-> ''Online matching...''

jubeat (which, for the record, is actually pronounced ''u-beat'', not ''Jew-beat'') is one of the newer members of the {{Bemani}} family of [[RhythmGame rhythm games]] produced by {{Konami}}. In this game, you simply hit buttons (which are transparent and overlaid atop a monitor, it's ''not'' a touch screen as some people think) on a square 4x4 grid to a chosen song when the indicators tell you to do so. In short, it's musical Whack-A-Mole. As is the case in other Bemani games, it looks easy, but can get fairly difficult once you get up to the harder difficulties and songs.

jubeat has proven quite popular, popular enough to gain sequels in the form of "ripples", "knit", "copious", and "saucer". There's also an [=iOS=] port (for [=iPhone=], [=iPad=], and the like), jubeat plus, which has been supported by DLC. Impressively, it's also gotten an international release as Jukebeat (which has its own DLC packs as well, but with more American music, of course)

[[folder:Games in the series]]

[[folder: Arcade versions ]]

* ''jubeat'' (2008)
** Received location tests in the US and Europe as ''[=UBeat=]'' and ''jukebeat'', but official releases never happened.
* ''jubeat ripples'' (2009; APPEND ver.: 2010)
* ''jubeat knit'' (2010; APPEND ver.: 2011)
* ''jubeat copious'' (2011; APPEND ver.: 2012)
* ''jubeat saucer'' (2012)
*** Notoriously, unlike every other BEMANI game, ''saucer'' deleted songs through online updates, though it occasionally brought back deleted songs. As of February 1, 2014, most previously-deleted songs were restored[[note]]Licensed songs deleted at the beginning of ''saucer'' and not revived later stay gone.[[/note]].
** ''jubeat saucer fulfill'' (2014)
*** Does not have the "song swap" system of ''saucer''.
*** First ''jubeat'' game with an extra stage system.
*** Due to tax hikes in Japan, the cost for a normal credit of ''fulfill'' as of April 2014 was raised from 100 to 120 yen, which can only be done by using Konami's PASELI currency system. Players who use 100-yen coins can still enjoy all songs and charts, but won't get access to special features that boost unlock progress and provide easier access to extra stages.
* ''jubeat prop'' (2015)
** Introduces hold notes.
* ''jubeat Qubell'' (2016)


[[folder: Consumer versions ]]

* ''jubeat plus'' (iOS (Japan), 2010; Xperia (Japan), 2012)
* ''jukebeat'' (iOS (International), 2011)
** Trails the Japanese versions in updates, and features different licensed songs.

