No || Local Match only || Local Match only
|-
|-
| Home versions || N/A || No || 3 songs + 1 || No || Yes || Infinite || No|| HAZARD only || No || No
| Home versions || N/A || No || 3 songs + 1 || No || Yes || Infinite || No|| HAZARD only || No || No || No
|-
|-
| INFINITAS || N/A || No || No || No || CLASS only || Infinite || No || No || No || No
| INFINITAS || N/A || No || No || No || CLASS only || Infinite || No || No || No || No || No
|-
|-
| ULTIMATE MOBILE || N/A || No || No || No || No || Infinite || No || No || No || No
| ULTIMATE MOBILE || N/A || No || No || No || CLASS only || Infinite || No || No || No || No || No
|}
|}


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==Gameplay modifiers==
==Gameplay modifiers==


[NOTE: Due to the sheer number of modifiers available in beatmania IIDX, this section will divide the modifiers according to the category that each is placed in-game (as of [[AC BISTROVER|BISTROVER]]). Older modifiers no longer seen in recent arcade games are also described here.]
[NOTE: Due to the sheer number of modifiers available in beatmania IIDX, this section will divide the modifiers according to the category that each is placed in-game (as of [[AC EPOLIS|EPOLIS]]). Older modifiers no longer seen in recent arcade games are also described here.]


'''BASIC ASSIST MODIFIERS / Beginner Options'''
'''BASIC ASSIST MODIFIERS / Beginner Options'''
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* ASSISTED EASY - a variation of the EASY gauge (see below). This lowers the Groove Gauge passing requirement from 80% to 60%. Introduced in [[AC copula|copula]].
* ASSISTED EASY - a variation of the EASY gauge (see below). This lowers the Groove Gauge passing requirement from 80% to 60%. Introduced in [[AC copula|copula]].
* AUTO-SCRATCH - When enabled, this automatically plays all scratch notes in a chart.
* AUTO-SCRATCH - When enabled, this automatically plays all scratch notes in a chart.
* LEGACY NOTE - Introduced in [[AC SIRIUS|SIRIUS]], this converts all Charge Notes and Backspin Scratches into regular notes. If there are no Charge Notes in a chart played with this modifier enabled, that counts as a normal clear rather than an Assist Clear.
* LEGACY NOTE - Introduced in [[AC SIRIUS|SIRIUS]], this converts all Charge Notes, Backspin Scratches, and Multi Spin Scratches into regular notes. (Using LEGACY on a chart that does not contain said notes will award a CLEAR rather than ASSIST CLEAR.)


