IIDX Glossary: Difference between revisions

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: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]].
;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 from levels 1-3. 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.
: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.
;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.
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: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.
: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
: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 IIDX RECORDS folder.
: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
;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.
: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.
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: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.
: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]]
;[[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 JUST 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]].
: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
;EXPAND JUDGE
:A modifier in which timing for GREATs is quadrupled. Scores do not save while this is on. Introduced in PENDUAL.
:A modifier in which timing for GREATs is quadrupled. Scores do not save while this is on. Introduced in PENDUAL.
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: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]].
: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]].
;EXTRA STAGE
;EXTRA STAGE
:A bonus stage that occurs after the FINAL STAGE, which can be accessed after fulfilling certain criteria. First introduced in [[AC 7th style|7th style]]. 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.
: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. A variant of this mode is TIME FREE, introduced in [[AC SINOBUZ|SINOBUZ]], whereas the two stages is changed to five minutes.
: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]], whereas the two stages is changed to five minutes.
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: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".
: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. Rootage revised the modifier by adding preset HI-SPEED settings which regulate the scroll rate (though it also 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.
: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 difficulty between NORMAL and 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.
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:Introduced in [[AC HEROIC VERSE|HEROIC VERSE]], the NOTES RADAR is a graphic representation of different aspects of the song's difficulty.
: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
;ONE MORE EXTRA STAGE
:The stage that occurs after the EXTRA STAGE, which can be accessed by fulfilling song conditions. Usually involves the player playing a difficult song with a fixed gauge modifier.
: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
;PERFECT COMBO
:Clearing a song with all JUST GREAT's and/or GREAT's. However, the clear lamp for a PERFECT COMBO is still a FULL COMBO Clear.
: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. This is a [[PASELI]]-only mode, and costs more than a credit of other play modes in exchange for this convenience.
;Q-PRO
;Q-PRO
:An in-game customizable avatar used for displaying the player's character. Introduced in Lincle.
:An in-game customizable avatar used for displaying the player's character. Introduced in Lincle.
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: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).
: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).
;SINGLE PLAY
;SINGLE PLAY
:A play mode in which the player uses one set of seven keys and its corresponding turntable. The turntable that 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).
: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).
;TIME HELL mode
;TIME HELL mode
:Introduced in [[AC CANNON BALLERS|CANNON BALLERS]], 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.
:Introduced in [[AC CANNON BALLERS|CANNON BALLERS]], 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.
;TRAN MEDAL
;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).
: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).