IIDX Glossary: Difference between revisions

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;5KEYS (10KEYS on Double)
;5KEYS (10KEYS on Double)
:Available for home versions as a specific mode, this plays exactly as 7KEYS, except that the last two keys farthest from the turntable aren't used. This is probably a compatibility issue with original ''beatmania'' controllers, so that owners of the original could still somewhat play beatmania IIDX, only having the 5-key controller at hand. In arcade versions of beatmania IIDX, 5KEYS has been available from the start as a special gameplay option, most likely as an attempt to help players of the original series make the transition. Starting with [[AC 7th style|7th style]] (and [[CS 10th style|10th style CS]]), 5KEYS was turned into an ASSIST modifier, allowing it to be used with notecharts other than the ordinary 7KEYS mode. From [[AC 10th style|10th style arcade]] through [[AC DistorteD|DistorteD]], songs using this modifier counted as EASY CLEARs; the CS releases didn't save 5KEY scores until ASSIST CLEAR was introduced in [[AC GOLD|GOLD]]. 5KEY was removed in [[AC Rootage|Rootage]].
:Available for home versions as a specific mode, this plays exactly as 7KEYS, except that the last two keys farthest from the turntable aren't used. This is probably a compatibility issue with original ''beatmania'' controllers, so that owners of the original could still somewhat play beatmania IIDX, only having the 5-key controller at hand. In arcade versions of beatmania IIDX, 5KEYS has been available from the start as a special gameplay option, most likely as an attempt to help players of the original series make the transition. Starting with [[AC 7th style|7th style]] (and [[CS 10th style|10th style CS]]), 5KEYS was turned into an ASSIST modifier, allowing it to be used with notecharts other than the ordinary 7KEYS mode. From [[AC 10th style|10th style arcade]] through [[AC DistorteD|DistorteD]], songs using this modifier counted as EASY CLEARs; the CS releases didn't save 5KEY scores until ASSIST CLEAR was introduced in [[AC GOLD|GOLD]]. 5KEY was removed in [[AC Rootage|Rootage]].
;ALL SCRATCH
:Modifier that converts most notes into scratches while chords will have their extra notes mapped to their regular column. Scores do not save while this is on.
;ANOTHER
;ANOTHER
:The most difficult play mode -- harder than HYPER and much harder than NORMAL. Prior to [[AC HAPPY SKY|HAPPY SKY]], ANOTHER charts did not have their own difficulty ratings and would display as the same difficulty as the HYPER 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]]. ANOTHER is intended generally for experienced players and usually contains notecharts with a difficulty of 9 to 12. Not every song has an ANOTHER version, though songs without ANOTHER charts typically originate from older styles.
:The most difficult play mode -- harder than HYPER and much harder than NORMAL. Prior to [[AC HAPPY SKY|HAPPY SKY]], ANOTHER charts did not have their own difficulty ratings and would display as the same difficulty as the HYPER 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]]. ANOTHER is intended generally for experienced players and usually contains notecharts with a difficulty of 9 to 12. Not every song has an ANOTHER version, though songs without ANOTHER charts typically originate from older styles.
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;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 IIDX RECORDS folder.
;DJ RANK
;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.
: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.
;DJ VIP PASS
;DJ VIP PASS
:Introduced in [[AC Lincle|Lincle]], DJ VIP PASS is an in-game [[PASELI]] purchasable item whereas players can grant a 3-stage guarantee (Gold) and removing level restrictions (Platinum) in STANDARD mode. SPADA introduces a third pass, BLACK, in which the player can grant in-game bonuses and the ability to play the same song in one credit. Before copula, DJ VIP PASS Black is used automatically, but can be activated anytime if they wish. Since [[AC SINOBUZ|SINOBUZ]], VIP Passes can now be obtained as a daily bonus on certain days.
:Introduced in [[AC Lincle|Lincle]], DJ VIP PASS is an in-game [[PASELI]] purchasable item whereas players can grant a 3-stage guarantee (Gold) and removing level restrictions (Platinum) in STANDARD mode. SPADA introduces a third pass, BLACK, in which the player can grant in-game bonuses and the ability to play the same song in one credit. Before copula, DJ VIP PASS Black is used automatically, but can be activated anytime if they wish. Since [[AC SINOBUZ|SINOBUZ]], VIP Passes can now be obtained as a daily bonus on certain days.
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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. When playing on TIME-based modes, each stage is named as EXTRA STAGE. 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.
: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.
;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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: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.
: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.
;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 play mode -- harder than NORMAL, and easier than ANOTHER. It is intended for intermediate players and usually contains notecharts with a difficulty between 6 and 10.
:This is the standard difficulty ranged between NORMAL and ANOTHER. It is intended for intermediate players and usually contains notecharts with a difficulty between 6 and 10.
