998
edits
(→Scroll Speed Multiplier Values: Shortened names; linked to more games) |
(Added section for "Reserved" POOR System) |
||
Line 243: | Line 243: | ||
*** However, the effects of this bug disappear when the player either returns to the title screen or plays a song. | *** However, the effects of this bug disappear when the player either returns to the title screen or plays a song. | ||
= "Reserved" POOR System = | |||
== [[CS bm|beatmania CS]] through [[CS bm GOTTA|APPEND GOTTAMIX]] and All [[Beatmania CS General Info#List of Bonus Edit Games|BONUS EDIT]] Games == | |||
* Pressing a key or scratching the turntable at almost any time other than when hitting an active note will cause an empty POOR. | |||
* Whenever the 1P or 2P play side gets an empty POOR, the game adds 1 to that side's cache of "Reserved" POORs (up to a maximum cache of 8). | |||
** If the cache is 1-8: The next time that side misses any note, instead of the game showing a POOR, it will show no judgment for that missed note and subtract 1 from the cache. | |||
** If the cache is 0: The game behaves normally when that side misses a note and shows a POOR for that missed note. | |||
* Applied Example: | |||
** The 1P side gets two empty POORs for key 1. | |||
** For the next two notes the 1P side misses for any key or scratch, the game will show no judgment for those missed notes. | |||
** If the 1P side misses another note after that, or the 2P side misses a note, the game will behave normally and show a POOR for that missed note. | |||
== All Other Japanese PlayStation CS Games == | |||
* An empty POOR will only appear when a key is pressed or turntable is scratched while a note is within a certain range. | |||
* The "Reserved" POOR system was changed as follows: | |||
** Each key and scratch now has its own cache (instead of one cache for each side between all keys and scratch). | |||
** The cache maximum is still 8. | |||
** In games that show a current combo counter, not only will the game show no judgment for a missed note, the current combo counter will not reset if that side misses a note for that key or scratch (unlike in the AC games). | |||
* Applied Example: | |||
** The 1P side gets one empty POOR for key 1. | |||
** For the next note the 1P side misses for key 1, the game will show no judgment for that missed note, but will show a judgment if the 1P side misses a note for any other key or scratch, or if the 2P side misses a note for any key or scratch. | |||
** As long the 1P side hits the notes for any other keys or scratch, that side's current combo counter will still continue to increase regardless of the missed note in key 1. | |||
== [[CS bm EU|beatmania European Edit]] (and [[CS bm EU/Prototype|its Prototype version)]] == | |||
* The "Reserved" POOR system was changed as follows: | |||
** The cache maximum is now 1. | |||
** The combo counter still does not reset if a side misses a note in that lane. | |||
* Applied Example: | |||
** The 1P side gets one empty POOR for key 1. | |||
** For the next note the 1P side misses for key 1, the game will show no judgment for that missed note, but will show a judgment if the 1P side misses a note for any other key or scratch, or if the 2P side misses a note for any key or scratch. | |||
= Known Bugs = | = Known Bugs = | ||
== [[CS bm|beatmania CS]] through [[CS bm GOTTA|APPEND GOTTAMIX]] == | == [[CS bm|beatmania CS]] through [[CS bm GOTTA|APPEND GOTTAMIX]] == |
edits