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= Games =
= Games =
== Arcade Versions ==
== Arcade Versions ==
* [[SOUND VOLTEX BOOTH]] (released January 18th, 2012)
* [[AC SDVX|SOUND VOLTEX BOOTH]] (released January 18th, 2012)
* [[SOUND VOLTEX II -infinite infection-]] (released June 5th, 2013)
* [[AC SDVX II|SOUND VOLTEX II -infinite infection-]] (released June 5th, 2013)
* [[SOUND VOLTEX III GRAVITY WARS]] (released November 20th, 2014)
* [[AC SDVX III|SOUND VOLTEX III GRAVITY WARS]] (released November 20th, 2014)
* [[SOUND VOLTEX IV HEAVENLY HAVEN]] (released December 21st, 2016, '''current version''')
* [[AC SDVX IV|SOUND VOLTEX IV HEAVENLY HAVEN]] (released December 21st, 2016, '''current version''')


== Home Version ==
== Home Version ==
* [[SOUND VOLTEX III GRAVITY WARS e-AMUSEMENT CLOUD]] (coming soon)
* [[CS SDVX III|SOUND VOLTEX III GRAVITY WARS e-AMUSEMENT CLOUD]] (released October 4th, 2017)


= Summary =
= Summary =
SOUND VOLTEX is one of the more recent additions to BEMANI's series of music games. The game series combines traditional button gameplay with the use of analog dials and sound effects, creating a unique sound and game experience.<br>
SOUND VOLTEX is part of the [[BEMANI]] series of music games. The game series combines traditional button gameplay with the use of analog dials and sound effects, creating a unique sound and game experience.<br>
[[Hidenori Kotera|Cody]] sounds directs the series, while [[Yoshitaka Nishimura|DJ YOSHITAKA]] serves as the head producer.<br>  
[[Hidenori Kotera|Cody]] sounds directs the series, while [[Yoshitaka Nishimura|DJ YOSHITAKA]] serves as the head producer.<br>  
[[Sota Fujimori]] provides all of the games' background musics.
[[Sota Fujimori]] provides all of the games' background musics.


What makes SOUND VOLTEX different from the other game series is that regular BEMANI artists (either KONAMI in-house or commissioned ones) aren't prominent in the song list. Instead, artists renowned in the doujin and beatmania simulation scene are more common here, plus licensed [[EXIT TUNES]] songs and ''Touhou Project'' arrangements. There are also remixes of original KONAMI songs.<br>
What makes SOUND VOLTEX different from the other game series is that regular BEMANI artists (either KONAMI in-house or commissioned ones) are not prominent in the song list. Instead, artists renowned in the doujin and beatmania simulation scene are more common here, plus licensed [[EXIT TUNES]] songs and ''Touhou Project'' arrangements. There are also remixes of original KONAMI songs.<br>
While at first the song list mostly consisted of original songs or licenses involving VOCALOID, later in the life-cycle of the first game the artist selection greatly expanded thanks to what it is supposed to be the most important pillar of the series - the FLOOR section.
While at first the song list mostly consisted of original songs or licenses involving VOCALOID, later in the life-cycle of the first game the artist selection greatly expanded thanks to what it is supposed to be the most important pillar of the series - the FLOOR section.


''SOUND VOLTEX FLOOR'' refers to the group of competitions posted in its website where Japan-based artists can participate in, with a chance of their songs or remixes appearing in the games. Music contests have their own themes and rules, such as remixing a selection of an artist's songs or using synthesized vocals. There are also contests related to designing jackets for brand-new songs or to replace pre-existing ones in the game.<br>
''SOUND VOLTEX FLOOR'' refers to the group of competitions posted in its website where Japan-based artists can participate in, with a chance of their songs or remixes appearing in the games. Music contests have their own themes and rules, such as remixing a selection of an artist's songs or using synthesized vocals. There are also contests related to designing jackets for brand-new songs or to replace pre-existing ones in the game.<br>
Thanks to the FLOOR contests (and also to the presence of Touhou arrangements), the game quickly gained a lot of success, prompting the production team to focus as much as possible on these in the future. Contest winners may also be invited to provide original songs in SOUND VOLTEX itself or in other BEMANI games (most notably, 5 of the 7 [[beatnation Records|beatnation RHYZE]] members debuted in BEMANI via SOUND VOLTEX FLOOR).
Thanks to the FLOOR contests (and also to the presence of Touhou Project arrangements), the game quickly gained a lot of success, prompting the production team to focus as much as possible on these in the future. Contest winners may also be invited to provide original songs in SOUND VOLTEX itself or in other BEMANI games (most notably, 5 of the 7 [[beatnation Records|beatnation RHYZE]] members debuted in BEMANI via SOUND VOLTEX FLOOR).


