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== Release Information == | == Release Information == | ||
* Release date: | * Release date: | ||
** Japan: March 18th, 1998 | ** Japan: March 26th, 1998 [https://onitama.tv/gamemachine/pdf/19980415p.pdf] | ||
*** Although [https://web.archive.org/web/20010710103600/http://www.konami.co.jp/press/r.10.03.18.html KONAMI published a press release on March 18th, 1998], this date is not the actual release date of the game. | |||
** North America: 1998 [https://archive.org/details/NextGeneration39Mar1998/page/n31/mode/2up] (as '''''hiphopmania''''') | ** North America: 1998 [https://archive.org/details/NextGeneration39Mar1998/page/n31/mode/2up] (as '''''hiphopmania''''') | ||
** Europe: 1998 (as '''''hiphopmania''''') | ** Europe: 1998 (as '''''hiphopmania''''') | ||
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* HIDDEN modifier is introduced, which makes notes disappear in the middle of the screen. | * HIDDEN modifier is introduced, which makes notes disappear in the middle of the screen. | ||
* DOUBLE modifier is introduced, which allows a single player to play the 1P & 2P version of charts while using a single lifebar and score counter. | * DOUBLE modifier is introduced, which allows a single player to play the 1P & 2P version of charts while using a single lifebar and score counter. | ||
* Only arcade game with the HIDDEN and DOUBLE modifiers where they must be activated using a button command instead of by pressing or holding down a button. | ** In addition, there are two different types of DOUBLE modes that can be played, depending on which START button is pressed. | ||
*** 1-CREDIT DOUBLE (1P START): Similar to FREE mode in certain games; has two guaranteed stages, and any listed song can be selected. | |||
*** Regular DOUBLE (2P START): Can play all normally accessible modes. | |||
*** This system of 1-CREDIT DOUBLE and regular DOUBLE would continue for the rest of the series. | |||
* Only arcade beatmania game with the HIDDEN and DOUBLE modifiers where they must be activated using a button command instead of by pressing or holding down a button. | |||
* Difficulty levels are now on a scale of 1 to 6. | * Difficulty levels are now on a scale of 1 to 6. | ||
* [[Hiroshi Watanabe]] makes his BEMANI debut. | * [[Hiroshi Watanabe]] makes his BEMANI debut. | ||
* 20,novemver and e~emotion had their typos from the previous game fixed, and are now [[20,november]] and [[e-motion]]. | * 20,novemver and e~emotion had their typos from the previous game fixed, and are now [[20,november]] and [[e-motion]]. | ||
* | * The lowest judgment's name is changed from "WORST" to "POOR"; that name remained for the rest of the series. | ||
** | ** Pressing a key or scratching the turntable at any time other than when hitting an active note will cause an empty POOR. | ||
*** | *** This empty WORST/POOR mechanic was previously used in [[AC bm 1st|the first game]], but modified from [[AC bm 3rd|3rdMIX]] onward to be less strict. | ||
** By playing perfectly, a base Stage Score of 100,000 points can now be obtained on all songs. | * The FREE ZONE mechanic from [[AC bm 1st|the first game]] was changed. | ||
** Scratch notes now appear during a FREE ZONE. | |||
*** A FREE ZONE is still counted as one note in a song's notecount, regardless of how many scratch notes appear within that FREE ZONE. | |||
** Only a GREAT, GOOD, or POOR judgment can be obtained from a FREE ZONE. | |||
*** GREAT: You must get what would be considered a GREAT judgment during every scratch note of the FREE ZONE. | |||
*** GOOD: You must scratch at least once during the FREE ZONE, or get what would not be considered a GREAT judgment on any scratch note of the FREE ZONE. | |||
*** POOR: You must not scratch the turntable at all during the FREE ZONE. | |||
* By playing perfectly, a base Stage Score of 100,000 points can now be obtained on all songs. | |||
* Two new types of Bonus Scores in normal mode were added, in addition to the BORDER BONUS from the previous game (still worth a Bonus Score of 5,730). | |||
