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** One aspect to the note chart that stands out from other rhythm games is just how ''dense'' it is. Once you hit difficulty 6-7 (out of 12) songs, you can expect to hit somewhere between 500-700 notes in a two minute window. In most other rhythm games, this note count starts creeping into their highest diffuculty levels.

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** One aspect to the note chart that stands out from other rhythm games is just how ''dense'' it is. Once you hit difficulty 6-7 (out of 12) songs, you can expect to hit somewhere between 500-700 notes in a two minute window. In most other rhythm games, this note count starts creeping into their highest diffuculty levels.difficulty levels. Each level increase in difficulty adds another, give or take 200-400 notes, with the Black Another difficulty of ''MENDES'' topping out at 2626 notes in 110 seconds, or pressing 23 notes per second.



*** To make things worse, the game's timing, which includes the pacing the music in how its played, ''heavily'' depends on both the frame rate the system is getting and the target frame rate. If this is off by even 1-2 FPS, you'll be scoring terribly.

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*** To make things worse, the game's timing, which includes the pacing the music in how its played, ''heavily'' depends on both the frame rate the system is getting and the target frame rate. If this is off by even 1-2 FPS, the game de-syncs horribly and/or you'll be scoring terribly.terribly because the timing is not lined up just right.
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Moving the Nintendo Hard entry here

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* NintendoHard: ''IIDX'' has an extremely high ceiling of challenge, with players taking many, many years to reach the game's highest achievements. If you were to think of rhythm games as track sports, then the average rhythm game is local middle school competition and ''IIDX'' is the UsefulNotes/OlympicGames. The only other game that touches it in terms of sheer demand for skills and dedication is ''VideoGame/PopnMusic'', also a BEMANI game. Many factors contribute to the game's intense challenge:
** For players trying to just clear songs, you need to finish with an 80% Groove Gauge. A few slipups at the end is all it takes to go from a full gauge to stage failure.
** In many easier rhythm games, the notes usually just follow one part of the chart (e.g. vocals, melody), but ''IIDX'' at its higher levels tosses out polyrhythmic patterns that expect you to be able to follow two or more elements of the song at once.
** One aspect to the note chart that stands out from other rhythm games is just how ''dense'' it is. Once you hit difficulty 6-7 (out of 12) songs, you can expect to hit somewhere between 500-700 notes in a two minute window. In most other rhythm games, this note count starts creeping into their highest diffuculty levels.
** Unlike the other Bemani games, beatmania's timing is actually based on the amount of frames the button was pressed before or after the note passes the marker. By default, the Just Great timing happens on the frame or the one before on a 60FPS cabinet, meaning a player has about a 25ms window of time to hit a note "perfectly". While a perfect run is quite possible on many other rhythm games such as ''VideoGame/{{jubeat}}'' and ''VideoGame/SoundVoltex'', it is extremely rare to hear of an all-Just Great run on even level 8 and 9 songs, and ''almost'' humanly impossible on level 12 songs. The strict timing window means a lot of newer players may find that they get more regular Greats or even ''Goods'' than P-Greats.
*** To make things worse, the game's timing, which includes the pacing the music in how its played, ''heavily'' depends on both the frame rate the system is getting and the target frame rate. If this is off by even 1-2 FPS, you'll be scoring terribly.
*** The aforementioned GAMBOL glitch? That's what happened when the "Great" and "Just Great" timings basically merged and shrunk to "you have to be on the exact frame to count".
** The SimpleYetAwesome design of ''IIDX'' controllers means that chart makers can crank out some truly ridiculous patterns that will make the average person go "how the hell is this humanly possible?!"
** Many players report that if you so much as go a week or two without playing, your skill level decays pretty badly, and as such you have to play consistently and frequently to keep progressing; while most skill-focused video games are prone to this, ''IIDX'' is one of the worst offenders. If you don't have access to the game at home, or have the steady income necessary to play the arcade version on a regular basis, it becomes very difficult to improve.
** Scoring in ''IIDX'' is especially strict. You have to hit notes with a Great or P-Great to earn points (1 and 2 points, respectively); a Good will earn as many points as a Bad or a Poor, which is to say ''no points''.[[note]]It is theoretically possible to even ''full combo'' clear a song with 0 points, by hitting nothing but Goods.[[/note]] The grading system at least has large, evenly-distributed spreads (88.88...% of maximum score for a AAA, 77.77...% for a AA, etc.), but it's still quite difficult to get a score that is considered acceptable, even if you full combo the song.
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** ''PENDUAL'' introduced the Expand-Judge modifier, which increases the timing windows, for players who don't like ''IIDX''[='=]s famously-strict timing windows. However, as scores achieved with it are not saved at all, not even as separate score records (in a manner similar to how ''VideoGame/PopNMusic'' up to the 19th main installment have separate scores for COOL-on and COOL-off), it begs the question of why the mod even exists in the first place.

