What is beatmania IIDX: Difference between revisions

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{| cellpadding=2 cellspacing=2 align=right border=1 width=256px style="font-family: verdana, sans-serif; padding: 6px; margin: 0 0 1em 1em; font-size: 10px; background-color: #f7f8ff; border:1px solid #8888aa;"
''beatmania IIDX redirects here. For the first entry in the series, please see [[AC 1st style|its seperate arcade page]].''
|- bgcolor=#99B1FF
| align=center colspan=2|<font size="2">'''''beatmania IIDX'''''</font>
|-
|align=center colspan=2|[[Image:DSC00910.jpg|250px]]<br/>[[AC 5th style|beatmania IIDX 5th style]] machine
|-
|Developer:
|KONAMI
|-
|Publisher:
|KONAMI
|-
|Release date:
|1999
|-
|Game modes:
|Up to 2 players simultaneously
|-
|Cabinet:
|Custom
|-
|Controls:
|Turntable; <br> Musical keyboard (7 keys)
|- bgcolor=#99B1FF
|align="center" colspan=2|<font size="2">Monitor</font>
|-
|Orientation:
|Horizontal
|-
|Type:
|16:9 EDTV or HDTV monitor
|-  bgcolor=#99B1FF
|align="center" colspan=2|<font size="2">Notes</font>
|-
|colspan=2|The follow-up series to ''beatmania''.
|}
''This entry was derived from [http://en.wikipedia.org/w/index.php?title=Beatmania_IIDX the Wikipedia entry on beatmania IIDX], which may or may not be more up to date than this one.''


= beatmania IIDX Series =
[[Image:DSC00910.jpg|thumb|A [[AC 5th style|beatmania IIDX 5th style]] machine.]]
'''''beatmania IIDX''''' (alternately '''''beatmaniaIIDX''''' or just '''IIDX''', pronounced "two dee-ecks") is a series of rhythm video games introduced by KONAMI in 1999. It is the direct sequel to the [[beatmania Information|beatmania]] game series, and part of the BEMANI line of music games.
'''''beatmania IIDX''''' (alternately '''''beatmaniaIIDX''''' or just '''IIDX''', pronounced "two dee-ecks") is a series of rhythm video games introduced by KONAMI in 1999. It is the direct sequel to the [[beatmania Information|beatmania]] game series, and part of the BEMANI line of music games.


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''beatmania IIDX'' controls consist of seven (instrument) keys (four white, three black) along with one turntable on each player's side. The turntable for the left player's side, 1Player, is on the left of the keys, while the one on the right player's side, 2Player, is on the right.
''beatmania IIDX'' controls consist of seven (instrument) keys (four white, three black) along with one turntable on each player's side. The turntable for the left player's side, 1Player, is on the left of the keys, while the one on the right player's side, 2Player, is on the right.


Under the 16:9 wide display are the start button, the effector button, and effector sliders. After [[AC 9th style|beatmania IIDX 9th style]], there is also a cardreader, in order to use the magnetic/contact-less smart card of [[eAMUSEMENT|e-AMUSEMENT]]. In 9th style, the effector no longer operates, but it has been revived in [[AC 10th style|10th style]] with modified slide switch function. Different versions of the game are traditionally referred to as 'styles', with higher numbers being the most recent machines. The series currently reaches from the first style produced all the way to 10th style. According to [[Goli Matsumoto|GOLI]], 10th style was the last IIDX series with an "n-th style". [[AC IIDX RED|beatmania IIDX 11 IIDX RED]] became the first beatmania IIDX game with a theme and title, followed by [[AC HAPPY SKY|beatmania IIDX 12 HAPPY SKY]], and so forth. Each series produced has a different mix of songs from older styles and new songs, and has a different graphical 'theme'.
Under the 16:9 wide display are the start button, the effector button, and effector sliders. After [[AC 9th style|beatmania IIDX 9th style]], there is also a cardreader, in order to use the magnetic/contact-less smart card of [[e-amusement|e-AMUSEMENT]]. In 9th style, the effector no longer operates, but it has been revived in [[AC 10th style|10th style]] with modified slide switch function. Different versions of the game are traditionally referred to as 'styles', with higher numbers being the most recent machines. The series currently reaches from the first style produced all the way to 10th style. According to [[Goli Matsumoto|GOLI]], 10th style was the last IIDX series with an "n-th style". [[AC IIDX RED|beatmania IIDX 11 IIDX RED]] became the first beatmania IIDX game with a theme and title, followed by [[AC HAPPY SKY|beatmania IIDX 12 HAPPY SKY]], and so forth. Each series produced has a different mix of songs from older styles and new songs, and has a different graphical 'theme'.