;LEGACY
;LEGACY
:An ASSIST modifier that converts Charge Notes and Backspin Scratches to regular notes. If used within a chart with no Charge Notes or Backspin Scratches and said chart is cleared, it will be marked with a standard clear lamp.
:An ASSIST modifier that converts Charge Notes and Backspin Scratches to regular notes. If used within a chart with no Charge Notes or Backspin Scratches and said chart is cleared, it will be marked with a standard clear lamp.
;LEGGENDARIA <nowiki>(old styles: BLACK ANOTHER / KURO ANOTHER)</nowiki>
;LEGGENDARIA <nowiki>(old styles: BLACK ANOTHER / KURO ANOTHER)</nowiki>
:A fifth difficulty that is typically harder than ANOTHER, and first introduced as an EXTRA-STAGE exclusive for the event ''Spada†leggendaria'' in [[AC SPADA|beatmania IIDX 21 SPADA]]. Not every song has a LEGGENDARIA chart, although returning songs are occasionally given one. The songs when played had a magenta color font and the "†" moniker, and were segregated on a LEGGENDARIA folder, which contains all the LEGGENDARIA charts. Beginning in [[AC HEROIC VERSE|HEROIC VERSE]], the difficulty is now made official while the "†" moniker is removed. The concept for a fifth difficulty first debuted on [[CS DJ TROOPERS|DJ TROOPERS CS]] as Black ANOTHER charts, with many of them having appeared later in arcade titles as LEGGENDARIA charts. [[MENDES]]' Single Black ANOTHER chart is notorious for having the most notes of any Single Play beatmania IIDX chart ever, with 2626 notes.
:A fifth difficulty that is typically harder than ANOTHER, and first introduced as an EXTRA-STAGE exclusive for the event ''Spada†leggendaria'' in [[AC SPADA|beatmania IIDX 21 SPADA]]. Not every song has a LEGGENDARIA chart, although returning songs are occasionally given one. The songs when played had a magenta color font and the "†" moniker, and were segregated on a LEGGENDARIA folder, which contains all the LEGGENDARIA charts. Beginning in [[AC HEROIC VERSE|HEROIC VERSE]], the difficulty is now made official while the "†" moniker is removed. The concept for a fifth difficulty first debuted on [[CS DJ TROOPERS|DJ TROOPERS CS]] as Black ANOTHER charts, with many of them having appeared later in arcade titles as LEGGENDARIA charts. [[MENDES]]' Single Black ANOTHER chart is notorious for having the most notes of any Single Play beatmania IIDX chart ever, with 2626 notes.
;LIGHTING MODEL
:A revised cabinet model first introduced in HEROIC VERSE, with added functionalities such as higher image quality, access of songs or game modes exclusive to this model, and the inclusion of Premium area, a touchscreen panel where players can adjust settings or modifiers, or using other functionalities such as searching or sorting songs.
;[[Money Score|MONEY SCORE]]
:Money score is a scoring display that displays a score of up to 200,000 points based on hitting notes in precision. In the past, money score is the basis for high scores in arcade mode in the past, and is derived from the name "money" in the early beatmania games where it represents the money earned for being a DJ. Money Score was removed in [[AC BISTROVER|BISTROVER]].
;MULTI SPIN SCRATCH
:A variant of a backspin scratch introduced in [[AC CastHour|CastHour]], where the player must hit the scratch a certain amount of times within the same scratch. Each scratch counts as a note.
;NORMAL <nowiki>(old styles: LIGHT7 for Single, LIGHT14 for Double)</nowiki>
;NORMAL <nowiki>(old styles: LIGHT7 for Single, LIGHT14 for Double)</nowiki>
:This mode is a degree of difficulty lower than HYPER. It is intended for beginning players and usually contains notecharts with a difficulty between 1 and 7.
:This mode is a degree of difficulty lower than HYPER. It is intended for beginning players and usually contains notecharts with a difficulty between 1 and 7.
;NOTES RADAR
;NOTES RADAR
: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
: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.
;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 JUST GREAT's and/or GREAT's. However, the clear lamp for a PERFECT COMBO is still a FULL COMBO Clear.
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;REGUL-SPEED
;REGUL-SPEED
:Modifier that makes any song played 150 BPM, ignoring any BPM changes as well. Scores do not save while this is on.
:Modifier that makes any song played 150 BPM, ignoring any BPM changes as well. Scores do not save while this is on.
;RETIRE
:First introduced in 7th style, retire is a type of fail where the player receives 50 POORs consecutively (if they player does not play on HARD or EX-HARD gauge and while on STEP UP or STANDARD modes). While at later styles, a "retire?" notice will be displayed to the player before showing the "stage failed" screen.
;STEP UP
:A play mode suitable for all players whereas players play songs with a limited, but dynamic songlist 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.
: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).
;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 SuperNOVA|DDR SuperNOVA]] 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 SuperNOVA|DDR SuperNOVA]] 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.
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