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** ''PENDUAL'' introduced the Expand-Judge modifier, which increases the timing windows, for players who don't like ''IIDX''[='=]s famously-strict timing windows. However, as scores achieved with it are not saved at all, not even as separate score records (in a manner similar to how ''VideoGame/PopNMusic'' up to the 19th main installment have separate scores for COOL-on and COOL-off), it begs the question of why the mod even exists in the first place. It was eventually removed in ''beatmania IIDX 31 EPOLIS''.
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* SeinfeldIsUnfunny: The [=PS2=] port of ''6th Style'' has a "Tatsujin Movie" mode in which the player can watch videos of then-top level players LISU and AGOP, with these videos in particular having multiple camera angles to show off their performances. This was a game released in 2002, before the advent of Website/YouTube and similar video-sharing sites made it easier to share and watch videos on the internet. Nowadays, this feature isn't really remarkable due to the relatively low video resolution and framerate, it's easy to find many, newer videos with both screen capture and hand views that are at much higher resolution and at 60 FPS, and the skill level shown off in these videos has long since been surpassed by other "topranker" players, with the only notable thing being that LISU's videos show him [[SelfImposedChallenge playing with only one hand on the keys and with no use of the Hi-Speed modifier]].
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* CoveredUp: "Sunshine Dance (LATINO-YOKAN Mix)", first appearing in the 5-key ''Append'' game ''Going Global'', is much more well-known than the original "Sunshine Dance" the theme song of fellow (albeit discontinued) Bemani game ''DANCE 86.4 FUNKY RADIO STATION''.

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* CoveredUp: "Sunshine Dance (LATINO-YOKAN Mix)", first appearing in the 5-key ''Append'' game ''Going Global'', is much more well-known than the original "Sunshine Dance" Dance", the theme song of fellow (albeit discontinued) Bemani game ''DANCE 86.4 FUNKY RADIO STATION''.
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* CoveredUp: "Sunshine Dance (LATINO-YOKAN Mix)", first appearing in the 5-key ''Append'' game ''Going Global'', is much more well-known than the original "Sunshine Dance" the theme song of fellow (albeit discontinued) Bemani game ''DANCE 86.4 FUNKY RADIO STATION''.
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** The 5 Keys modifier/mode, which omits rightmost two key lanes, or leftmost two if the "5 Keys+" modifier is used. It's meant to simulate classic 5-key ''beatmania'' but because charts simply have two lanes removed rather than having the charts organically adjusted, it doesn't feel quite like that. Several [=PS2=] versions additionally ''do'' have 5-key charts for the songs ported from ''beatmania'' that can be accessed by plaing them with the 5 Keys+ mod, but because these 5-key charts don't have their own score table entry, scores are not saved for these charts. As a result, very few players used this mod, to the point where it was removed after ''beatmania IIDX 26 Rootage''.

to:

** The 5 Keys modifier/mode, which omits rightmost two key lanes, or leftmost two if the "5 Keys+" modifier is used. It's meant to simulate classic 5-key ''beatmania'' but because charts simply have two lanes removed rather than having the charts organically adjusted, it doesn't feel quite like that. Several [=PS2=] versions additionally ''do'' have 5-key charts for the songs ported from ''beatmania'' that can be accessed by plaing them with the 5 Keys+ mod, but because these 5-key charts don't have their own score table entry, scores are not saved for these charts. As a result, very few players used use this mod, to the point where it was removed after ''beatmania IIDX 26 Rootage''.
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** Early ''IIDX'' games have the 5 Keys modifier/mode, which omits rightmost two key lanes, or leftmost two, if the "5 Keys+" modifier is used. It's meant to simulate classic 5-key ''beatmania'' but because charts simply have two lanes removed rather than having the charts organically adjusted, it doesn't feel quite like that. Several [=PS2=] versions additionally ''do'' have 5-key charts for the songs ported from ''beatmania'' that can be accessed by plaing them with the 5 Keys+ mod, but because these 5-key charts don't have their own score table entry, scores are not saved for these charts. As a result, very few players used this mod, to the point where it was removed after ''beatmania IIDX 26 Rootage''.

to:

** Early ''IIDX'' games have the The 5 Keys modifier/mode, which omits rightmost two key lanes, or leftmost two, two if the "5 Keys+" modifier is used. It's meant to simulate classic 5-key ''beatmania'' but because charts simply have two lanes removed rather than having the charts organically adjusted, it doesn't feel quite like that. Several [=PS2=] versions additionally ''do'' have 5-key charts for the songs ported from ''beatmania'' that can be accessed by plaing them with the 5 Keys+ mod, but because these 5-key charts don't have their own score table entry, scores are not saved for these charts. As a result, very few players used this mod, to the point where it was removed after ''beatmania IIDX 26 Rootage''.
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** Almost nobody plays [[VideoGame/DanceDanceRevolution "MAX 300"]] because it starts off at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track. This track was removed after ''Rootage'', but brought back in ''RESIDENT'' with new Another charts, which thankfully remove the 50 BPM part.

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** Almost nobody plays [[VideoGame/DanceDanceRevolution "MAX 300"]] because it starts off at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track. This track was removed after ''Rootage'', but brought back in ''RESIDENT'' with new Another charts, which thankfully remove the 50 BPM part.gimmick removed so that the chart starts at 300 BPM.
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None


** Early ''IIDX'' games have the 5 Keys modifier/mode, which omits rightmost two key lanes (or leftmost two, if the "5 Keys +" modifier is used). It's meant to simulate classic 5-key ''beatmania'' but because charts simply have two lanes removed rather than having the charts organically adjusted, it doesn't feel quite like that. Several [=PS2=] versions additionally ''do'' have 5-key charts for the songs ported from ''beatmania'', but because these 5-key charts don't have their own score table entry, scores are not saved for these charts. As a result, very few players used this mod, to the point where it was removed after ''beatmania IIDX 26 Rootage''.

to:

** Early ''IIDX'' games have the 5 Keys modifier/mode, which omits rightmost two key lanes (or lanes, or leftmost two, if the "5 Keys +" Keys+" modifier is used).used. It's meant to simulate classic 5-key ''beatmania'' but because charts simply have two lanes removed rather than having the charts organically adjusted, it doesn't feel quite like that. Several [=PS2=] versions additionally ''do'' have 5-key charts for the songs ported from ''beatmania'', ''beatmania'' that can be accessed by plaing them with the 5 Keys+ mod, but because these 5-key charts don't have their own score table entry, scores are not saved for these charts. As a result, very few players used this mod, to the point where it was removed after ''beatmania IIDX 26 Rootage''.
Is there an issue? Send a MessageReason:
None


** Early ''IIDX'' games have the 5 Keys modifier, which omits rightmost two key lanes (or leftmost two, if the "5 Keys +" modifier is used). It's meant to simulate classic 5-key ''beatmania'' but because charts simply have two lanes removed rather than having the charts organically adjusted, it doesn't feel quite like that. Several [=PS2=] versions additionally ''do'' have 5-key charts for the songs ported from ''beatmania'', but because these 5-key charts don't have their own score table entry, scores are not saved for these charts. As a result, very few players used this mod, to the point where it was removed after ''beatmania IIDX 26 Rootage''.

to:

** Early ''IIDX'' games have the 5 Keys modifier, modifier/mode, which omits rightmost two key lanes (or leftmost two, if the "5 Keys +" modifier is used). It's meant to simulate classic 5-key ''beatmania'' but because charts simply have two lanes removed rather than having the charts organically adjusted, it doesn't feel quite like that. Several [=PS2=] versions additionally ''do'' have 5-key charts for the songs ported from ''beatmania'', but because these 5-key charts don't have their own score table entry, scores are not saved for these charts. As a result, very few players used this mod, to the point where it was removed after ''beatmania IIDX 26 Rootage''.
Is there an issue? Send a MessageReason:
None


** Early ''IIDX'' games have the 5 Keys modifier, which autoplays the rightmost two key lanes (or leftmost two, if the "5 Keys +" modifier is used). It's meant to simulate classic 5-key ''beatmania'' but because charts are not organically adjusted - they just have two lanes removed - it doesn't feel quite like that. Several [=PS2=] versions additionally ''do'' have 5-key charts for the songs ported from ''beatmania'', but because these 5-key charts don't have their own score table entry, scores are not saved for these charts.

to:

** Early ''IIDX'' games have the 5 Keys modifier, which autoplays the omits rightmost two key lanes (or leftmost two, if the "5 Keys +" modifier is used). It's meant to simulate classic 5-key ''beatmania'' but because charts are not organically adjusted - they just simply have two lanes removed - rather than having the charts organically adjusted, it doesn't feel quite like that. Several [=PS2=] versions additionally ''do'' have 5-key charts for the songs ported from ''beatmania'', but because these 5-key charts don't have their own score table entry, scores are not saved for these charts. As a result, very few players used this mod, to the point where it was removed after ''beatmania IIDX 26 Rootage''.

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Changed: 452

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* UnderusedGameMechanic: ''PENDUAL'' introduced the Expand-Judge modifier, which increases the timing windows, for players who don't like ''IIDX''[='=]s famously-strict timing windows. However, as scores achieved with it are not saved at all, not even as separate score records (in a manner similar to how ''VideoGame/PopNMusic'' up to the 19th main installment have separate scores for COOL-on and COOL-off), it begs the question of why the mod even exists in the first place.

to:

* UnderusedGameMechanic: UnderusedGameMechanic:
** Early ''IIDX'' games have the 5 Keys modifier, which autoplays the rightmost two key lanes (or leftmost two, if the "5 Keys +" modifier is used). It's meant to simulate classic 5-key ''beatmania'' but because charts are not organically adjusted - they just have two lanes removed - it doesn't feel quite like that. Several [=PS2=] versions additionally ''do'' have 5-key charts for the songs ported from ''beatmania'', but because these 5-key charts don't have their own score table entry, scores are not saved for these charts.
**
''PENDUAL'' introduced the Expand-Judge modifier, which increases the timing windows, for players who don't like ''IIDX''[='=]s famously-strict timing windows. However, as scores achieved with it are not saved at all, not even as separate score records (in a manner similar to how ''VideoGame/PopNMusic'' up to the 19th main installment have separate scores for COOL-on and COOL-off), it begs the question of why the mod even exists in the first place.
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** Almost nobody plays [[VideoGame/DanceDanceRevolution "MAX 300"]] because it starts off at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track. This track was removed in ''Rootage'', with virtually nobody missing it.

to:

** Almost nobody plays [[VideoGame/DanceDanceRevolution "MAX 300"]] because it starts off at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track. This track was removed in after ''Rootage'', but brought back in ''RESIDENT'' with virtually nobody missing it.new Another charts, which thankfully remove the 50 BPM part.

Changed: 64

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Disambiguated


** Making [[StupidStatementDanceMix Stupid Statement Dance Mixes]] of the songs with Creator/JackBlack's [[https://www.youtube.com/watch?v=_7jpz_55EdM appearance]] on ''Series/SesameStreet'', most notably "Bloomin' feeling" as shown [[https://www.youtube.com/watch?v=yi57SoIygY4 here]].

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** Making [[StupidStatementDanceMix Stupid Statement Dance Mixes]] {{Voice Clip Song}}s of the songs with Creator/JackBlack's [[https://www.youtube.com/watch?v=_7jpz_55EdM appearance]] on ''Series/SesameStreet'', most notably "Bloomin' feeling" as shown [[https://www.youtube.com/watch?v=yi57SoIygY4 here]].

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