IIDX General Info: Difference between revisions
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Revision as of 22:16, 1 December 2006
Text borrowed from the Beatmania/IIDX/III FAQ on Bemanistyle, originally written by Kimcicle and updated by rmz.
How does the grading scheme for beatmania IIDX work?
First, you take the total notes found in the song and multiply them by 2. This is the maximum possible score you can get. Then, take the number of Just Greats and multiply them by 2. Add this number to the number of Greats you have. This is your EX score. Take your EX score and divide it by the maximum possible score and multiply by 100 to get your precentage.
100% - 88.89% is an AAA.
88.88% - 77.78% is an AA.
77.77% - 66.67% is an A.
66.66% - 55.56% is a B.
Pretty much just 8/9, 7/9, etc.
What the heck are people talking about when they use a towel with beatmania IIDX?
Toweling can help to simulate higher speeds in the notes falling. For most players, playing songs at a comfortable rate is usually somewhere in between two high speeds or even beyond the highest speed avaliable. By shorting the amount of time you do see the notes, you can simulate a controllable high speed.
I want to be cool like LISU and use one hand!! Is this a good idea?
Yes and no. The most common way to play beatmaniaIIDX is to use both hands on the keys and scratching whenever it is needed. However, you should try various different play styles and find one that suits you best.
What does the DX in beatmania IIDX stand for?
DX = Deluxe. The beatmania IIDX machine is actually the 2nd beatmania II machine design. The machine used to make the Tatsujin videos on beatmania IIDX 6th Style is an original beatmania II machine.
Why doesn't (song X) sound the same as (song X on a different difficulty)?
Some songs have different notecharts for the Light 7 or Another difficulty, and others sound completely different. Here's a list of songs that sound differently when played on Light 7:
And a list of songs that sound differently when played on the Another difficulty:
- 20,November
- 22DUNK
- 5.1.1
- .59
- Celebrate
- Deep Clear Eyes
- e-motion
- era (nostalmix)
- ErAseRmoToR maXimUM
- g.m.d
- Genom Screams
- Gradiusic Cyber
- Infinite Prayer ~Floating Flock Style~
- Innocent Walls
- 華蝶風雪
- Karma
- Leading Cyber
- Lucy
- moon_child
- Murmur Twins
- PARANOiA MAX ~DIRTY MIX~
- Prince on a Star
- Radical Faith
- R3
- R5
- Schlagwerk
- Scripted Connection
- Sense
- Something Wonderful
- Spica
- The Big Voyager
- The Earth Light
- The Shining Polaris
The following songs sound different when played on Double or 2 player mode without the Battle modifier active.
What is money score?
Money score is the score out of 200,000 you get on a song that has nothing to do with anything, and is the basis for high scores in arcade mode.
Given a solid play of a given song, a money score around 154,000 indicates an A, 171,000 indicates a AA, and 188,000 indicates a AAA. These are rules of thumb, not hard facts--money score gives some points for goods, while EX score gives zero points for a good. Money score also includes a penalty for breaking combo; again, this does not affect EX score. By "good-attacking" a song and maintaining combo, it is possible to get a fairly high money score but an EX score very close to zero.
BMUS doesn't record highest EX score; it records highest money score. If you are playing BMUS and entering scores on VJA, you may find that on slight score increases, your EX score actually decreased. The converse is also true--you will occasionally play a song and get a lower money score, but a higher EX value. You may wish to manually calculate your EX score after every play to make sure you're not short-changing yourself.
The name "money score" comes from the fact that in the early 5-key games, your score was called "money", presumably to represent the riches you make as a DJ. Many people still refer to them as this, even though it's not been referred to in-game as such for ages.