From April 16th to May 15th, 2015, the first SOUND VOLTEX FLOOR contests (for original songs and appeal cards) exclusive to the rest of Asia were held. However, delays in communication between KONAMI, Korean distributor UNIANA and participating artists have resulted in the songs and appeal cards not being added to the game more than a year after submissions ended. (On December 21st, 2016, UNIANA stated on Twitter that it has sent out confirmation emails to all winning artists.)
From April 16th to May 15th, 2015, the first SOUND VOLTEX FLOOR contests (for original songs and appeal cards) exclusive to the rest of Asia were held. However, delays in communication between KONAMI, Korean distributor UNIANA and participating artists have resulted in the songs and appeal cards not being added to the game more than a year after submissions ended. (On December 21st, 2016, UNIANA stated on Twitter that it has sent out confirmation emails to all winning artists.)
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** Released on November 23rd, 2016 (released early on October 16th, 2016, at the ''Autumn Reitaisai 2016'' doujin event)
** Released on November 23rd, 2016 (released early on October 16th, 2016, at the ''Autumn Reitaisai 2016'' doujin event)
** Contains all the songs from the Touhou Project [http://p.eagate.573.jp/game/sdvx/sv/p/floor/remix/07/index.html Perfect Cherry Blossom] and [http://p.eagate.573.jp/game/sdvx/sv/p/floor/remix/05/index.html Double Dealing Character] remix contests, plus 3 new arrangements.
** Contains all the songs from the Touhou Project [http://p.eagate.573.jp/game/sdvx/sv/p/floor/remix/07/index.html Perfect Cherry Blossom] and [http://p.eagate.573.jp/game/sdvx/sv/p/floor/remix/05/index.html Double Dealing Character] remix contests, plus 3 new arrangements.
* ''SOUND VOLTEX ULTIMATE TRACKS BOOTH LEGACY - 壱 -'' and ''SOUND VOLTEX ULTIMATE TRACKS BOOTH LEGACY - 弐 -''
** Released on July 21st, 2017, only obtainable on select arcades for 800 VP each
** Both soundtracks contain almost every KONAMI original song/remix from SOUND VOLTEX BOOTH.


Original SOUND VOLTEX songs do not have soundtracks of their own, but may appear in soundtracks for multi-game BEMANI events.
Original SOUND VOLTEX songs do not have soundtracks of their own, but may appear in soundtracks for multi-game BEMANI events.
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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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* BLASTER START
* BLASTER START
:- 2 stages guaranteed. Accesses only the BLASTER GATE folder without having to fill the BLASTER ENERGY gauge.
:- 2 stages guaranteed. Accesses only the BLASTER GATE folder without having to fill the BLASTER ENERGY gauge.
; GENRATOR modes (Only on machines with a GENERATOR)
; GENERATOR modes (Only on machines with a GENERATOR)
* GENERATOR LIGHT START
* GENERATOR LIGHT START
:- Up to 3 stages. Same as LIGHT START, and prints one Genesis Card.
:- Up to 3 stages. Same as LIGHT START, and prints one Genesis Card.
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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;">'''INFINTE'''</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 each other, 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 =
All notes are judged as CRITICAL (perfect), NEAR (good; only for BT notes), or ERROR (miss; breaks combo/chain). The maximum score of a TRACK is 10,000,000 (10 million).<br>
All notes are judged as CRITICAL (perfect), NEAR (good; only for CHIP BT and CHIP FX notes), or ERROR (miss; breaks combo/chain). The maximum score of a TRACK is 10,000,000 (10 million).<br>
Each note, when hit with CRITICAL timing, is worth (10,000,000 / total chain) points. Each NEAR note is worth half of a CRITICAL note.
Each note, when hit with CRITICAL timing, is worth (10,000,000 / total chain) points. Each NEAR note is worth half of a CRITICAL note.


== Chain ==
== Chain ==
Every BT note is counted as 1 combo chain. Every analog right-angle turn or "slam" also counts as 1 combo chain.<br>
Every BT note is counted as 1 combo chain. Every analog right-angle turn or "slam" also counts as 1 combo chain.<br>
For LONG notes and analog chains, the combo chain starts counting after one beat from the start of the note/chain. Each LONG note and analog chain counts as 4 combo chain per beat (2 per beat if the song's BPM is more than or equal to 256 throughout).
For LONG notes and analog chains, the combo chain starts counting after one beat from the start of the note/chain and ends one beat before. Each LONG note and analog chain counts as 4 combo chain per beat (2 per beat if the song's BPM is more than or equal to 256 at any time).


== Grade ==
== Grade ==
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* The SOUND VOLTEX series had no removals until GRAVITY WARS, with [[Cyber thunder cider|サイバーサンダーサイダー]] being removed on June 1st, 2016, due to its expired license. The SKILL ANALYZER course containing the song, 6th B course for Skill LEVEL 06, was also removed.
* The SOUND VOLTEX series had no removals until GRAVITY WARS, with [[Cyber thunder cider|サイバーサンダーサイダー]] being removed on June 1st, 2016, due to its expired license. The SKILL ANALYZER course containing the song, 6th B course for Skill LEVEL 06, was also removed.


= External Links =
= SOUND VOLTEX Resources =
* [http://p.eagate.573.jp/game/sdvx/sv/p/index.html SOUND VOLTEX BOOTH Website]
* [http://p.eagate.573.jp/game/sdvx/ii/p/index.html SOUND VOLTEX II -infinite infection- Website]
* [http://p.eagate.573.jp/game/sdvx/iii/p/index.html SOUND VOLTEX III GRAVITY WARS Website]
* [http://p.eagate.573.jp/game/sdvx/iv/p/index.html SOUND VOLTEX IV HEAVENLY HAVEN Website]
* [http://p.eagate.573.jp/game/sdvx/sv/p/floor/index.html SOUND VOLTEX FLOOR Website]
* [http://p.eagate.573.jp/game/sdvx/sv/p/floor/index.html SOUND VOLTEX FLOOR Website]
* [http://thegemsbok.com/art-reviews-and-articles/mid-week-mission-sound-voltex-konami/ SOUND VOLTEX Beginner's Guide (article)]
* [http://thegemsbok.com/art-reviews-and-articles/mid-week-mission-sound-voltex-konami/ SOUND VOLTEX Beginner's Guide (article)]
* [http://bemaniwiki.com/index.php?SOUND%20VOLTEX%20IV%20HEAVENLY%20HAVEN BEMANIWiki 2nd page for SOUND VOLTEX IIV HEAVENLY HAVEN]
* [http://bemaniwiki.com/index.php BEMANIWiki 2nd]
* [http://www.sdvx.in/ SDVX.in]
* [https://www18.atwiki.jp/sdvx/ SOUND VOLTEX @ wiki]


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