The main differences in hardware between the beatmania IIDX series and the original ''beatmania'' series are the presence of two extra keys, the wide screen and the more powerful speakers.  This hardware difference was never actually intended to become the standard beatmania IIDX cabinet. Originally, KONAMI had planned to develop and release two different versions of arcade cabinets, a version similar to that of its predecessor ''beatmania'' and its ill-fated successor ''beatmania III'', and a 'deluxe' cabinet with a 'DX' suffix on the end of the name. KONAMI scrapped the standard cabinet mid-development, but the 'DX' suffix stuck and has remained throughout the series.
The main differences in hardware between the beatmania IIDX series and the original ''beatmania'' series are the presence of two extra keys, the wide screen and the more powerful speakers.  This hardware difference was never actually intended to become the standard beatmania IIDX cabinet. Originally, KONAMI had planned to develop and release two different versions of arcade cabinets, a version similar to that of its predecessor ''beatmania'' and its ill-fated successor ''beatmania III'', and a 'deluxe' cabinet with a 'DX' suffix on the end of the name. KONAMI scrapped the standard cabinet mid-development, but the 'DX' suffix stuck and has remained throughout the series.
As of [[AC CANNON BALLERS|beatmania IIDX 25 CANNON BALLERS]], two built-in cameras for hand-shooting have been added, one on the metal cage in front of the neons pointing at the controls, and one to the left of the screen pointing at the player(s). Initially, the game would not boot up if the cameras were not attached, but this was fixed shortly after the initial release of CANNON BALLERS.


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=== Home versions ===
=== Home versions ===


KONAMI has also released home versions of the game, with 15 releases for the PlayStation 2 console and one Windows port. Fourteen versions of the PS2 game are available in Japan, while one is available in the US. The game is stored in a DVD media, and can be bought with a controller that matches the arcade version very closely. The controller's key insert is detachable, so the player may attach it as preferred on the left or the right side of the turntable. The home versions do not exactly match the arcade versions, but are very similar.  To date, home versions of [[CS 3rd style|3rd style]] through [[CS EMPRESS|EMPRESS]] have been released in Japan; the US release is titled simply [[CS USA|beatmania]] and does not correspond to an arcade version at all.
KONAMI has also released home versions of the game, with 15 releases for the PlayStation 2 console and one PC release. Fourteen versions of the PS2 game are available in Japan, while one is available in the US. The game is stored in a DVD media, and can be bought with a controller that matches the arcade version very closely. The controller's key insert is detachable, so the player may attach it as preferred on the left or the right side of the turntable. The home versions do not exactly match the arcade versions, but are very similar.  To date, home versions of [[CS 3rd style|3rd style]] through [[CS EMPRESS|EMPRESS]] have been released in Japan; the US release is titled simply [[CS USA|beatmania]] and does not correspond to an arcade version at all.


The latest home version, [[CS INFINITAS|beatmania IIDX INFINITAS]], is a Windows port of IIDX, and it uses a unique interface based on [[AC SPADA|SPADA]].
The latest home version, [[CS INFINITAS|beatmania IIDX INFINITAS]], is a PC release of beatmania IIDX, and it uses a unique interface based on [[AC SPADA|SPADA]].


==Gameplay==
==Gameplay==
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Many players consider a pass to be rather arbitrarily determined, and so the usual focus is on getting as high a grade as possible. Grades (a feature that came about as of [[AC 6th style|6th style]]) are determined by the player's "EX Score", which is the number of Flashing Greats (also known as Just Great or Perfect Great) times two plus the number of Greats. 8/9ths of the maximum or above yields a AAA, 7/9ths or above is a AA, and so on down to a minimum of F. Getting the maximum possible EX Score on a song(i.e. all Flashing Greats) is generally considered an unrealistic goal, if not impossible. Despite this, some very good players have been known to achieve this feat, albeit on some of the easier songs in the game.
Many players consider a pass to be rather arbitrarily determined, and so the usual focus is on getting as high a grade as possible. Grades (a feature that came about as of [[AC 6th style|6th style]]) are determined by the player's "EX Score", which is the number of Flashing Greats (also known as Just Great or Perfect Great) times two plus the number of Greats. 8/9ths of the maximum or above yields a AAA, 7/9ths or above is a AA, and so on down to a minimum of F. Getting the maximum possible EX Score on a song(i.e. all Flashing Greats) is generally considered an unrealistic goal, if not impossible. Despite this, some very good players have been known to achieve this feat, albeit on some of the easier songs in the game.


