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1-> ''Online matching...four person play.''
2----
3!! Final Tune. Ready...GO.
4* BrokenBase:
5** ''jubeat saucer''. Was the "song swap" system good for discouraging ComplacentGamingSyndrome, or was it an unnecessary element that removed songs and put them back with no good reason?
6** Does ''Beat Square'' mean [[FranchiseKiller bad news]] for the ''jubeat'' series, or is that just a case of SlipperySlopeFallacy considering mainline ''jubeat'' games are still in service? This argument seems to be dead, as the next version, ''jubeat clan'', was released without any major issue, aside from still being [[NoExportForYou Asia-only]].
7* EvenBetterSequel: Despite its monthly removal of songs, ''jubeat saucer'' proved to be quite popular due to the constant addition of new songs. By the end of ''saucer''[='=]s life, it had over 500 songs, or 2.5 times as many songs as ''jubeat copious'' has.
8* MarthDebutedInSmashBros: jukebeats's 27th KONAMI DLC pack has the song "Amalgamation", what's notable is that the song in question is a boss from VideoGame/DanceDanceRevolution X3, which until that particular installment, '''''averted''''' NoExportForYou.
9* MemeticMutation: Heaven and Hell, a remix of Offenbach's Can Can, is quite popular among the [[YouTubePoop YTPMV]] community; searching "can can YTPMV" on [=YouTube=] [[https://www.youtube.com/watch?v=hDJcMk4e0rc brings up]] [[https://www.youtube.com/watch?v=fEhUVXInAf0 several]] [[https://www.youtube.com/watch?v=JzQj0PCsZD4 good]] [[https://www.youtube.com/watch?v=dNjITvTWn_w results]] that use this song as a base. Even Music/{{SiIvaGunner}} [[https://www.youtube.com/watch?v=6jcengZ7OKA joined in on the fun]].
10* OnceOriginalNowCommon: ''jubeat plus'' for iPad and Android (later overhauled and called simply ''jubeat'') was a groundbreaking release for its time due to bringing the game to smart tablets, showing that such a platform is a valid place for "hardcore" genres of games, {{Rhythm Game}}s in particular. Nowadays it's overshadowed by many newer rhythm games, such as the ''VideoGame/{{Cytus}}'' series, ''VideoGame/{{Arcaea}}'', and ''VideoGame/{{Phigros}}''. It also doesn't help that the game only features a measly three free songs with the rest being available in four-song packs, the costs of which can quickly add up if one wants a music library comparable to arcade versions, while many newer rhythm games offer a generous selection of songs in the base game, either at a very low cost or free outright.
11* ScrappyMechanic:
12** ''jubeat saucer'' was infamous for its "song swap" system; every month, some songs were cut out while other songs are introduced or revived. The idea was to thwart ComplacentGamingSyndrome by forcing people to play different songs rather than the same ones over and over and to make it easier for Online Matching, but the mechanic still made some players unhappy. "Song swap" was eventually phased out, all non-licensed songs restored and the mechanic has never been seen in the franchise since.
13** After selecting a song on an online-enabled machine, you must wait 30 seconds for other players to join in. If you just want to play by yourself, this can be a hassle. However, the December 2016 patch for ''Qubell'' created an "expert option" to skip online matching, and ''clan'' made this process far faster by matching players playing songs of similar song lengths (as opposed to the exact same song).
14** The original rating scale became less and less useful for serious players due to the wide range of challenge present amongst level 10 charts.[[note]]For comparison, these are two charts which were marked "level 10" on the old scale: [[https://www.youtube.com/watch?v=2jtuXEACzfg ''anemone'' EXT]], demoted to level 9.7 when ''jubeat festo'' dropped, and [[https://youtu.be/ghIVNpIpqOs ''Stand Alone Beat Masta'' EXT]], generally agreed to be the hardest chart until ''1116'', the first level 10.9 superboss, was released.[[/note]] ''jubeat clan'' attempted to fix this by demoting some level 10 charts to level 9, but some of these difficulty changes were questionable and exposed players pushing through the level 9 range to what were low-mid tier level 10 charts (notoriously, ''neu'' EXT). Eventually, ''jubeat festo'' fixed this problem by giving difficulty ratings from level 9 onwards decimal points, allowing for better indication of chart difficulty.