** PERFECT BONUS: Obtain a GREAT judgment on all notes in the chart; worth a Bonus Score of 3,110. | |||
** PERFECT + BORDER BONUS: Obtain a GREAT judgment on all notes in the chart '''and''' finish the stage with the minimum amount of gauge required to clear that stage; worth a Bonus Score of 11,900. | |||
* First beatmania game that has an Event Mode setting. | |||
== Staff Information == | == Staff Information == | ||
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* e-motion (2nd MIX): Will be played on the fifth stage, instead of e-motion, in CLASSIC. | * e-motion (2nd MIX): Will be played on the fifth stage, instead of e-motion, in CLASSIC. | ||
* Acid Bomb: Will be played on the third stage, instead of Salamander Beat Crush mix, in TECHNO. | * Acid Bomb: Will be played on the third stage, instead of Salamander Beat Crush mix, in TECHNO. | ||
{{5S Course Header| | |||
{{5S Course|||CLASSIC|[[2 gorgeous 4U|2 gorgeous 4 U]] / [[greed eater]]|[[OVERDOSER|OVERDOSER (romo mix) / OVERDOSER (ambient mix)]]|[[LOVE SO GROOVY|LOVE SO GROOVY / LOVE SO GROOVY (12inch version)]]|[[20,november|20,november (single mix) / 20,november (radio edit)]]|[[e-motion|e-motion / e-motion (2nd MIX)]]}} | |||
{{5S Course|||VOCAL|[[tokai]]|[[jam jam reggae (Funky jam Cookie mix)|jam jam reggae (Funky Jam Cookie mix)]]|[[20,november|20,november (single mix) / 20,november (radio edit)]]|[[Ska a gogo|SKA a go go]]|[[Do you love me?]]}} | |||
{{5S Course|||TECHNO|[[OVERDOSER|OVERDOSER (romo mix) / OVERDOSER (ambient mix)]]|[[OVERDOSER (DrivingDubMix)|OVERDOSER (Driving Dub mix)]]|[[Salamander Beat Crush mix]] / [[Acid Bomb]]|[[Beginning of life|Beginning of Life]]|[[Deep Clear Eyes]]}} | |||
}} | |||
= Codes & Unlock Information = | |||
== Unlock Modified EXPERT Courses == | |||
* To unlock modified versions of two EXPERT courses (CLASSIC; TECHNO) for play in EXPERT mode, follow the steps below. | |||
** Note that these steps require access to the DIP switches inside the machine. | |||
# Either turn the machine off, or enter the TEST MENU. | |||
# Set DIP switches 3-3 and 3-6 to '''ON'''. | |||
# Either turn the machine on, or exit the TEST MENU. | |||
* If successful, the CLASSIC and TECHNO courses will be modified as follows. | |||
** CLASSIC: [[e-motion (2nd MIX)]] will appear on the fifth stage (instead of [[e-motion]]). | |||
** TECHNO: [[Acid Bomb]] will appear on the third stage (instead of [[Salamander Beat Crush mix]]). | |||
* The unlocked state will remain active as long as those DIP switches are set to those positions. | |||
= | == Select Options == | ||
* To | * To select options, do so on the title screen while it says to press either START button, via the method below. | ||
** | ** Note that this method is not available while Event Mode is enabled. | ||
; Key Buttons | |||
* Press the key buttons as specified below to select one of the following options (only one can be selected). | |||
** DOUBLE | |||
*** Press and hold 1+3+5, then press START (1P for 1-CREDIT DOUBLE; 2P for regular DOUBLE). | |||
*** Before the title screen completely fades out, release all buttons, then press and hold 2+4. | |||
** HIDDEN | |||
*** Press and hold 2+4, then press START. | |||
*** Before the title screen completely fades out, release all buttons, then press and hold 1+5. | |||
* When one of these options is selected, after START is pressed the text "HIDDEN PLAY" or "DOUBLE PLAY" will appear on screen, before the mode select screen appears. | |||
== Play Any Song (or Ending) == | |||
* | * In beatmania through [[AC bm 3rd|3rdMIX]], there is a hidden feature that allows the player(s) to select any song (or the ending) regardless of stage, via a combination of the test switch and specific key button(s). | ||
