KEYBOARDMANIA Information: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 2: Line 2:


= KEYBOARDMANIA Series =
= KEYBOARDMANIA Series =
[[Image:KEYBOARDMANIA cabinet.png|thumb|KEYBOARDMANIA cabinet.]]
[[Image:KEYBOARDMANIA cabinet.png|thumb|A KEYBOARDMANIA cabinet.]]
''''KEYBOARDMANIA''''' (キーボードマニア, often shortened to ''KBM'') is the seventh [[BEMANI]] series to be released in Japan. The game can be played by one or two players. Following the popularity of the [[GITADORA Information|GuitarFreaks & DrumMania]] series, KEYBOARDMANIA, as its name suggests, allows players to use a 2 octave, 24 key Yamaha keyboard and a pitch wheel. Although it only lasted for three arcade releases, the KEYBOARDMANIA series was infamous for its difficulty, with beginners being overwhelmed by its controller.
''''KEYBOARDMANIA''''' (キーボードマニア, often shortened to ''KBM'') is the seventh [[BEMANI]] series to be released in Japan. The game can be played by one or two players. Following the popularity of the [[GITADORA Information|GuitarFreaks & DrumMania]] series, KEYBOARDMANIA, as its name suggests, allows players to use a 2 octave, 24 key Yamaha keyboard and a pitch wheel. Although it only lasted for three arcade releases, the KEYBOARDMANIA series was infamous for its difficulty, with beginners being overwhelmed by its controller.


Line 40: Line 40:


== Gameplay ==
== Gameplay ==
Not unlike the [[beatmania Information|beatmania]] series, there are 24 columns on the screen, corresponding to each of the keys (48 columns if playing in Double). While playing, small horizontal bars fall straight through each of these columns, and the player must press the right key when the bar touches the red line at the bottom of the column, no sooner and no later. KEYBOARDMANIA also has Long Notes, which are shown as a red beam that must be kept pressed during its duration.
Not unlike the [[beatmania Information|beatmania]] series, there are 24 columns on the screen, corresponding to each of the keys (48 columns if playing in Double). While playing, small horizontal notes fall straight through each of these columns, and the player must press the right key when the note touches the red line at the bottom of the column, no sooner and no later. KEYBOARDMANIA also has Long Notes, which are shown as a white/red beam (depending on the column where it appears: white for white notes, red for black notes) that must be kept pressed during its duration. Once a Long Note is pressed, it will reveal its real length. The pitch wheel also has its own lane, with its own notes not unlike scratches in beatmania (however, wheel notes mandate a direction to be hit).


As KEYBOARDMANIA is a keysounded game, each key press will play a sound which complements the song. Each hit can be judged as GREAT, GOOD, or MISS (Long Notes are judged at the start and end of the note).
As KEYBOARDMANIA is a keysounded game, each key press will play a sound which complements the song. Each hit can be judged as GREAT, GOOD, or MISS (Long Notes are judged at the start and end of the note).


== Scoring ==
== Scoring ==
KEYBOARDMANIA features a life bar (often referred to as the "groove gauge"), which increases moderately by GREATs, slightly by GOODs, and depletes somewhat by MISSes; the emphasis is clearly on missing as few notes as possible. To pass a song, the life bar has to be at 80% or above at the end of a song, or to never reach 0% at any point of the song.
KEYBOARDMANIA features a life bar (often referred to as the "groove gauge"), which increases moderately by GREATs, slightly by GOODs, and depletes somewhat by MISSes; the emphasis is clearly on missing as few notes as possible. To pass a song, the life bar has to be at 70% (50% in DOUBLE) or above at the end of a song, or to never reach 0% at any point of the song.


== Game Options ==
== Game Options ==