''beatmania IIDX'' has long been a 'cult' game because of the sheer learning curve of the game for new players, unlike other BEMANI games like DanceDanceRevolution. The machine is often found in Japanese arcades, but they are rare in American and European arcades.
''beatmania IIDX'' has long been a 'cult' game because of the sheer learning curve of the game for new players, unlike other BEMANI games like DanceDanceRevolution. The machine is often found in Japanese, Asian and Korean arcades, but they are rare in American and European arcades.


==Difficulties==
==Difficulties==
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:Most players will agree this is the hardest difficulty by far. The key configuration and 'charts' are similar to that of HYPER, but are often harder and not as straight forward. Even if you can complete a song on HYPER, you may not even be able to get too far on ANOTHER. To play a song on ANOTHER on IIDX RED and before, you must select 7KEYS from the menu and then select the song while holding down the VEFX button (for IIDX HAPPY SKY and later, just press the VEFX button to change the difficulty to select ANOTHER). Songs in ANOTHER difficulty were not given separate difficulty ratings in IIDX 1-11, which was often misleading as the difficulty meter showed the same rating as the 7KEYS/HYPER variation. As of HAPPY SKY, songs in ANOTHER difficulty were given a separate rating.  Not every song has an ANOTHER chart.  Some tracks [[IIDX General Info#Why_doesn.27t_.28song_X.29_sound_the_same_as_.28song_X_on_a_different_difficulty.29.3F|have an Another that sounds different from the original song]].
:Most players will agree this is the hardest difficulty by far. The key configuration and 'charts' are similar to that of HYPER, but are often harder and not as straight forward. Even if you can complete a song on HYPER, you may not even be able to get too far on ANOTHER. To play a song on ANOTHER on IIDX RED and before, you must select 7KEYS from the menu and then select the song while holding down the VEFX button (for IIDX HAPPY SKY and later, just press the VEFX button to change the difficulty to select ANOTHER). Songs in ANOTHER difficulty were not given separate difficulty ratings in IIDX 1-11, which was often misleading as the difficulty meter showed the same rating as the 7KEYS/HYPER variation. As of HAPPY SKY, songs in ANOTHER difficulty were given a separate rating.  Not every song has an ANOTHER chart.  Some tracks [[IIDX General Info#Why_doesn.27t_.28song_X.29_sound_the_same_as_.28song_X_on_a_different_difficulty.29.3F|have an Another that sounds different from the original song]].
==Game modes==
==Game modes==
 
