SOUND VOLTEX Information: Difference between revisions

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= Gameplay =
= Gameplay =
''For simplicity, the games will be referred to by their subtitle (BOOTH, infinite infection, GRAVITY WARS, HEAVENLY HAVEN).''
''For simplicity, the games will be referred to by their subtitles (BOOTH, infinite infection, GRAVITY WARS, HEAVENLY HAVEN).''


SOUND VOLTEX's gameplay is similar to other rhythm games like beatmania IIDX and GuitarFreaks & DrumMania. When a note reaches the judgment line in time with the beat, you press the corresponding button or turn the corresponding dial.
SOUND VOLTEX's gameplay is similar to other rhythm games like beatmania IIDX and GuitarFreaks & DrumMania. When a note reaches the judgment line in time with the beat, you press the corresponding button or turn the corresponding dial.
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infinite infection introduced the following gameplay mechanics:
infinite infection introduced the following gameplay mechanics:
* SHORT note lanes can now have hold notes, known as LONG BT notes.
* SHORT note lanes can now have hold notes, known as LONG BT notes. Conversely, LONG note lanes can now have short notes, known as CHIP FX notes.
* LONG note lanes can now have short notes, known as CHIP FX notes.
* The HARD-gauge style EXCESSIVE RATE is added. Drop to 0% and the stage fails immediately.
* The HARD-gauge style EXCESSIVE RATE is added. Drop to 0% and the stage fails immediately.
* The INFINITE BLASTER unlock system/folder is added (since HEAVENLY HAVEN known as '''BLASTER GATE'''). This folder is only available if the BLASTER ENERGY gauge is at 100%. It unlocks most INFINITE and GRAVITY charts. Using the EXCESSIVE RATE gauge charges the BLASTER GAUGE by 6.67% a stage (15 plays will fill it).
* The INFINITE BLASTER unlock system/folder is added (since HEAVENLY HAVEN known as '''BLASTER GATE'''). It unlocks most game-specific special charts (e.g. INFINITE). This folder is only available if the BLASTER ENERGY gauge is at 100%. Using the EXCESSIVE RATE gauge charges the BLASTER ENERGY gauge by 6.67% a stage (15 plays will fill it).


GRAVITY WARS added even more mechanics:
GRAVITY WARS added even more mechanics:
* Any combination of the BT and FX notes is now possible.
* Any combination of the BT and FX notes is now possible.
* ANALOG CHAINS may start from anywhere and go in any direction, and also extend beyond the chart lane.
* ANALOG CHAINS may start from anywhere and go in any direction, and also extend beyond the chart lane.
* New charts may include zooming and moving of the chart lane.
* New charts may include zooming, moving, and even disappearing of the chart lanes.
* Colors of the ANALOG CHAINS can now be changed. Two new colors are also available: yellow and green.
* Colors of the ANALOG CHAINS can now be changed. Two new colors are also available: yellow and green.
* Hi-SPEED values can be tuned to an exact BPM value. They can also be stored for easy Hi-SPEED changing.
* Hi-SPEED values can be tuned to an exact BPM value. They can also be stored for easy Hi-SPEED changing.
* EARLY/LATE indicators for NEARs can be shown in-game. They have 4 possible positions: LOWER, STANDARD (default), UPPER, and UPPER+.
* EARLY/LATE indicators for NEARs can be shown in-game. They have 4 possible positions: LOWER, STANDARD (default), UPPER, and UPPER+.
* Timing can be adjusted to be earlier or later by holding START and then pressing 3 or 9 on the keypad, respectively. Values range from -8 to +8. Increase this value if you are getting many EARLYs and decrease it if you are getting LATEs.
* Timing can be adjusted to be earlier or later by holding START and then pressing 3 or 9 on the keypad, respectively. Values range from -8 to +8. Increase this value if you are getting many EARLYs and decrease it if you are getting LATEs.
* The ALTERNATIVE RATE SYSTEM (ARS) is added. This gauge starts with and EXCEESSIVE RATE gauge, but when depleted (a TRACK CRASH normally), it will be switched to a EFFECTIVE RATE, at a level as if it were active. It is only available in GENERATOR START.
* The ALTERNATIVE RATE SYSTEM (ARS) is added. This gauge starts with and EXCESSIVE RATE gauge, but when depleted (a TRACK CRASH normally), it will be switched to a EFFECTIVE RATE, at a level as if it were active. It is only available in GENERATOR START.


