What is beatmania IIDX: Difference between revisions

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(Add some stuff that was added in later AC versions)
(A couple more things I forgot about earlier)
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=== Home versions ===
=== Home versions ===


KONAMI has also released home versions of the game, for the PlayStation 2 console. Eleven versions are available in Japan, while one is available in the US. The game is stored in a DVD media, 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. The home versions do not exactly match the arcade versions, but are very similar.  To date, home versions of [[CS 3rd style|3rd style]] through [[CS EMPRESS|EMPRESS]] have been released in Japan; the US release is titled simply [[CS USA|beatmania]] and does not correspond to an arcade version at all.
KONAMI has also released home versions of the game, for the PlayStation 2 console. Fourteen versions are available in Japan, while one is available in the US. The game is stored in a DVD media, 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. The home versions do not exactly match the arcade versions, but are very similar.  To date, home versions of [[CS 3rd style|3rd style]] through [[CS EMPRESS|EMPRESS]] have been released in Japan; the US release is titled simply [[CS USA|beatmania]] and does not correspond to an arcade version at all.


==Gameplay==
==Gameplay==
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:In IIDX 12: HAPPY SKY, this difficulty was renamed "Hyper"
:In IIDX 12: HAPPY SKY, this difficulty was renamed "Hyper"
;ANOTHER
;ANOTHER
:Most players will agree this is the hardest mode by far. The key configuration and 'charts' are similar to that of 7KEYS, but are often harder and not as straight forward. Even if you can complete a song on 7KEYS, you may not even be able to get too far on ANOTHER. To play a song on ANOTHER, you must select 7KEYS from the menu and then select the song while holding down the VEFX button. Songs in ANOTHER difficulty were not given separate difficulty ratings in IIDX 1-11, which was often misleading as the difficulty meter showed the same rating as the 7KEYS variation.  As of IIDX 12: HAPPY SKY, songs in ANOTHER difficulty were given a separate rating.  Not every song has an ANOTHER 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]].
:Most players will agree this is the hardest mode by far. The key configuration and 'charts' are similar to that of 7KEYS, but are often harder and not as straight forward. Even if you can complete a song on 7KEYS, you may not even be able to get too far on ANOTHER. To play a song on ANOTHER on IIDX RED and before, you must select 7KEYS from the menu and then select the song while holding down the VEFX button (for IIDX HAPPY SKY and later, just press the VEFX button to change the difficulty to select ANOTHER). Songs in ANOTHER difficulty were not given separate difficulty ratings in IIDX 1-11, which was often misleading as the difficulty meter showed the same rating as the 7KEYS variation.  As of IIDX 12: HAPPY SKY, songs in ANOTHER difficulty were given a separate rating.  Not every song has an ANOTHER 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]].
;4KEYS
;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 1st, Substream, and 2nd style.
:Replaced in 3rd Style by LIGHT7, this was intended as a beginner-friendly mode that used only the four white keys.  Available only on 1st, Substream, and 2nd style.
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*''Hi-Speed'' increases the scroll rate of the note chart. It is important to point out that 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 ''beatmania IIDX'' players use High Speed to make the notes easier to read. Most versions of ''beatmania IIDX'' have more than one High Speed setting, differentiated by numbers (a higher number means a faster speed.) The High Speed modifier is traditionally abbreviated '''HS''' with the number immediately following. For example, High Speed 2 is abbreviated HS2. In styles from IIDX 13 - DistorteD AC and IIDX 11 - IIDX RED CS onward, the player is able to change High Speeds during actual gameplay. Starting on IIDX HAPPY SKY and 10th Style CS Hi-Speed options moved to .5 intervals ranging from no speed to Hi-Speed 4 or 5. Starting in IIDX 21: SPADA, the Hi-Speed setting can only be changed on the main gameplay screen.
*''Hi-Speed'' increases the scroll rate of the note chart. It is important to point out that 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 ''beatmania IIDX'' players use High Speed to make the notes easier to read. Most versions of ''beatmania IIDX'' have more than one High Speed setting, differentiated by numbers (a higher number means a faster speed.) The High Speed modifier is traditionally abbreviated '''HS''' with the number immediately following. For example, High Speed 2 is abbreviated HS2. In styles from IIDX 13 - DistorteD AC and IIDX 11 - IIDX RED CS onward, the player is able to change High Speeds during actual gameplay. Starting on IIDX HAPPY SKY and 10th Style CS Hi-Speed options moved to .5 intervals ranging from no speed to Hi-Speed 4 or 5. Starting in IIDX 21: SPADA, the Hi-Speed setting can only be changed on the main gameplay screen.
*On ''Easy'', the gauge does not decrease as quickly and rises faster than usual.
*On ''Easy'', the gauge does not decrease as quickly and rises faster than usual.
*On ''Assisted Easy'' (introduced in IIDX23: copula and on by default), the gauge behaves similarly to ''Easy'' and the player only needs to reach 60% to clear, as opposed to the traditional 80%.
*On ''Hard'', the gauge functions differently. It begins at 100%, and the song will immediately end if it reaches 0% (but on the other hand, you will pass if you simply reach the end of the song without failing partway). The gauge decreases very fast in this mode, as much as 10% for every missed note. Bads and extraneous hits cost 6%, as much as a missed note without Hard. However, the gauge rises by 0.16% for each Great or better, and stays unchanged for Goods. Ironically, the Hard modifier is known to make certain songs with difficult ending sections easier to clear. The Hard gauge was slightly altered in beatmania USA, 10th Style, and HAPPY SKY, to make the penalties less harsh when the gauge is below 30%.
*On ''Hard'', the gauge functions differently. It begins at 100%, and the song will immediately end if it reaches 0% (but on the other hand, you will pass if you simply reach the end of the song without failing partway). The gauge decreases very fast in this mode, as much as 10% for every missed note. Bads and extraneous hits cost 6%, as much as a missed note without Hard. However, the gauge rises by 0.16% for each Great or better, and stays unchanged for Goods. Ironically, the Hard modifier is known to make certain songs with difficult ending sections easier to clear. The Hard gauge was slightly altered in beatmania USA, 10th Style, and HAPPY SKY, to make the penalties less harsh when the gauge is below 30%.
*On ''EX-Hard'', introduced in IIDX 19: Lincle, the gauge functions similar to ''Hard'' but with greater penalties (10% for Bads and extraneous hits, and 18% for missed notes).
*On ''EX-Hard'', introduced in IIDX 19: Lincle, the gauge functions similar to ''Hard'' but with greater penalties (10% for Bads and extraneous hits, and 18% for missed notes).