''Note: These are the default settings for each mode. They might be changed by the arcade operator.''
;STEP UP
:This mode gives you a songlist from a particular range of difficulty, and depending on your performance on each stage, available charts on successive stages will be easier or harder. You will always play three songs.
;STANDARD
;STANDARD
:The typical game mode. Select a song per stage and try to clear the stage with a Groove Gauge of at least 80% (except when using an alternative gauge).
:The typical game mode. Select a song per stage and try to clear the stage with a Groove Gauge of at least 80% (except when using an alternative gauge).
;EXPERT
;EXPERT
:This mode is one in which you can play a course of songs in a row without stopping. You start with the gauge at its maximum; if it drops to 0, the game is over. The gauge is the same as that used in Hard mode in normal play, but drops at a much slower rate.
:This mode is one in which you can play a course of songs in a row without stopping. You start with the gauge at its maximum; if it drops to 0, the game is over. The gauge is the same as that used in Hard mode in normal play, but drops at a much slower rate.
;FREE
:Practice mode. You can play to the end of a song and won't fail, but you get two songs to play (three if on 2-Player mode).
;TIME FREE / PREMIUM FREE
:Only available in certain days or if ARENA MODE only detects CPU players. You can play to the end of a song and won't fail, but you get 5 minutes (or more in PREMIUM FREE) to play.
;HAZARD
;HAZARD
:This mode was added in IIDX EMPRESS. This mode is available by highlighting FREE mode and pressing the three black keys. In HAZARD mode, breaking combo will result in instant stage failure. However, the player is guaranteed four stages regardless of clear/fail status on the first three. A Poor with no notes on the line will drop the gauge by 25% and there is no gauge increasing.
:This mode was added in IIDX EMPRESS. This mode is available by highlighting FREE mode and pressing the three black keys. In HAZARD mode, breaking combo will result in instant stage failure. However, the player is guaranteed four stages regardless of clear/fail status on the first three. A Poor with no notes on the line will drop the gauge by 25% and there is no gauge increasing.
;TIME HAZARD
:Only available in certain days. Breaking combo will result in instant stage failure. However, the player is guaranteed 8 minutes to play instead of 4 stages.
;TIME HELL
:Only available in certain days. You can't recover the groove gauge while playing. However, the player is guaranteed 8 minutes to play.
;CLASS / DAN / Step Rank Recognition
;CLASS / DAN / Step Rank Recognition
:This is basically the same as EXPERT, but as for options, you can only select HI-SPEED, and each course has four songs. The combination of songs differs for every difficulty, which is the difference between this and EXPERT.
:This is basically the same as EXPERT, but as for options, you can only select HI-SPEED, and each course has four songs. The combination of songs differs for every difficulty, which is the difference between this and EXPERT.
;FREE
;ARENA
:Practice mode. You can play to the end of a song and won't fail, but you get one song less than if you were to play LIGHT7 or 7KEYS. (Usually, you'd get 3 songs if you played LIGHT7 or 7KEYS; you only get 2 with FREE.)
:An online matching mode where four players compete against each other on a four-song set. If only CPU players are detected, the player can choose TIME FREE instead.
;4KEYS
:Replaced in 3rd Style by LIGHT7, this was intended as a beginner-friendly mode that used only the four white keys.  Available only on 1st, Substream, and 2nd style.
;5KEYS
:Available for home versions as a specific mode, this plays exactly as 7KEYS, except for the idea that the last two keys farthest from the turntable are not used. This is probably a compatibility issue with original ''beatmania'' controllers, so that owners of the original could still somewhat play ''beatmania IIDX'', only having the 5-key controller at hand. In arcade versions of IIDX, 5KEYS has been available from the start as a special gameplay option, most likely as an attempt to help players of the original series make the transition. Starting with 7th style AC (and 10th style CS), 5KEYS can be used with notecharts other than the ordinary 7KEYS mode.
 
Furthermore, when DOUBLE is selected in the options selection screen before the game starts, "7" changes to "14", and you use both sides to play.


==Gameplay modifiers==
==Gameplay modifiers==


[NOTE: Due to the sheer number of modifiers available in beatmania IIDX, this section will divide the modifiers according to the category that each is placed in-game (as of [[AC SINOBUZ|SINOBUZ]]). Older modifiers no longer seen in recent arcade games are also described here.]
[NOTE: Due to the sheer number of modifiers available in beatmania IIDX, this section will divide the modifiers according to the category that each is placed in-game (as of [[AC Rootage|Rootage]]). Older modifiers no longer seen in recent arcade games are also described here.]


'''BASIC ASSIST MODIFIERS'''
'''BASIC ASSIST MODIFIERS'''
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* ASSISTED EASY - a variation of the EASY gauge (see below). This lowers the Groove Gauge passing requirement from 80% to 60%. Introduced in [[AC copula|copula]].
* ASSISTED EASY - a variation of the EASY gauge (see below). This lowers the Groove Gauge passing requirement from 80% to 60%. Introduced in [[AC copula|copula]].
* 5-KEYS - This disables the two farthermost keys of the player's side, thus essentially making it a 5-key chart akin to the original beatmania.
* AUTO-SCRATCH - When enabled, this automatically plays all scratch notes in a chart.
* AUTO-SCRATCH - When enabled, this automatically plays all scratch notes in a chart.
* LEGACY NOTE - Introduced in [[AC SIRIUS|SIRIUS]], this converts all Charge Notes and Backspin Scratches into regular notes. If there are no Charge Notes in a chart played with this modifier enabled, that counts as a normal clear rather than an Assist Clear.
* LEGACY NOTE - Introduced in [[AC SIRIUS|SIRIUS]], this converts all Charge Notes and Backspin Scratches into regular notes. If there are no Charge Notes in a chart played with this modifier enabled, that counts as a normal clear rather than an Assist Clear.
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'''ASSIST MODIFIERS'''
'''ASSIST MODIFIERS'''