15** Compared to other BEMANI series, ''jubeat'' is not very forgiving in terms of access to older original songs. In franchises such as ''VideoGame/{{Beatmania}}'', new songs in a version's unlock system go into an "old song unlock" system in the next version, and then are made available for all one more version later. Even more stringent series like ''VideoGame/SoundVoltex'' provide a challenge to unlock the desired song. In what appears to be an effort to push multiplayer gameplay, new songs from previous versions go into a rather stingy "old song unlock" system ''and don't ever come out''. The only ways to unlock old songs are either by "Music Conduction" (matching with someone who plays the song in the same session), or through the version's old song unlock system, which unlocks a ''random'' song every few plays (or at best, allows the player to pick from a small randomised selection). Before ''jubeat clan'', all the player could do was to select Matching Select and hope they were matched with someone playing the song they wanted (and not someone playing one of the default licensed songs). ''jubeat clan'' improved this situation by matching players playing songs of similar lengths together, but if the song isn't popular, good luck unlocking it.
16** As the service for ''[=BeatStream=]'', another Bemani music game, was about to be terminated, Konami started crossing two [=BeatStream=] songs to Jubeat every week, continuing to do so even after the ''[=BeatStream=]'' service was terminated. The problem: ''[=BeatStream=]'' was never released outside Japan. One of the songs every week requires you to have played ''[=BeatStream=]'' once. The other requires you to have ''unlocked'' that song in ''[=BeatStream=]''. The only other way to unlock these songs is ''local matching or Matching Select'' - unlike songs from earlier versions, not even digging Garnet cubes let you unlock these songs. This problem was partially alleviated in ''clan'' onwards, since these songs are also available in the old song shop, but it might take some unlocking of songs before the songs you are looking for show up.
17** The buttons are notable for being unreliable if they are not regularly maintained, leading to the problem of specific button switches[[note]]there's four switches per button, one in each corner, for a total of 64 switches[[/note]] failing to trigger or [[SplashDamage a button press triggering adjacent buttons]], potentially costing the player their score and combo.
18* SurpriseDifficulty: Do '''not''' let your guard down when playing cutesy songs such as [[Manga/IsTheOrderARabbit Daydream Cafe]] or [[Manga/EngagedToTheUnidentified Tomadoi Recipe]]. You can fail the song as a result.
19* ThatOneAttack:
20** ''Riot of Color'' EXT ends with a brutal run of 24th notes that requires superhuman note-reading ability and hand speed to do. And because it comes at the end, it can be a real score killer, since it can take a good chunk out of your possible 100,000 bonus points with very few notes afterwards to get them back.
21** ''[=SigSig=]'' EXT seems pretty average in difficulty for a level 9 chart. Near the end, the chart seems like it's winding down for the ending... then the player is faced with ''10 seconds of continuous 16th notes''. At least the pattern loops.
22** ''Condor'', the mini-boss of the ''Nettou! BEMANI Stadium'' event packs a nasty twist on this in its EXT chart - much of the chart's notes are composed of a nasty, hard to read, looping pattern. If you cannot figure out the pattern, you will have trouble passing the chart.
