SOUND VOLTEX Glossary: Difference between revisions

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;ADVANCED
;ADVANCED
:The second tier of difficulty that is target intermediate players. Its notation is ADV and colored yellow, and typically levels between 6 and 13, with an actual range of 4-15.
:The second tier of difficulty that targets intermediate players. Its notation is ADV and colored yellow, and typically ranges between levels 6 and 13, with an actual minimum level of 4 and a maximum of 15.


;ALTERNATIVE RATE SYSTEM (ARS)
;ALTERNATIVE RATE SYSTEM (ARS)
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;APPEAL Card
;APPEAL Card
:A card similar to a profile picture, whereas the player can choose one to represent it. Most APPEAL cards can be obtained from SDVX Station, whereas some cards requires additional requirements to acquire.
:A card similar to a profile picture, whereas the player can choose one to represent it. Most APPEAL cards can be obtained from SDVX Station, whereas some others require additional requirements to be obtained.


;[[BLASTER GATE]]
;[[BLASTER GATE]]
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;CRITICAL
;CRITICAL
:A judgement that indicate perfect accuracy.
:A judgement that indicates perfect accuracy.


;ERROR
;ERROR
:A judgement indicating that the note/chain has been missed. This judgement also break any chains.
:A judgement indicating that a note/chain has been missed. This judgement also breaks any chains.


;EXHAUST
;EXHAUST
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;EXCESSIVE Rate
;EXCESSIVE Rate
:A HARD-gauge equivalent to beatmania IIDX series, it starts out at 100% and will trigger a TRACK CRASH if at any point the gauge is depleted.
:A HARD-gauge equivalent to the ones used in the beatmania IIDX series, it starts out at 100% and will trigger a TRACK CRASH if at any point the gauge is depleted.


;SOUND VOLTEX GENERATOR
;SOUND VOLTEX GENERATOR
:Introduced in GRAVITY WARS and removed in [[AC SDVX EG|EXCEED GEAR]], whereas players can use the generator to print out actual cards after each gameplay.
:Introduced in GRAVITY WARS and removed in [[AC SDVX EG|EXCEED GEAR]], where players can use the generator to print out actual cards after each play session.


;GRAVITY
;GRAVITY
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;HEAVENLY
;HEAVENLY
:The fourth level tier difficulty introduced in HEAVENLY HAVEN, named after the subtitle. Unlike the two difficulties introduced, HEAVENLY is introduced for returning songs with added charts, while newer songs are named MAXIMUM instead. The notation is HVN and is colored blue. The level difficulty spans between 16 to 19.
:The fourth level tier difficulty introduced in HEAVENLY HAVEN, named after the subtitle. Unlike the two difficulties introduced, HEAVENLY is introduced for returning songs with added charts, while newer songs feature MAXIMUM charts instead. The notation is HVN and is colored blue. The level difficulty spans between 16 to 19.


;HEXA DIVER
;HEXA DIVER
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;Original Song Contest
;Original Song Contest
:An event of a themed-song submission contest published by Konami, whereas any song entries can be submitted, be it an original composition, song remixes or entries. Note that these songs are classified as a FLOOR original, instead of a KONAMI original.
:An event of a themed-song submission contest published by KONAMI, whereas any song entries can be submitted, be it an original composition, song remixes or entries. Note that these songs are classified as a FLOOR original, instead of a KONAMI original.


;Ω Dimension
;Ω Dimension
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;MAXIMUM
;MAXIMUM
:The fourth tier of difficulty targeting players aimed for expert players. Only new songs added after HEAVENLY HAVEN had this difficulty; they had a MXM notation colored white, and typically levels between 16 and 20 and going down to as low as 14.
:The fourth tier of difficulty targeting players aimed for expert players. Only new songs added after HEAVENLY HAVEN have this difficulty; they have a MXM notation colored white, and typically ranges from levels 16 to 20 with 14 being the lowest possible level.


;NEAR
;NEAR
:A judgement that indicate the note have been hit slightly off-beat. NEARs are worth half the points for a CRITICAL, and they do not appear for LONG notes or Analog Chains.
:A judgement that indicate the note has been hit slightly off-beat. NEARs are worth half the points for a CRITICAL, and they do not appear for LONG notes or Analog Chains.


;NOVICE
;NOVICE
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;PERFECT ULTIMATE CHAIN
;PERFECT ULTIMATE CHAIN
:A Perfect full-combo clear equivalent, when the player clears the song with all CRITICALs and had a score of 10,000,000. Abbreviated PUC, and it overlaps ULTIMATE CHAIN.
:A clear type equivalent to a Perfect Full Combo in DanceDanceRevolution or EXCELLENT in jubeat, when the player clears the song with all CRITICALs and achieves a score of 10,000,000. Abbreviated as PUC, it overlaps ULTIMATE CHAIN.


;S-CRITICAL
;S-CRITICAL
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;SKILL ANALYZER
;SKILL ANALYZER
:A course-based mode where players played a three-song set using a special RATE called PERMISSIVE RATE. At any point the rate hits zero, it is a TRACK CRASH, and only CRITICALs can recover said gauge.
:A course-based mode where players played a three-song set using a special RATE called PERMISSIVE RATE. At any point the rate hits zero, it results in a TRACK CRASH, and only CRITICALs can recover said gauge.


;TRACK
;TRACK
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;ULTIMATE CHAIN
;ULTIMATE CHAIN
:A full-combo equivalent for rhythm games, when the player’s clears the song without any ERRORs. Abbreviated with UC, and it overlaps all other clears.
:A full combo equivalent for rhythm games, when the player’s clears the song without any ERRORs. Abbreviated as UC, it overlaps all other clears.


;VIVID
;VIVID
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