** 1 | ** In 2ndMIX, there are two methods for activating this feature on the song select screen. | ||
*** | *** 1. Simultaneously press the specific key(s) and the test switch at the exact same time. | ||
** 2- | *** 2. While holding the specific key(s), press the test switch. | ||
*** | *** If only the test switch is pressed, the song select screen will fade out, then fade back in (with the timer having been reset). | ||
**** The same fade-out/fade-in will happen in the following scenarios. | |||
***** The test switch and specific key(s) are pressed while the EFFECT button is also being held down. | |||
***** The test switch and an unassigned key combination (e.g. 1+2+4+5) are used. | |||
**** This fade-out/fade-in can be utilized to make selection easier: while the song select screen fades out, press and hold the specific key(s) before it fades in, then press the test button again after it fades in. | |||
* The specific keys to press for selecting each song (or the ending) are as follows. | |||
** [[20,november|20,november (radio edit)]]: 4+5 (two-player or DOUBLE only) | |||
** [[20,november|20,november (single mix)]]: 4+5 (one-player only) | |||
** [[2 gorgeous 4U]]: 5 (one-player only) | |||
** [[Acid Bomb]]: 9+10 | |||
** [[Beginning of life|Beginning of Life]]: 3 | |||
** [[Deep Clear Eyes]]: 8+9 | |||
** [[DJ BATTLE]]: 3+4+5 | |||
** [[Do you love me?]]: 6 | |||
** [[e-motion]]: 2+3 | |||
** [[e-motion (2ndMIX)]]: 1+2+3 | |||
** ENDING: 6+7+8 | |||
*** Note that the game will end immediately after the ending, regardless of which stage it was played on. | |||
** [[greed eater]]: 5 (two-player or DOUBLE only) | |||
** [[jam jam reggae]]: 2 | |||
** [[jam jam reggae (Funky jam Cookie mix)]]: 4 | |||
** [[LOVE SO GROOVY]]: 1+2 (one-player only) | |||
** [[LOVE SO GROOVY|LOVE SO GROOVY (12inch version)]]: 1+2 (two-player or DOUBLE only) | |||
** [[LOVE SO GROOVY (Nite's After Luv mix)]]: 3+4 | |||
** [[OVERDOSER|OVERDOSER (ambient mix)]]: 7 (two-player or DOUBLE only) | |||
** [[OVERDOSER (Driving Dub mix)]]: 6+7 | |||
** [[OVERDOSER|OVERDOSER (romo mix)]]: 7 (one-player only) | |||
** [[PRACTICE STAGE (beatmania 2ndMIX)|PRACTICE STAGE]]: 2+3+4 | |||
*** When selected via this method, the loading screen will show the information for [[u gotta groove]], but PRACTICE STAGE will be played. | |||
*** The normal groove gauge(s) will appear (while occasionally being blocked by DJ KONAMI's dialogue text), and it will be possible to fail the stage (unlike in [[AC bm 1st|beatmania]]). | |||
*** When this method is used to play PRACTICE STAGE on any stage, if the DJ LEVEL screen appears and is not skipped before the screen attempts to scroll, the game will crash (presumably due to not having genre text mapped in ROM). | |||
**** This bug was fixed in [[AC bm 3rd|3rdMIX]], and shows a genre of '''PRACTICE''' when the screen scrolls down. | |||
** [[Salamander Beat Crush mix]]: 10 | |||
** [[SKA a go go]]: 7+8 | |||
** [[tokai]]: 9 | |||
** [[u gotta groove]]: 1 | |||
** [[u gotta groove (Triple Mazin Dub)]]: 8 | |||
; | == Event Mode == | ||
* HIDDEN | ;Selecting Mode During Event Mode | ||
** | * When Event Mode is enabled, there are several differences in making selections, which are as follows. | ||
** As noted in [[AC_bm_2nd#Select_Options|Select Options]], the "Key Buttons" options are unavailable. | |||
*** However, the DOUBLE and HIDDEN options can be selected via the method shown in Select Mode below. | |||
** The mode select menu is skipped, preventing selection of game mode. | |||
** Song selection is generally performed with the START button(s), instead of a white or black key button (1/2/3/4/5 or 6/7/8/9/10). | |||
*** However, when using the method described in [[AC_bm_2nd#Play_Any_Song_(or_Ending)|Play Any Song (or Ending)]], the test switch combined with the specific key(s) can be used for selection instead. | |||
** To make each selection, follow the procedures below on the song select screen. | |||
* Select Mode | |||
** Press the following button(s). | |||
*** 1P START: SINGLE | |||
*** 2P START: DOUBLE | |||
**** Two-player mode (DOUBLE chart with two lifebars) cannot be specifically selected while in Event Mode. | |||
*** 1P+2P START: SINGLE + HIDDEN | |||
;Test Switch Differences | |||
* While Event Mode is enabled, the operations that the test switch performs will differ as follows. | |||