'''STANDARD OPTIONS / Game Options'''
'''STANDARD OPTIONS / Game Options'''
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!style="background:#9999ee; text-align: center;" width="75px"| (TIME) HAZARD  
!style="background:#9999ee; text-align: center;" width="75px"| (TIME) HAZARD  
!style="background:#9999ee; text-align: center;" width="75px"| TIME HELL  
!style="background:#9999ee; text-align: center;" width="75px"| TIME HELL  
!style="background:#9999ee; text-align: center;" width="75px"| ARENA
!style="background:#9999ee; text-align: center;" width="75px"| ARENA / BPL BATTLE
!style="background:#9999ee; text-align: center;" width="75px"| INFINITAS (2015)
!style="background:#9999ee; text-align: center;" width="75px"| INFINITAS (2015)
!style="background:#9999ee; text-align: center;"| Info
!style="background:#9999ee; text-align: center;"| Info
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| Ghost Score Display Position || Yes || Yes || No || This enables a display of the difference between the current score and a previous high score as well as the position of the number in the gameplay screen. The color of the ghost display can also be changed.
| Ghost Score Display Position || Yes || Yes || No || This enables a display of the difference between the current score and a previous high score as well as the position of the number in the gameplay screen. The color of the ghost display can also be changed.
|-
|-
| Judge Mode || Yes || Yes || No || When enabled, this displays a small table counting the number of judgments (PGREAT, GREAT, GOOD, BAD, POOR, and COMBO BREAK) obtained in a current stage.
| Judge Mode || Yes || Yes || No || When enabled, this displays a small table counting the number of judgments (PGREAT, GREAT, GOOD, BAD, POOR, COMBO BREAK, and FAST/SLOW) obtained in a current stage.
|-
|-
| Judgment Name Display || Yes || Yes || No || This adjusts the distance of the judgment name from the judgment line.
| Judgment Name Display || Yes || Yes || No || This adjusts the distance of the judgment name from the judgment line.
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| Judgment Timing Indicator Display || Yes|| Yes || Yes ||  When enabled, this shows the FAST/SLOW indicator as well as the position of said indicator.
| Judgment Timing Indicator Display || Yes|| Yes || Yes ||  When enabled, this shows the FAST/SLOW indicator as well as the position of said indicator.
|-
|-
| Timing Adjustment || Yes || Yes || Yes || This sets the delay offset between the screen visuals and player's input for better accuracy and/or to suit a player's preference.
| Timing Adjustment || Yes || Yes || Yes || This sets the delay offset between the screen visuals and player's input for better accuracy and/or to suit a player's preference.<br>In CastHour, this can be set during gameplay by pressing [3] for EARLY, [9] for LATE, and [0] for AUTO-ADJUST.
|-
|-
| Target Score Display || Yes || Yes || No || If a TARGET SCORE is enabled, this changes the display method of the target score difference.
| Target Score Display || Yes || Yes || No || If a TARGET SCORE is enabled, this changes the display method of the target score difference.
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| Display || Yes || Yes || No || Changes the display method of the footage recorded from a cabinet's built-in cameras (if applicable) or video (for CS releases) in-game.
| Display || Yes || Yes || No || Changes the display method of the footage recorded from a cabinet's built-in cameras (if applicable) or video (for CS releases) in-game.
|}
|}
'''Pacemaker Graph Options'''
''The following options can be toggled on the Game Options screen by turning the turntable. Most options are enabled when an e-amusement pass is used, unless otherwise stated. Note that Pacemaker Graph is unavailable when playing on two players, or on ARENA and BPL BATTLE modes (which used their respective graphs, as stated below).''
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
|-
! style="background:#9999ee; text-align: center;" | Name
! style="background:#9999ee; text-align: center;" | Info
! style="background:#9999ee; text-align: center;" | Remarks
|-
| No Display
| The graph will not appear during gameplay.
| Default option. Can be used without an e-amusement.
|-
| Personal Best
| The graph will display only the personal best score.
| Personal best score displays in a green bar. Target scores displays in red will not appear. If the song is played for the first time, the graph will not appear and the score is displayed as 0.
|-
| National Best
| The graph will display the best score across the world (and the identity of the player).
|
|-
| National Average
| The graph will display the average score calculated by all the players across the world.
|
|-
| Prefecture Best
| Similar to National Best, but displays the best score across the own player's prefecture (and the identity of the player).
|
|-
| Prefecture Average
| Similar to National Average, but displays the average score calculated by all the players from the player's prefecture.
|
|-
| Dan/Class Best
| Similar to National Best, but displays the best score from the same class as the player (and the identity of the player).
|
|-
| Dan/Class Average
| Similar to National Average, but displays the average score calculated by all the players from the same class as the player.
|
|-
| Rival Name
| The graph will display the selected rival's score.
| Up to five rivals can be registered. A minimum of one rival must be registered to make it appear.
|-
| Rival Next
| The graph will display a score of the rival above the player.
| Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
|-
| Rival Best
| Similar to National Best, but displays the best score from the registered rivals.
| Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
|-
| Rival Average
| Similar to National Average, but displays the average score calculated by the registered rivals.
| Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
|-
| Rival Rotate
| Start with a score target from the lowest and shift to the next highest score.
| Up to five rivals can be registered. A minimum of two rivals must be registered to make it appear.
|-
| Store Best
| Similar to National Best, but displays the best score from the store itself.
|
|-
| Store Average
| Similar to National Average, but displays the average score calculated by all the plays from the store itself.
|
|-
| Pacemaker AAA
| Displays a target of DJ LEVEL AAA, with the score showing the minimum score required to get a DJ LEVEL AAA.
| If the song have no plays, it is switched to this graph instead.
|-
| Pacemaker AA
| Similar to Pacemaker AAA, but displays a graph/minimum score for DJ LEVEL AA.
|
|-
| Pacemaker A
| Similar to Pacemaker AAA, but displays a graph/minimum score for DJ LEVEL A.
|
|-
| Pacemaker Percent
| Similar to Pacemaker AAA, but displays a graph/minimum score set by a percentage.
| Can be set by using a keypad, and then pressing the 00 button will set the percentage.
|-
| Pacemaker Next
| Similar to Pacemaker AAA, but displays a graph/minimum score determined by cutoff of the player's best score.
| The graph may display a + (located between the two levels) in the graph, with a minimum of A to AUTO (the maximum possible score)
|-
| Pacemaker Next+
| Similar to Pacemaker Next, but displays a more precise level.
|
|-
| Pacemaker Rotate
| Similar to Rival Rotate, but with minimum scores starting from DJ LEVEL A.
|
|-
| Previous Score Ghost
| Displays the player's best score from the previous game.
| Option is not available if PASELI Premium Play is not selected (when playing on Japanese Cabinets only).
|-
| Arena Score
| Displays a real-time graph of all four players playing the song at the same time. The Target Score displays the player currently on lead.
| Exclusive to ARENA mode.
|-
| BPL Battle Score
| Similar to Arena Score, but displays a real-time graph of the rival players playing the song at the same time. The Target Score displays the player currently on lead.
| Exclusive to BPL Battle mode.
|-
| BPL Virtual
| Similar to Arena Score, but displays a real-time graph of both the player and the two participating players playing the assigned song at the same time.
| Exclusive to LIGHTNING MODEL cabinets only.
|}
* By pressing 1 on the keypad, the graph will display Tsujigiri Battle. This displays each of the store from all the players one by one as scores are beaten progressively.
* By pressing 2 on the keypad, a "SUB" option will display to set a secondary target score. The graph will not be visible but instead displays a secondary score below the target.


