KBM passing
Since I can't edit this page, I'll throw this in here: to pass a song, the bar must be at 70% or higher (50% for Double). At least on KBMII. Also, 3rd Mix AC either allowed arcade operators to disable the failing at 0% part, or just plain didn't do it, I have no idea which (KBMII does fail out at 0%). I have no idea if 1st or 2nd did that, as I never had access to one of those. Long notes in 3rd Mix/II were also colored based on the note in question (white for white keys, red for black keys). It may also be worth noting that the notes do not reveal their length until they are hit, as they are scrolling down, they appear as a rather short column. Finally, some songs do have wheel notes (unlike scratches in IIDX, wheel notes mandate a direction for the wheel). --Thunderbird (talk) 02:16, 13 October 2017 (UTC)
- All added, save for the failing at 0% part, as I'm not sure of that either (I just went with was in the Japanese Wikipedia page for the series). Anything else that should be added? --FinalOffset (talk) 02:45, 13 October 2017 (UTC)