SOUND VOLTEX Glossary

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Glossary of all the terms seen in the SOUND VOLTEX series:

ADVANCED
The second tier of difficulty that is target intermediate players. Its notation is ADV and colored Yellow, and typically levels between 6 and 13, with an actual range of 4-15.
ALTERNATIVE RATE SYSTEM (ARS)
Introduced in GRAVITY WARS, the gauge is a mix of both EXCESSIVE and EFFECTIVE rates. When the gauge is depleted, the gauge switches to the EFFECTIVE rate at a level as if it is active, instead of a TRACK CRASH.
ANALOG Chain
A chain by rotating the knobs when it hits a lane. When used during song select, it functions as choosing a song or adjusting the song’s difficulty.
APPEAL Card
A card similar to a profile picture, whereas the player can choose one to represent it. Most APPEAL cards can be obtained from SDVX Station, whereas some cards requires additional requirements to acquire.
BLASTER GATE
An unlocking mechanism introduced in infinite infection. The
BLC
Abbreviated as blocks, this in-game currency can be purchased to purchase song charts in the SDVX Station.
CHAIN
A name for combo used for the series, including the lengths of a long hold button and analog chain.
CRASH
A term equivalent for a failed stage.
CRITICAL
A judgement that indicate perfect accuracy.
ERROR
A judgement indicating that the note/chain has been missed. The judgement also break any chains.
EXHAUST
The third tier of difficulty targeting for advanced players. Prior to HEAVENLY HAVEN, this was the highest difficulty for a regular song. Its notation is EXH and colored Red, and typically levels between 12 and 17, with an actual range of 7-8.
EXCESSIVE Rate
A HARD-gauge equivalent to beatmania IIDX series, it starts out at 100% and will cause TRACK CRASH if at any point the gauge is depleted.
SOUND VOLTEX GENERATOR
Introduced in GRAVITY WARS and removed in EXCEED GEAR, whereas players can use the generator to print out actual cards after each gameplay.
GRAVITY
The fourth level tier difficulty introduced in GRAVITY WARS, named after the subtitle. The notation is GRV and is colored brown-orange. The level difficulty spans between 15 and 20.
HEAVENLY
The fourth level tier difficulty introduced in HEAVENLY HAVEN, named after the subtitle. Unlike the two difficulties introduced, HEAVENLY is introduced for returning songs with added charts, while newer songs are named MAXIMUM instead. The notation is HVN and is colored blue. The level difficulty spans between 16 to 19.
HEXA DIVER
An EXTRACK-exclusive unlock system similar to BLASTER GATE. This system allows choosing a song to play and to set their HEXA RANK, with higher ranks dealing more damage to the gauge but make unlocking progress faster. By depleting the gauge for the song (called HEXA POINT), charts are unlocked for regular play. By clearing enough songs up to the highest difficulty, hidden songs are available for unlocking.
INFINITE
The fourth level tier difficulty introduced in infinite infection, named after the subtitle. The notation is INF and is colored purple (rainbow prior to HEAVENLY HAVEN). The level difficulty spans between 13 to 19.
Original Song Contest
An event of a themed-song submission contest published by Konami, whereas any song entries can be submitted, be it an original composition, song remixes or entries. Note that these songs are classified as a FLOOR original, instead of a KONAMI original.
Ω Dimension
An EXTRACK-exclusive unlock system similar to BLASTER GATE. Songs from each batches (also called Phases) are shown to the player to choose from, and its difficulty, with higher difficulty having a higher BLASTER LEVEL. Clearing the song unlocks the charts for regular play (and any charts from lower difficulties if applicable), and also simplifying the BLASTER LEVEL. By clearing enough songs up to the highest difficulty, hidden songs are available for unlocking.
MAXIMUM
The fourth tier of difficulty targeting players aimed for expert players. Only new songs added after HEAVENLY HAVEN had this difficulty; they had a MXM notation colored white, and typically levels between 16 and 20 and going down to as low as 14.
NEAR
A judgement that indicate the note have been hit slightly off-beat. NEARs are worth half the points for a CRITICAL, and they do not appear for LONG notes or Analog Chains.
NOVICE
The first tier of difficulty targeting for beginner players. Its notation is NOV and colored blue-purple, and typically levels between 1 to 5 with peak as high as 8.
PC
Abbreviated as packets, this in-game currency can be purchased to purchase Appeal Cards.
PCB
Abbreviated as packet-blocks, it is formed from a merger of Pc and Blc currencies as of VIVID WAVE.
PERFECT ULTIMATE CHAIN
A Perfect full-combo clear equivalent, when the player clears the song with all CRITICALs and had a score of 10,000,000. Abbreviated PUC, and it overlaps ULTIMATE CHAIN.
S-CRITICAL
A judgement introduced in EXCEED GEAR, which has a stricter timing frame and produces a S-splash. It carries the same score as a CRITICAL, but with a different EX-SCORE (5 to 4).
SDVX Station
An unlocking system whereas players can spend their PCB to INPUT their songs (i.e. unlocking songs for regular play). Some songs also require additional requirements to make the chart available for unlock. As of HEAVENLY HAVEN, this mode can now be used to obtain Appeal cards and unlocking some POLICY BREAK songs.
SKILL ANALYZER
A course-based mode where players played a three-song set using a special RATE called PERMISSIVE RATE. At any point the rate hits zero, it is a TRACK CRASH, and only CRITICALs can recover said gauge.
TRACK
A term equivalent to a stage in rhythm games.
ULTIMATE CHAIN
A full-combo equivalent for rhythm games, when the player’s clears the song without any ERRORs. Abbreviated with UC, and it overlaps all other clears.
VIVID
The fourth level tier difficulty introduced in VIVID WAVE, named after the subtitle. While it was added for older songs, it was given for some newer songs with this notation instead of MAXIMUM. The notation is VVD and is colored pink. The level difficulty spans between 15 to 19.