* This includes the 5-KEYS, AUTO-SCRATCH, and LEGACY NOTE modifiers, which can be enabled individually, in a combination of two, or all three (FULL ASSIST).
* This includes the AUTO-SCRATCH and LEGACY NOTE modifiers, which can be enabled individually or in unison.


'''RANGE MODIFIERS'''
'''RANGE MODIFIERS'''
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* Judgment Timing Indicator Display - When enabled, this shows the FAST/SLOW indicator as well as the position of said indicator.
* Judgment Timing Indicator Display - When enabled, this shows the FAST/SLOW indicator as well as the position of said indicator.
* Timing Adjustment - This sets the delay offset between the screen visuals and player's input for better accuracy and/or to suit a player's preference.
* Timing Adjustment - This sets the delay offset between the screen visuals and player's input for better accuracy and/or to suit a player's preference.
* Judgment Number Display - This toggles between the combo number and EX SCORE for the number displayed besides the judgment name.
* Judgment Number Display - This toggles between the combo count and EX SCORE for the number displayed besides the judgment name.
* Target Score Display - If a PACEMAKER is enabled, this changes the display method of the target score.
* Target Score Display - If a PACEMAKER is enabled, this changes the display method of the target score difference.
* Auto-Scratch Note Display - Shows or hides scratch notes if AUTO-SCRATCH is used.
* Groove Gauge Display - Shows or hides the Groove Gauge bar, leaving the percentage number intact.
* Lane Brightness - Adjusts the opacity of the player's note lanes.
* Camera Display - Changes the display method of the footage recorded from a cabinet's built-in cameras (if applicable) in-game.


'''SPECIAL OPTIONS'''
'''EXTRA OPTIONS'''


''The following options can be enabled by using the numerical keypad installed in eAmusement-connected cabinets.''
''The following options can be enabled by using the numerical keypad installed in e-amusement connected cabinets.''


* BATTLE [1] - If on Double Play, this uses the Single Play notecharts instead on both sides.
* BATTLE [7] - If on Double Play, this uses the Single Play notecharts instead on both sides.
* H-RAN (SAMURAI S-RANDOM) [2] - Same as S-RANDOM, but repeat notes on the same key are less likely to occur.
* H-RAN (SAMURAI S-RANDOM) [8] - Same as S-RANDOM, but repeat notes on the same key are less likely to occur.
* EXPAND-JUDGE [3] - Introduced in [[AC PENDUAL|PENDUAL]]. When enabled, the timing windows for PERFECT GREATS and GREATS are quadrupled. Scores and clear lamps are not saved with this enabled, but EXTRA STAGE and Tran Medals are still obtainable.
* EXPAND-JUDGE [9] - Introduced in [[AC PENDUAL|PENDUAL]]. When enabled, the timing windows for PERFECT GREATS and GREATS are quadrupled. Scores and clear lamps are not saved with this enabled, but EXTRA STAGE and Tran Medals are still obtainable.


'''Other Modifiers:'''
'''Other Modifiers:'''