HEAVENLY HAVEN introduced the following mechanics:
HEAVENLY HAVEN introduced the following mechanics:
* Special CHIP FX notes (colored white in the center) produces a added sound effect when hit.
* A new default difficulty, MAXIMUM, is added.
* MIRROR and RANDOM note options are added. MIRROR flips all input horizontally, while RANDOM makes all BT notes appear randomly (and sometimes mirrors FX notes). They cannot be used in SKILL ANALYZER.
* Special CHIP FX notes (colored yellow) produce added sound effects when hit. These vary from claps to bass drops.


In order to clear a song, your EFFECTIVE RATE must be 70% or higher (for all other gauges, never let the rate drop to zero). This does not affect charts rated Level 7 or below, however, as you will automatically be saved.
To clear a song, your EFFECTIVE RATE must be 70% or higher (for all other gauges, never let the rate drop to zero). This does not affect charts rated Level 7 or below, however, as you will automatically be saved.


= Modes =
= Modes =
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SOUND VOLTEX has four main difficulties: <span style="color: #800080;">'''NOVICE'''</span>, <span style="color: #cccc00;">'''ADVANCED'''</span>, <span style="color: #ff0000;">'''EXHAUST'''</span>, and '''MAXIMUM''' (the latter introduced in HEAVENLY HAVEN).
SOUND VOLTEX has four main difficulties: <span style="color: #800080;">'''NOVICE'''</span>, <span style="color: #cccc00;">'''ADVANCED'''</span>, <span style="color: #ff0000;">'''EXHAUST'''</span>, and '''MAXIMUM''' (the latter introduced in HEAVENLY HAVEN).


Since infinite infection, the new games have added a "special" difficulty, named after their subtitles:
Since infinite infection, the new games also have their own "special" difficulty, each named after their subtitles:
* infinite infection added the <span style="color: #cc22aa;">'''INFINITE'''</span> difficulty, with a light purple hue (previously rainbow).
* infinite infection added the <span style="color: #cc22aa;">'''INFINITE'''</span> difficulty, with a light purple hue (previously rainbow).
* GRAVITY WARS added <span style="color: #ffa500;">'''GRAVITY'''</span>, with an orange hue.
* GRAVITY WARS added <span style="color: #ffa500;">'''GRAVITY'''</span>, with an orange hue.
* HEAVENLY HAVEN added <span style="color: #00cfcf;">'''HEAVENLY'''</span>, with a cyan hue.
* HEAVENLY HAVEN added <span style="color: #00cfcf;">'''HEAVENLY'''</span>, with a cyan/blue hue.
Charts on these difficulties are almost always more difficult than EXHAUST, and usually added to songs from previous versions. These charts add the respective games' new gimmicks to otherwise old and outdated songs.
These difficulties are equivalent to MAXIMUM (i.e. very difficult), and these charts are usually added to songs from previous versions, adding the respective games' new gimmicks to otherwise old and outdated songs.


Difficulty ranges from 1 (the easiest) to 20 (the hardest), since SOUND VOLTEX IV HEAVENLY HAVEN. Previously, it was 1 to 15 in BOOTH, and 1 to 16 in infinite infection and GRAVITY WARS.
Difficulty ranges from 1 (the easiest) to 20 (the hardest), since SOUND VOLTEX IV HEAVENLY HAVEN. Previously, it was 1 to 15 in BOOTH, and 1 to 16 in infinite infection and GRAVITY WARS.


As a major note, newly added songs (except for original songs) have the NOVICE chart always available by default. The other difficulty charts, most of the time, must be bought from the SDVX Station, unlocked via BLASTER GATE, or unlocked through MISSIONs.
As a major note, newly added songs (except for original songs) have the NOVICE and ADVANCED charts always available by default. The other difficulty charts usually must be bought with BLOCKs. If not, they can be unlocked via BLASTER GATE, or through MISSIONs (in the case of GRAVITY WARS).


= Scoring =
= Scoring =
5,257

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