Polaris Chord Information: Difference between revisions

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* TIMER (タイマーモード): play with a set amount of time. Options are four, six, eight, and 12 minutes. Cannot fail out early.
* TIMER (タイマーモード): play with a set amount of time. Options are four, six, eight, and 12 minutes. Cannot fail out early.


In the location tests, there were only 7 minutes per credit, and the game ended when the time ran out.
In the location tests, there were only 7 minutes per credit, and the game ended when the time ran out. TIMER mode also has a Pause button at the bottom right of the screen, which allows the player to retry or return to the song selection screen.


== Gameplay ==
== Gameplay ==
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There are different types of notes:
There are different types of notes:
* '''Tap''': A regular note.
* '''Tap''': A regular, orange note.
* '''Honeycomb''': A slide note across several keys
* '''Tap/Flick''': An orange note with a yellow "+>>>" or "<<<+" inside it. Slide your hand in the direction specified by the note.
* '''Fader''': Move one of the faders in the direction of the arrow shown in the screen.
* '''Tap/Hold''': A long orange note. After pressing the note at the right time, hold it until the end point. There is no judgment at the end point.
* '''Tap/Slide''': A Hold note that must be slided across several keys.
* '''Tap/Release''': Like Hold notes, but with a yellow "Λ" at the end of it. Release your hand at the end point. Unlike regular Hold notes, there is a judgment at the end point.
* '''Honeycomb''': Purple, connected notes that must be pressed by sliding them while holding down the buttons.
* '''Fader''': Move one of the faders in the direction of the arrow shown in the screen (as ">>>>" or "<<<<"). Upon releasing the fader, it automatically returns to the center position.
* '''Fader/Hold''': Long Fader notes which must be hold in the direction of the arrow shown in the screen.
* '''Fader/Scratch''': Fader notes with a "<<<◇>>>" design. Continuously slide left and right the fader of the corresponding color to the end point.


ポラリスコード uses a life gauge system. If the life gauge depletes, the game will continue, although the gauge cannot be risen.
ポラリスコード uses a life gauge system. If the life gauge depletes, the game will continue, although the gauge cannot be risen.


Upon selecting a song, the player can select from one of five difficulties: EASY, NORMAL, HARD, INFLUENCE, and POLAR. Levels are rated from 1 (easiest) to 12 (hardest).
Upon selecting a song, the player can select from one of five difficulties: EASY, NORMAL, HARD, INFLUENCE, and POLAR. Levels are rated from 1 (easiest) to 12 (hardest). INFLUENCE charts can be purchased using the in-game currency MIRA. How much MIRA is required to purchase depends on the Level of the INFLUENCE chart:
 
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
|-
!style="background:#9999ee; text-align: center;" | INFLUENCE Level
!style="background:#9999ee; text-align: center;" | MIRA
|-
|9
|5000
|-
|10
|15000
|-
|11
|50000
|-
|12
|200000
|}


== Scoring ==
== Scoring ==
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=== Rating ===
=== Rating ===
Players are graded from the maximum rating of S to the lowest rating of D, based on the score as follows:
Players are graded from the maximum rating of S to the lowest rating of D, based on the score (named LIKES) as follows:


{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
{| class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
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!style="background:#9999ee; text-align: center;" | Grade
!style="background:#9999ee; text-align: center;" | Grade
!style="background:#9999ee; text-align: center;" | Range
!style="background:#9999ee; text-align: center;" | Range
|-
|SS
|?
|-
|-
|S
|S