** Pressing the test switch and letting go immediately: Selects the currently highlighted song, regardless of whether any keys or the EFFECT button are being held down. | |||
** Pressing and holding the test switch for slightly longer, or until the song select screen fades out, while holding the specific key(s) down: Selects the specified song. | |||
** Pressing and holding the test switch for slightly longer while not holding any keys down: Jumps back to the title screen; if held after the title screen appears, jumps to the TEST MENU. | |||
* In addition, using the test switch and specific key(s) to select a song will only allow SINGLE mode to be played. | |||
= Related Link = | = Related Link = |
Revision as of 06:38, 8 February 2024
beatmania Arcade Releases |
---|
beatmania Series |
beatmania - 2nd - 3rd - completeMIX |
4th - 5th - completeMIX 2 |
6th - 7th - THE FINAL |
ClubMIX - CORE REMIX - DREAMS COME TRUE |
beatmania III Series |
beatmania III - APPEND CORE REMIX - APPEND 6th |
APPEND 7th - THE FINAL |
beatmania 2ndMIX
Release Information
- Release date:
- Japan: March 26th, 1998 [1]
- Although KONAMI published a press release on March 18th, 1998, this date is not the actual release date of the game.
- North America: 1998 [2] (as hiphopmania)
- Europe: 1998 (as hiphopmania)
- Asia: 1998 (as beatstage)
- Japan: March 26th, 1998 [1]
General Information / Changes
- HIDDEN modifier is introduced, which makes notes disappear in the middle of the screen.
- DOUBLE modifier is introduced, which allows a single player to play the 1P & 2P version of charts while using a single lifebar and score counter.
- In addition, there are two different types of DOUBLE modes that can be played, depending on which START button is pressed.
- 1-CREDIT DOUBLE (1P START): Similar to FREE mode in certain games; has two guaranteed stages, and any listed song can be selected.
- Regular DOUBLE (2P START): Can play all normally accessible modes.
- This system of 1-CREDIT DOUBLE and regular DOUBLE would continue for the rest of the series.
- In addition, there are two different types of DOUBLE modes that can be played, depending on which START button is pressed.
- Only arcade beatmania game with the HIDDEN and DOUBLE modifiers where they must be activated using a button command instead of by pressing or holding down a button.
- Difficulty levels are now on a scale of 1 to 6.
- Hiroshi Watanabe makes his BEMANI debut.
- 20,novemver and e~emotion had their typos from the previous game fixed, and are now 20,november and e-motion.
- The lowest judgment's name is changed from "WORST" to "POOR"; that name remained for the rest of the series.
- Pressing a key or scratching the turntable at any time other than when hitting an active note will cause an empty POOR.
- This empty WORST/POOR mechanic was previously used in the first game, but modified from 3rdMIX onward to be less strict.
- Pressing a key or scratching the turntable at any time other than when hitting an active note will cause an empty POOR.
- The FREE ZONE mechanic from the first game was changed.
- Scratch notes now appear during a FREE ZONE.
- A FREE ZONE is still counted as one note in a song's notecount, regardless of how many scratch notes appear within that FREE ZONE.
- Only a GREAT, GOOD, or POOR judgment can be obtained from a FREE ZONE.
- GREAT: You must get what would be considered a GREAT judgment during every scratch note of the FREE ZONE.
- GOOD: You must scratch at least once during the FREE ZONE, or get what would not be considered a GREAT judgment on any scratch note of the FREE ZONE.
- POOR: You must not scratch the turntable at all during the FREE ZONE.
- Scratch notes now appear during a FREE ZONE.
- By playing perfectly, a base Stage Score of 100,000 points can now be obtained on all songs.
- Two new types of Bonus Scores in normal mode were added, in addition to the BORDER BONUS from the previous game (still worth a Bonus Score of 5,730).
- PERFECT BONUS: Obtain a GREAT judgment on all notes in the chart; worth a Bonus Score of 3,110.
- PERFECT + BORDER BONUS: Obtain a GREAT judgment on all notes in the chart and finish the stage with the minimum amount of gauge required to clear that stage; worth a Bonus Score of 11,900.