* HI-SPEED - increases the scroll rate of the note chart. It is important to point out that the actual notes do not have to be pressed any more quickly; the scroll speed is simply increased and the notes become further apart. Most beatmania IIDX players use Hi-Speed to make the notes easier to read. Most versions of beatmania IIDX have more than one Hi-Speed setting, differentiated by numbers (a higher number means a faster speed.) The Hi-Speed modifier is traditionally abbreviated HS with the number immediately following. For example, Hi-Speed 2 is abbreviated HS2. In styles from DistoreD and IIDX RED CS onward, the player is able to change High Speeds during actual gameplay. Starting with HAPPY SKY and 10th Style CS, Hi-Speed options are expanded to .5 intervals ranging from normal speed to Hi-Speed 4 or 5. Starting in SPADA, the Hi-Speed setting can only be changed on the main gameplay screen.
* HI-SPEED - increases the scroll rate of the note chart. It is important to point out that the actual notes do not have to be pressed any more quickly; the scroll speed is simply increased and the notes become further apart. Most beatmania IIDX players use Hi-Speed to make the notes easier to read. Most versions of beatmania IIDX have more than one Hi-Speed setting, differentiated by numbers (a higher number means a faster speed.) The Hi-Speed modifier is traditionally abbreviated HS with the number immediately following. For example, Hi-Speed 2 is abbreviated HS2. In styles from DistoreD and IIDX RED CS onward, the player is able to change High Speeds during actual gameplay. Starting with HAPPY SKY and 10th Style CS, Hi-Speed options are expanded to .5 intervals ranging from normal speed to Hi-Speed 4 or 5. Starting in SPADA, the Hi-Speed setting can only be changed on the main gameplay screen. [[AC Rootage|Rootage]] expands the speed range further to 10, and are now initially set in whole numbers instead of decimals.
:Hi-Speed is traditionally adjusted by holding the START button during gameplay and hitting either a black or white key. [[AC tricoro|tricoro]] introduces the Floating Hi-Speed, in which adjustments are done by one-hundredth decimal intervals by spinning the turntable in a corresponding direction. A player can switch between the traditional and Floating Hi-Speed by pressing the EFFECT button while the Hi-Speed window is open.
:Hi-Speed is traditionally adjusted by holding the START button during gameplay and hitting either a black or white key. [[AC tricoro|tricoro]] introduces the Floating Hi-Speed, in which adjustments are done by one-hundredth decimal intervals by spinning the turntable in a corresponding direction. A player can switch between the traditional and Floating Hi-Speed by pressing the EFFECT button or [0] on the keypad while the Hi-Speed window is open.
* RANDOM+ - introduced in IIDX RED AC and 8th style CS, this is similar to Random, except that the scratch column is included in the randomization process, so the scratches usually end up assigned to a key, and a key gets assigned to the scratch. This modifier usually completely changes the character of the note chart, so scores obtained using this modifier are not recorded.
* RANDOM+ - introduced in IIDX RED AC and 8th style CS, this is similar to Random, except that the scratch column is included in the randomization process, so the scratches usually end up assigned to a key, and a key gets assigned to the scratch. This modifier usually completely changes the character of the note chart, so scores obtained using this modifier are not recorded.
* MIRROR+ - introduced in 9th style CS, this is like Mirror, except the scratch column is included. Like Random+, scores obtained using this modifier are not recorded.
* MIRROR+ - introduced in 9th style CS, this is like Mirror, except the scratch column is included. Like Random+, scores obtained using this modifier are not recorded.
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* HIDDEN (old) - notes are only visible in the upper portion of the screen (again, approximately a third of the screen). It can be enabled at the same time as Sudden, causing the notes to briefly blink in the middle of their respective lanes.
* HIDDEN (old) - notes are only visible in the upper portion of the screen (again, approximately a third of the screen). It can be enabled at the same time as Sudden, causing the notes to briefly blink in the middle of their respective lanes.
* REGUL-SPEED - Introduced as a secret modifier in GOLD, this negates the effect of tempo changes by setting the scroll speed to a constant 150 BPM. The player can then select an appropriate Hi-Speed mod accordingly. To enable this option, open the options menu by holding Start and press the keys "2-3-5-7-4-6". This constant scroll-speed setting is analoguous to Stepmania's C-Mod, and standard gameplay settings in GuitarFreaks/DrumMania as well as Guitar Hero. Scores obtained using this modifier are not recorded.
* REGUL-SPEED - Introduced as a secret modifier in GOLD, this negates the effect of tempo changes by setting the scroll speed to a constant 150 BPM. The player can then select an appropriate Hi-Speed mod accordingly. To enable this option, open the options menu by holding Start and press the keys "2-3-5-7-4-6". This constant scroll-speed setting is analoguous to Stepmania's C-Mod, and standard gameplay settings in GuitarFreaks/DrumMania as well as Guitar Hero. Scores obtained using this modifier are not recorded.
[[Category:Other]]
* 5-KEYS - This assist modifier disables the two farthermost keys of the player's side, thus essentially making it a 5-key chart akin to the original beatmania. Removed in [[AC Rootage|Rootage]].
 
[[Category:beatmania IIDX]]

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