-> ''Single person play.''
!!First tune. Ready...GO.
* AllLowercaseLetters: All of the titles in the series (except ''jubeat Qubell''), not counting the "APPEND" versions.
* AprilFoolsDay: On April 1st, 2013, the jubeat e-amusement website was [[http://i.imgur.com/4YXAMGH.png redecorated to promote "Wow Wow VENUS"]], with the unlock condition for the song requiring tons of LevelGrinding, and reverted the day after. Subverted when the song became available for real the following day, as a simpler "Only Now" unlock[[note]]"Only Now" unlocks appear on the songlist for one week, and will relock as bistro saucer unlocks unless played once the week that they are available.[[/note]].
%% Do NOT list the iOS port under BadExportForYou just because you dislike the songlist. Music taste is subjective.
* BossInMookClothing:
** Despite being very lighthearted and happy songs, "concon" and "yellow head joe" are definitely not for beginner players, even on the Basic difficulty level.
** As of ''saucer'', a significant number of level 10 songs are ''licensed'' songs.
* BribingYourWayToVictory:
** Box Mode, which gives you the same number of songs as the standard mode, but usually costs more credits or PASELI to play and pays out three times as many Tune Points.
** In ''jubeat Qubell'', when digging Garnet cubes to unlock old songs, you can use the "dig dig radar" once every day to specify an older song you want to unlock in the course of your digging. Use of this feature requires a paid e-amusement subscription.
* CreepyCoolCrosses: A very notable example in the JOMANDA's ex chart. A surprising seven-panel note in the shape of a cross once in the middle and another one near the end, which makes everyone attempting to play it at first sight to fail the chart. And even if you pass, it still is a challenge to full combo.
* DoWellButNotPerfect: Discouraged by the pass/fail system in this game; see LifeMeter below.
* EarnYourFun: LevelGrinding is forced to unlock most Konami original songs. In earlier versions and in select events of Jubeat Qubell, one even had to grind for markers (the note animations contained within the squares), and background colors. Some unlock requirements in earlier versions, however, are much more difficult.
** The Stage 5 of New Generation QUBE in Qubell is a pain. Players must complete six of eight objectives in order to access the unlock challenge. The task? It includes completing 40 charts with Rank A, clearing 40 level 3 and above charts, and more, which those are must be done if you are in Stage 5. It's pure credit grinding. Good luck for those who can complete this until October.
* EasyModeMockery: In ''saucer fulfill'', the only modes you can play with coins (rather than PASELI) under default price settings are LIGHT modes, which do not let you play Extreme charts.
* {{Freemium}}: The iOS and Android versions themselves are free, but come with only 3 songs. You have to pay for song packs to get more songs.
* GimmickLevel: "STELLAR WIND" on Extreme difficulty is the Advanced chart, turned 90 degrees and one less note. The kicker is that the Advanced chart is well-designed for dividing up notes between the left and right hands, but turning the chart completely messes with that.
* HarderThanHard: The difficulty levels are labeled as Basic, Advanced, and then Extreme.
* HopeSpot: Can be the result of the end-of-stage bonus. You finish the song with somewhere around 600,000-699,999 points, and the end-of-stage bonus (if any; it's possible to have no bonus at all) comes up just short of 700,000, resulting in stage failure.
* IncrediblyLamePun: "[E]". In Japanese, the word for brackets is "kakko", so the song is pronounced "kakko-E". As in "kakkoii", which means "cool", hence the "kakkoii" sample heard throughout the song.
* InstantWinCondition: Sort of. Once you pass 700,000 points during the song, you're guaranteed to clear it, even if you decide to goof off or idle for the remainder of the song.
* LifeMeter: To clear a song, you simply need 700,000 points out of 1 million. This averts the score-pass/fail dissonance seen in other Bemani games, though it does mean that an all-Good run (which would give you a score of 460K) will result in stage failure.
--> "[[FlawlessVictory Full combo!]] Result: '''[[MoodWhiplash FAILED.]]'''"
* LongSongShortScene: [[Music/{{VOCALOID}} "Senbonzakura"]] appeared in ''jubeat saucer'' for all of 20 days before being permanently removed from arcade ''jubeat'' games. Fortunately, it lives on in the consumer-exclusive ''jubeat plus''.
* LostForever: Unlike ''jubeat saucer''[='=]s song swap mechanic, in which the monthly song deletions were only temporary, ''saucer fulfill''[='=]s song deletions, while on a two-month basis rather than every month, are '''permanent'''. All songs deleted in ''fulfill'' so far have been licensed songs, and thankfully, only one or two songs get deleted at a time.
* LuckyCharmsTitle: The song titles "Love♥km", "TWINKLE♡HEART", and "TRUE♡LOVE"
* MercyMode: If you're playing without a card and fail your first stage, you'll be "Saved" and allowed to advanced to the next stage. In a multiplayer game, if at least one player clears the song, everyone moves to the next stage regardless of score.
* MissionPackSequel: Every jubeat game has pretty much been one so far, as with most music games. Additionally, recent versions have had "Append" updates, which (in a similar fashion to the old "Plus" versions of DDR 3rd and 4th Mix) add a fairly large pack of additional songs to the game.