- First beatmania game that has an Event Mode setting.
Staff Information
- Game credits: beatmania 2ndMIX credits
- Soundtrack credits: beatmania 2ndMIX complete Booklet Credits
Full Song List
New Songs
Genre | Song | Artist | BPM | SP Difficulty | DP Difficulty | |||||
---|---|---|---|---|---|---|---|---|---|---|
Default Songs | ||||||||||
- | PRACTICE STAGE | 100 | N/A | N/A | ||||||
AMBIENT | Beginning of Life | QUADRA | 110 | 2 | 2 | |||||
REGGAE FUNKY MIX | jam jam reggae (Funky Jam Cookie mix) | Crunky Boy | 90 | 2 | 2 | |||||
BALLAD (JAZZ-SOUL) | Do you love me? | reo-nagumo | 100 | 2 | 2 | |||||
HIP-HOP STREET MIX | u gotta groove (Triple Mazin Dub) | DJ Mazinger | 94 | 3 | 3 | |||||
JAPANESE HIP-HOP | tokai | perfomed by co-key DJ Mazinger | 97 | 4 | 4 | |||||
KONAMIX | Salamander Beat Crush mix | NITE SYSTEM | 134 | 4 | 4 | |||||
HOUSE SPILITUAL MIX | LOVE SO GROOVY (Nite's After Luv mix) | NITE SYSTEM | 131 | 4 | 4 | |||||
MINIMAL TECHNO MIX | OVERDOSER (Driving Dub mix) | QUADRA | 133 | 5 | 5 | |||||
SKA | SKA a go go | THE BALD HEADS | 144-160 | 6 | 6 | |||||
DRUM'N BASS MIX | Deep Clear Eyes | QUADRA | 155 | 6 | 6 | |||||
HARD TEKNO | Acid Bomb | DJ FX | 140 | 6 | 6 | |||||
RAVE | e-motion (2nd MIX) | e.o.s | 140-145 | N/A | N/A |
EXPERT Courses
If the courses are played with two players (or with one player using the DOUBLE modifier), the alternate songs or versions are used instead of the original.
Furthermore, if DIP switches 3-3 and 3-6 are set to ON, the following songs are used instead in their corresponding EXPERT course:
- e-motion (2nd MIX): Will be played on the fifth stage, instead of e-motion, in CLASSIC.
- Acid Bomb: Will be played on the third stage, instead of Salamander Beat Crush mix, in TECHNO.
Codes & Unlock Information
Unlock Modified EXPERT Courses
- To unlock modified versions of two EXPERT courses (CLASSIC; TECHNO) for play in EXPERT mode, follow the steps below.
- Note that these steps require access to the DIP switches inside the machine.
- Either turn the machine off, or enter the TEST MENU.
- Set DIP switches 3-3 and 3-6 to ON.
- Either turn the machine on, or exit the TEST MENU.
- If successful, the CLASSIC and TECHNO courses will be modified as follows.
- CLASSIC: e-motion (2nd MIX) will appear on the fifth stage (instead of e-motion).
- TECHNO: Acid Bomb will appear on the third stage (instead of Salamander Beat Crush mix).
- The unlocked state will remain active as long as those DIP switches are set to those positions.
Select Options
- To select options, do so on the title screen while it says to press either START button, via the method below.
- Note that this method is not available while Event Mode is enabled.
- Key Buttons
- Press the key buttons as specified below to select one of the following options (only one can be selected).
- DOUBLE
- Press and hold 1+3+5, then press START (1P for 1-CREDIT DOUBLE; 2P for regular DOUBLE).
- Before the title screen completely fades out, release all buttons, then press and hold 2+4.
- HIDDEN
- Press and hold 2+4, then press START.
- Before the title screen completely fades out, release all buttons, then press and hold 1+5.
- DOUBLE
- When one of these options is selected, after START is pressed the text "HIDDEN PLAY" or "DOUBLE PLAY" will appear on screen, before the mode select screen appears.
Play Any Song (or Ending)
- In beatmania through 3rdMIX, there is a hidden feature that allows the player(s) to select any song (or the ending) regardless of stage, via a combination of the test switch and specific key button(s).
- In 2ndMIX, there are two methods for activating this feature on the song select screen.
- 1. Simultaneously press the specific key(s) and the test switch at the exact same time.
