What is beatmania IIDX: Difference between revisions

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The gameplay is still the same as in ''beatmania'', with the addition of two extra keys. There are eight columns on the screen, corresponding to each of the keys and the turntable. While playing, small horizontal bars fall down these columns, and the player must press the right key corresponding to the lane as it reaches the red line. Keys 1, 3, 5, and 7 are white, 2, 4, and 6 are blue, and the scratch lane is red. Every time a key is pressed or the scratch is played, an instrument is played to complement the song. In order to hear the song correctly, the player must get the bars on the right timing. Depending on how accurate you hit the note, you will receive a rating of your performance in real time above that note, going from GREAT (a flashing one, officially known as JUST GREAT, meaning perfect timing, a regular GREAT meaning very close), GOOD, BAD, and POOR (the latter for not hitting a note at all).
The gameplay is still the same as in ''beatmania'', with the addition of two extra keys. There are eight columns on the screen, corresponding to each of the keys and the turntable. While playing, small horizontal bars fall down these columns, and the player must press the right key corresponding to the lane as it reaches the red line. Keys 1, 3, 5, and 7 are white, 2, 4, and 6 are blue, and the scratch lane is red. Every time a key is pressed or the scratch is played, an instrument is played to complement the song. In order to hear the song correctly, the player must get the bars on the right timing. Depending on how accurate you hit the note, you will receive a rating of your performance in real time above that note, going from GREAT (a flashing one, officially known as JUST GREAT, meaning perfect timing, a regular GREAT meaning very close), GOOD, BAD, and POOR (the latter for not hitting a note at all).


The typical goal of the game is to clear the song by getting the groove gauge to 80% by song's end; clearing a song at exactly 80% is known as a "borderline".) The gauge starts at 22%, and increases/decreases depending on your performance in a song. GREATs will increase the gauge quickly, GOODs will slowly increase it, BADs will decrease it slightly, and POOR will decrease it significantly. The lowest you can go on the gauge is 2%. However, depending on the game mode, gauge requirements can change, as explained below.
The typical goal of the game is to clear the song by getting the groove gauge to 80% by song's end; clearing a song at exactly 80% is known as a "borderline". The gauge starts at 22%, and increases/decreases depending on your performance in a song. GREATs will increase the gauge quickly, GOODs will slowly increase it, BADs will decrease it slightly, and POOR will decrease it significantly. The lowest you can go on the gauge is 2%. However, depending on the game mode, gauge requirements can change, as explained below.


From [[AC 6th style|beatmania IIDX 6th style]] onward, you will also receive a grade at song's end, pass or fail. Grade level is determined by EX-SCORE. EX-SCORE is measured by the amount of GREATs (just and regular) obtained in a song divided by two: two points for a JUST GREAT, one for a regular GREAT, and zero for everything else. You will also receive a letter grade, depending on your percentage of EX-SCORE:
From [[AC 6th style|beatmania IIDX 6th style]] onward, you will also receive a grade at song's end, pass or fail. Grade level is determined by EX-SCORE. EX-SCORE is measured by the amount of GREATs (just and regular) obtained in a song divided by two: two points for a JUST GREAT, one for a regular GREAT, and zero for everything else. You will also receive a letter grade, depending on your percentage of EX-SCORE:
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:Hi-Speed is traditionally adjusted by holding the START button during gameplay and hitting either a black or white key. 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 classic, Rootage and Floating Hi-Speed by pressing the EFFECT button or [0] on the keypad 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. 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 classic, Rootage and Floating Hi-Speed by pressing the EFFECT button or [0] on the keypad while the Hi-Speed window is open.
* TARGET SCORE - Adjust the graphs mode with a turntable. Unavailable when two people play. ARENA target score is exclusive in ARENA mode.
* TARGET SCORE - Adjust the graphs mode with a turntable. Unavailable when two people play. ARENA target score is exclusive in ARENA mode.
* RANDOM+ - introduced in IIDX RED and 8th style CS, this is similar to RANDO<M, 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. Scores don't save when this is on.
* RANDOM+ - introduced in IIDX RED 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. Scores don't save when this is on.
* MIRROR+ - introduced in 9th style CS, this is like MIRROR, except the scratch column is included. Scores don't save when this is on.
* MIRROR+ - introduced in 9th style CS, this is like MIRROR, except the scratch column is included. Scores don't save when this is on.
* SUDDEN (old) - notes only become visible when they enter the lower portion of the screen. The visible portion is approximately a third of the screen. It can be enabled at the same time as HIDDEN, causing the notes to briefly blink in the middle of their respective lanes.
* SUDDEN (old) - notes only become visible when they enter the lower portion of the screen. The visible portion is approximately a third of the screen. It can be enabled at the same time as HIDDEN, causing the notes to briefly blink in the middle of their respective lanes.
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