23* ThatOneLevel:
24** "STELLAR WIND" on Extreme. It's the Advanced chart rotated 90 degrees counterclockwise and with one less note. So why is it rated a 10, while the Advanced chart is rated a 9? The answer: The Advanced chart, for most of the song, divides the playfield into two halves: The left half just consists of quarter-beat notes that follow the kick, while the right half has notes that follow the melody of the song. The idea is to play the kick notes with your left hand and the other notes with your right. By turning the chart 90 degrees for Extreme difficulty, this dramatically changes how you have to play: either with one hand on the bottom for the kicks and the other hand on top, or trying to treat both halves as one and getting lost trying to remind yourself of the chart's "split" nature. Of course, you could "cheat" and play standing on the right side of the cab (arcade version) or turn your device 90 degrees clockwise (consumer versions), but that defeats the purpose of the gimmick.
25** ''[[https://www.youtube.com/watch?v=Waub9zuI790 Sandstorm]]'' on Extreme. Yes, that ''Sandstorm'' of memetic fame. Its Extreme chart is supposedly a level 8, but most of the chart actually involves a large number of fast criss-crossing 16th patterns (following the du-du-du sounds in the song), which are a major pain to hit and have no place being in a level 8!
26** ''Sumidagawa karenka'' on Extreme. An infamous level 9 chart known for its difficulty to clear, packing very technical patterns. At the start, the player has to hit 16th triplets in which the first and last notes are on the top and bottom rows, requiring a very fast handswitch. Later, there is a pattern that will twist up the player's arms unless a very fast handswitch is executed. When the chorus hits, the player is faced with "The Rapids", a fast-moving diagonal pattern of notes that is not easy to hit. This particular pattern repeats eight times throughout the song!
27** ''凛として咲く花の如く ~ひなビタ♪edition~'' on Extreme. Another killer of new players, this brutal chart packs a whopping ''932'' notes, more than a large number of level 10 charts, in tough patterns that infringe into level 10 territory. Made worse in ''prop'', where clearing the Step 29 Unlock Challenge required clearing this very chart!
28** ''Megalara Garuda'', simply because it's rated level 10. Not just on Extreme, not just also on Advanced, but also on '''Basic'''. Even the hardest of other Basic charts only top out at level 7!
29** Prior to ''jubeat clan''[[note]]''jubeat clan'' changed the Matching Select functionality to match players playing songs with similar lengths, instead of the exact same song[[/note]], ''Night of Nights'', for people repeatedly playing Matching Select and seeking to unlock more level 9 and 10 songs via Song Conduction. Being one of the most famous Touhou Project remixes and a default song, beginners are likely to pick it, and you're very likely to match into their session and be forced to play the song. The problem is that ''Night of Nights'' is one of the most brutal default licenses, with a stamina-draining level 10 chart packing 928 notes, on the higher end for a level 10. Not only do you get no new song, you've burnt your stamina, and there's a high chance that you'll still encounter it the next time you choose Matching Select!
30* ThatOneSidequest:
31** In ''jubeat copious'', unlocking "[E]" required getting an EXCELLENT on a level 10 chart.
32** Even worse, "Red Goose" in the same game required that you ''and [[SocializationBonus three other players in the same match]]'' get an EXCELLENT on a level 10 chart. In other words, you could fail to unlock "Red Goose" because of a mistake that is entirely not your fault.
33** In ''Qubell'', unlocking "Megalara Garuda", the final boss of the Dig Rush event, marked a return to levels of challenge not seen since earlier games. To clear the special Risky Unlock Challenge needed to unlock this song, one had to score at least ''980,000 points'' out of 1,000,000 on the EXT charts of "time granular" (a tricky level 9), "ススススペースハリネズミ" (a level 10 miniboss with a nasty "hand-lock" hold note sequence) and any chart of "Megalara Garuda"... except that ''all'' of its charts are level 10, boss-grade charts! Oh, and did I mention that all songs are on Hard Mode, which means that the Perfect timing window is ''halved''?[[note]]Fortunately, Konami has allowed the song to be unlocked by [[SocializationBonus matching]] with someone playing the song...[[/note]]
34----
35''Result: [[HopeSpot Full Combo!]] '''FAILED.'''''
36
37''...saved!''

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