'''EXTRA OPTIONS'''
'''EXTRA OPTIONS'''


''The following options can be enabled by using the numerical keypad installed in e-amusement connected cabinets.''
''The following options can be enabled by using the numerical keypad installed in e-amusement connected cabinets. Note that, with the exception of M-RAN, enabling any of these modifiers will neither save any scores nor clear lamps, but EXTRA STAGE, Tran Medals, and in-game currency are still obtainable.''


* M-RAN [6] - If on 2-Player Mode, both sides' charts receive the same RANDOM note column order. However, the 2P side's chart is also mirrored.
* M-RAN [6] - If on 2-Player Mode, both sides' charts receive the same RANDOM note column order. However, the 2P side's chart is also mirrored.
* BATTLE [7] - If on Double Play, this uses the Single Play notecharts instead on both sides.
* BATTLE [7] - If on Double Play, this uses the Single Play notecharts instead on both sides. Two other RANDOM modifiers, SYNCHRONISE RANDOM and SYMMETRY RANDOM will be added as options.
* H-RAN (SAMURAI S-RANDOM) [8] - Same as S-RANDOM, but repeat notes on the same key are less likely to occur.
* H-RAN (SAMURAI S-RANDOM) [8] - Same as S-RANDOM, but repeat notes on the same key are less likely to occur. Removed in [[AC EPOLIS|EPOLIS]].
* EXPAND-JUDGE [9] - Introduced in [[AC PENDUAL|PENDUAL]]. When enabled, the timing windows for PERFECT GREATS and GREATS are quadrupled. Scores and clear lamps are not saved with this enabled, but EXTRA STAGE, Tran Medals, and in-game currency are still obtainable.
* EXPAND-JUDGE [9] - Introduced in [[AC PENDUAL|PENDUAL]] and removed in [[AC EPOLIS|EPOLIS]]. When enabled, the timing windows for PERFECT GREATS and GREATS are quadrupled.  
 
'''Premium Area Modifiers:'''
 
''These options are exclusive to LIGHTNING MODEL cabinets. Options and selections shown in the front page are explained in clockwise order starting from the top left.''
 
;LIGHTNING MODEL
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
|-
!style="background:#9999ee; text-align: center;" width="75px"| Option
!style="background:#9999ee; text-align: center;"| Info
|-
|Keypad
|Displays a numeric keypad (replacing physical ones from older cabinets). Touching the X closes it.
|-
|Concentration Mode
|If enabled, the Premium Area will turn black during gameplay. Touching anywhere will disable it.
|-
|Hit chart
|Display a list of the songs chosen the most frequent, by National, storewide, all-time, monthly and weekly.
|-
|Song memo
|Displays a list of songs saved/marked by the player. Up to 30 entries can be saved.
|-
|Play analyze
|Displays a more statistical result screen of a song's performance.
|-
|DJ Data
|Displays the parameters of MY NOTES RADAR.
|-
|News
|Display any breaking news and Tsujigiri Battle. Any breaking news from the news ticker on the song selection screen are archived there and also includes a button that jumps the cursor to the relevant song. The Tsujigiri Battle tab shows the number of players defeated using the feature, with separate totals for Single and Double play.
|-
|Casual tournament
|Allows the player to either create or participate an existing competition.
|-
|Sound
|Adjust the sound settings and the effect sliders, along with added two new EQ sliders, Lower-Mid EQ and Hi-Mid EQ.
|-
|Setting
|Adjust the turntable resistance and toggling the lighting of cabinets.
|-
|Song searching
|Allows to search for a list of (and any artist composed) songs input by the player. A memo option next to it allowed the player to mark their favorite entries, similar to MY FAVOURITES.
|-
|Music retry
|Allows one replay of a song with the exact same settings and RANDOM pattern if a STYLE modifier is used.<br>(Japanese cabinets only)
|-
|Video
|Allows the player to record a full-run footage of a song gameplay.<br>(Japanese cabinets only; not all songs allowed video recording)
|-
|Random Lane Gacha
|Allows purchasing of Random patterns and customizing a pre-set pattern.<br>(Japanese cabinets only)
|}