** Averted with ''jukebeat'' / ''jubeat plus'', which simply use DLC packs.
* NumberOfTheBeast: Bad Apple!!! in Level 8 Extreme has 666 notes.
* OneSteveLimit: Averted on Saucer by the presence of "Vermilion", a new remo-con song; which is not to be confused with "Vermillion" (with two L's), the closing theme of [[{{beatmania}} beatmania IIDX 17]].
* PublicDomainSoundtrack: One new song from each new installment has always been an in-house arrangement of a classical piece; 天国と地獄, ウィリアム・テル序曲, Swan Lake, トルコ行進曲, and Diavolo.
* RandomDrop:
** jubeat prop's Weekly Bonus Music system worked like this. By playing the game multiple times to fill up the Bonus Tune gauge, one will be able to play an extra song (Bonus Tune) after the Final Tune. On the Bonus Tune song selection screen, a random song that hasn't been unlocked before will be selectable, and playing it will permanently unlock the song.
** ''jubeat Qubell'' ups the randomness with its ''dig dig Qubell'' unlock system. Choosing to dig Garnet cubes will present you with a stack of 125 cubes to dig through. Five randomly positioned cubes in the pile will unlock a random old song each, and you won't know which cubes unlock songs until you hit them!
* RequiredSpinoffCrossover: As has been a tradition, many Bemani songs have crossed in and out of jubeat. It also got linking events with the recent {{beatmania}} games for cross-unlocking action!
** 凛として咲く花の如く (Nadeshiko Rock) and [=SigSig=], famous for being on a very large amount of Bemani titles, were introduced to Jubeat in the very first installment.
** In a notable inversion, "FLOWER" originated as a mutual song shared between jubeat knit APPEND and REFLEC BEAT, but has since been transplanted to older Bemani games; beatmaniaIIDX, pop'n music, VideoGame/DanceDanceRevolution, and even SOUND VOLTEX BOOTH and [=GuitarFreaks & DrumMania=] as new arrangements.
** ''ripples'' also had ''High and Mighty Color's'' cover of ''Hot Limit''; although its a different cover, you probably remember a more infamous version which appeared on ''DDR 5th Mix''
** Lo and behold, [[http://www.youtube.com/watch?feature=player_embedded&v=rVbOQ-lDw4E V]] has finally arrived.
** The recent Dig Rush Qube of Qubell crosses over a handful of songs from DDR, GITADORA and etc.
* ScoringPoints: Each chart has a maximum score of 1 million points, with 700,000 being the requirement to clear the song:
** Each note being worth a fixed amount that is inversely proportional to the number of notes in the chart; getting a Perfect yields the full note value, getting a Good yields a small fraction of it, and any judgement below is worth none. Points from notes total up to 900,000.
** As you play, a bonus builds up, up to a maximum of 100,000 points. Getting Perfects raises the bonus the most, and getting Goods raises it by a lower amount. Earlies, Lates, and Misses will take away from the bonus, although the bonus cannot go below 0. This means that playing well towards the end of the song is more important than playing well in earlier parts. The bonus you have so far is represented by the background; a completely black/gray background means you have no bonus, while a fully-colored background means you have the full 100,000-point bonus. If you have less than 700,000 points but more than 600,000 at the end of the song, it is possible to be pushed into passing range by the bonus points.
* SeriesMascot: Not the whole series, but jubeat knit's mascot is a cube head called "The Concierge".
* SocializationBonus:
** Through "local matching" (linked play between 2-4 machines in the same arcade), you can play songs that you haven't unlocked, but another player has.
** If you fail a song in an online match, but at least one other player in the same match clears it, you'll be "saved" and still allowed to progress to the next song.
** On the other extreme, if a player in an online match gets a Full Combo or Excellent, all other players will receive a significant boost to their Bonus Tune points, making it easier for them to access the Bonus Tune.
** In some earlier versions and Qubell, online matching with a player who is playing a song you haven't unlocked would unlock them for you as well.
** Selecting "Matching Select" (instead of an actual song) will cause the game to attempt to match you into an online multiplayer session, including those where the song chosen is not unlocked for the player. Even if no multiplayer session is found, there is a chance that the game may still pick a song that the player has not unlocked.
* SplashDamage: On malfunctioning cabinets, hitting one panel may cause adjacent panels to set off as well. This is a very bad thing, as it can lead to unnecessary Goods or even misses.
* SurprisinglyGoodEnglish: The various tutorials feature the announcer explaining the game mechanics in fluent English.
* ThemeNaming: Several of DJ YOSHITAKA's songs are plant-named, including "ALBIDA", "JOMANDA", and "FLOWER".
* UncommonTime: Shining Wizard has a very inconsistent time signature. For roughly the first half of the song, it switches between 4/4 and 7/8 every measure. Then it remains at 4/4 for a few measures, before alternating between that and 6/8, and then near the end it returns to alternating between 4/4 and 7/8.