- 2. While holding the specific key(s), press the test switch.
- If only the test switch is pressed, the song select screen will fade out, then fade back in (with the timer having been reset).
- The same fade-out/fade-in will happen in the following scenarios.
- The test switch and specific key(s) are pressed while the EFFECT button is also being held down.
- The test switch and an unassigned key combination (e.g. 1+2+4+5) are used.
- This fade-out/fade-in can be utilized to make selection easier: while the song select screen fades out, press and hold the specific key(s) before it fades in, then press the test button again after it fades in.
- The same fade-out/fade-in will happen in the following scenarios.
- In 2ndMIX, there are two methods for activating this feature on the song select screen.
- The specific keys to press for selecting each song (or the ending) are as follows.
- 20,november (radio edit): 4+5 (two-player or DOUBLE only)
- 20,november (single mix): 4+5 (one-player only)
- 2 gorgeous 4U: 5 (one-player only)
- Acid Bomb: 9+10
- Beginning of Life: 3
- Deep Clear Eyes: 8+9
- DJ BATTLE: 3+4+5
- Do you love me?: 6
- e-motion: 2+3
- e-motion (2ndMIX): 1+2+3
- ENDING: 6+7+8
- Note that the game will end immediately after the ending, regardless of which stage it was played on.
- greed eater: 5 (two-player or DOUBLE only)
- jam jam reggae: 2
- jam jam reggae (Funky jam Cookie mix): 4
- LOVE SO GROOVY: 1+2 (one-player only)
- LOVE SO GROOVY (12inch version): 1+2 (two-player or DOUBLE only)
- LOVE SO GROOVY (Nite's After Luv mix): 3+4
- OVERDOSER (ambient mix): 7 (two-player or DOUBLE only)
- OVERDOSER (Driving Dub mix): 6+7
- OVERDOSER (romo mix): 7 (one-player only)
- PRACTICE STAGE: 2+3+4
- When selected via this method, the loading screen will show the information for u gotta groove, but PRACTICE STAGE will be played.
- The normal groove gauge(s) will appear (while occasionally being blocked by DJ KONAMI's dialogue text), and it will be possible to fail the stage (unlike in beatmania).
- When this method is used to play PRACTICE STAGE on any stage, if the DJ LEVEL screen appears and is not skipped before the screen attempts to scroll, the game will crash (presumably due to not having genre text mapped in ROM).
- This bug was fixed in 3rdMIX, and shows a genre of PRACTICE when the screen scrolls down.
- Salamander Beat Crush mix: 10
- SKA a go go: 7+8
- tokai: 9
- u gotta groove: 1
- u gotta groove (Triple Mazin Dub): 8
Event Mode
- Selecting Mode During Event Mode
- When Event Mode is enabled, there are several differences in making selections, which are as follows.
- As noted in Select Options, the "Key Buttons" options are unavailable.
- However, the DOUBLE and HIDDEN options can be selected via the method shown in Select Mode below.
- The mode select menu is skipped, preventing selection of game mode.
- Song selection is generally performed with the START button(s), instead of a white or black key button (1/2/3/4/5 or 6/7/8/9/10).
- However, when using the method described in Play Any Song (or Ending), the test switch combined with the specific key(s) can be used for selection instead.
- To make each selection, follow the procedures below on the song select screen.
- As noted in Select Options, the "Key Buttons" options are unavailable.
- Select Mode
- Press the following button(s).
- 1P START: SINGLE
- 2P START: DOUBLE
- Two-player mode (DOUBLE chart with two lifebars) cannot be specifically selected while in Event Mode.
- 1P+2P START: SINGLE + HIDDEN
- Press the following button(s).
- Test Switch Differences
- While Event Mode is enabled, the operations that the test switch performs will differ as follows.
- Pressing the test switch and letting go immediately: Selects the currently highlighted song, regardless of whether any keys or the EFFECT button are being held down.
- Pressing and holding the test switch for slightly longer, or until the song select screen fades out, while holding the specific key(s) down: Selects the specified song.
- Pressing and holding the test switch for slightly longer while not holding any keys down: Jumps back to the title screen; if held after the title screen appears, jumps to the TEST MENU.
- In addition, using the test switch and specific key(s) to select a song will only allow SINGLE mode to be played.
Related Link
- beatmania 2ndMIX official site (archived)