AC bm 3rd: Difference between revisions

→‎General Information / Changes: Added clarification about "Flashing GREATs" in 3rdMIX.
(→‎General Information / Changes: Added information about debut of EXPERT mode groove gauge.)
(→‎General Information / Changes: Added clarification about "Flashing GREATs" in 3rdMIX.)
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** GOODs break your combo.
** GOODs break your combo.
** GREATs flash if you have more than 10 combo, but this gives no bonuses.
** GREATs flash if you have more than 10 combo, but this gives no bonuses.
*** These so-called "Flashing GREATs" were later repurposed in [[AC bm complete|completeMIX]] as a separate, more accurate judgment.
* The score calculation in beatmania 3rdMIX is unique:
* The score calculation in beatmania 3rdMIX is unique:
** GOOD = 70,000 ÷ TotalNotes ÷ 5
** GOOD = 70,000 ÷ TotalNotes ÷ 5
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* One of two games in the series (the other being [[AC bm 1st|beatmania]]) where EXPERT is accessed via a button command or modifier on the PRESS START screen, instead of by selecting it on a mode selection screen.
* One of two games in the series (the other being [[AC bm 1st|beatmania]]) where EXPERT is accessed via a button command or modifier on the PRESS START screen, instead of by selecting it on a mode selection screen.
* A grade screen identical to the EXPERT screen is now displayed after completing any mode.
* A grade screen identical to the EXPERT screen is now displayed after completing any mode.
* EASY mode is now available. It differs from NORMAL mode in regards to the lifebar increase songs that can be chosen and when, as well as most song's judgment windows (except for PRACTICE and DJ BATTLE).
* EASY mode is now available. It differs from NORMAL mode in regards to the lifebar increase/decrease, songs that can be chosen and when, and most song's judgment windows (except for PRACTICE and DJ BATTLE).
* Returning songs' genres are displayed with "[classic]".   
* Returning songs' genres are displayed with "[classic]".   
* HIDDEN and DOUBLE, introduced in the previous game, are now implemented as regular modifiers that are activated by holding down a button (instead of as button commands).
* HIDDEN and DOUBLE, introduced in the previous game, are now implemented as regular modifiers that are activated by holding down a button (instead of as button commands).
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** MIRROR, which inverts the notechart (besides the scratches).
** MIRROR, which inverts the notechart (besides the scratches).
** RANDOM, which randomizes the notechart of the song you're playing (besides the scratches).
** RANDOM, which randomizes the notechart of the song you're playing (besides the scratches).
* The FREE ZONE mechanic was removed. As such, charts that previously had the FREE ZONE mechanic now have higher notecounts than they did in [[AC_bm_1st|beatmania]] or [[AC_bm_2nd|beatmania 2ndMIX]].
* The FREE ZONE mechanic was removed. As such, charts that previously had the FREE ZONE mechanic now have higher notecounts than they did in [[AC_bm_1st|beatmania]] or [[AC_bm_2nd|2ndMIX]].
* First BEMANI game worked on by [[Gyo Eguchi]] (VJ GYO), who became the chief movie designer of beatmania IIDX a few months later, a position he still holds to this very day.
* First BEMANI game worked on by [[Gyo Eguchi]] (VJ GYO), who became the chief movie designer of beatmania IIDX a few months later, a position he still holds to this very day.
* First BEMANI game released with the 1998-2003 KONAMI logo on the start-up screen (in version JA-B and all versions released afterward).
* First BEMANI game released with the 1998-2003 KONAMI logo on the start-up screen (in version JA-B and all versions released afterward).
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