'''Other Modifiers:'''
'''Other Modifiers:'''
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* HI-SPEED - increases the scroll rate of the note chart. The actual notes do not have to be pressed any more quickly; the scroll speed is simply increased, and the notes become further apart. Most versions of beatmania IIDX have more than one Hi-Speed setting, differentiated by numbers (a higher number means a faster speed.) The Hi-Speed modifier is traditionally abbreviated HS with the number immediately following. For example, Hi-Speed 2 is abbreviated HS2. From [[AC DistorteD|beatmania IIDX DistorteD]] [[CS IIDX RED|11 IIDX RED CS]] in the arcade and consoles respectively onward, HI-SPEED can be changed in-game. .5 mods were added in HAPPY SKY and [[CS 10th style|10th style CS]] for arcade and home respectively. Starting with [[AC tricoro|tricoro]], the HI-SPEED settings go from x0.50 to x4.00 in 0.25 increments. Since SPADA, the HI-SPEED setting can only be changed on the main gameplay screen. [[AC Rootage|Rootage]] introduced a new HI-SPEED system, temporally replacing the old one. There are 10 HI-SPEED settings, and the chart will now scroll at the same speed on a given HI-SPEED setting regardless of the song BPM, but BPM changes will still affect the scroll speed. [[AC HEROIC VERSE|HEROIC VERSE]] re-enables CLASSIC HI-SPEED and expands Rootage's HI-SPEED option to 20 settings.
* HI-SPEED - increases the scroll rate of the note chart. The actual notes do not have to be pressed any more quickly; the scroll speed is simply increased, and the notes become further apart. Most versions of beatmania IIDX have more than one Hi-Speed setting, differentiated by numbers (a higher number means a faster speed.) The Hi-Speed modifier is traditionally abbreviated HS with the number immediately following. For example, Hi-Speed 2 is abbreviated HS2. From [[AC DistorteD|beatmania IIDX DistorteD]] [[CS IIDX RED|11 IIDX RED CS]] in the arcade and consoles respectively onward, HI-SPEED can be changed in-game. .5 mods were added in HAPPY SKY and [[CS 10th style|10th style CS]] for arcade and home respectively. Starting with [[AC tricoro|tricoro]], the HI-SPEED settings go from x0.50 to x4.00 in 0.25 increments. Since SPADA, the HI-SPEED setting can only be changed on the main gameplay screen. [[AC Rootage|Rootage]] introduced a new HI-SPEED system, temporally replacing the old one. There are 10 HI-SPEED settings, and the chart will now scroll at the same speed on a given HI-SPEED setting regardless of the song BPM, but BPM changes will still affect the scroll speed. [[AC HEROIC VERSE|HEROIC VERSE]] re-enables CLASSIC HI-SPEED and expands Rootage's HI-SPEED option to 20 settings.
:Hi-Speed is traditionally adjusted by holding the START button during gameplay and hitting either a black or white key. tricoro introduces the Floating Hi-Speed, in which adjustments are done by one-hundredth decimal intervals by spinning the turntable in a corresponding direction. A player can switch between the classic, Rootage and Floating Hi-Speed by pressing the EFFECT button or [0] on the keypad while the Hi-Speed window is open.
:Hi-Speed is traditionally adjusted by holding the START button during gameplay and hitting either a black or white key. tricoro introduces the Floating Hi-Speed, in which adjustments are done by one-hundredth decimal intervals by spinning the turntable in a corresponding direction. A player can switch between the classic, Rootage and Floating Hi-Speed by pressing the EFFECT button or [0] on the keypad while the Hi-Speed window is open.
* TARGET SCORE - Adjust the graphs mode with a turntable. Unavailable when two people play. ARENA target score is exclusive in ARENA mode.
* TARGET SCORE - Adjust the graphs mode with a turntable. Unavailable when two people play. ARENA and BPL BATTLE target score are exclusives in both ARENA and BPL BATTLE modes, respectively.
* RANDOM+ - introduced in IIDX RED and 8th style CS, this is similar to RANDOM, except that the scratch column is included in the randomization process, so the scratches usually end up assigned to a key, and a key gets assigned to the scratch. Scores don't save when this is on.
* RANDOM+ - introduced in IIDX RED and 8th style CS, this is similar to RANDOM, except that the scratch column is included in the randomization process, so the scratches usually end up assigned to a key, and a key gets assigned to the scratch. Scores don't save when this is on.
* MIRROR+ - introduced in 9th style CS, this is like MIRROR, except the scratch column is included. Scores don't save when this is on.
* MIRROR+ - introduced in 9th style CS, this is like MIRROR, except the scratch column is included. Scores don't save when this is on.