[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sviv_01.jpg]]
[[caption-width-right:350:[[GratuitousEnglish Your thundering sound become the flash light that pierces soul of crowd.]] Get the whole world into the Voltex... Next Generation Music Game.]]

''SOUND VOLTEX'' (officially abbreviated as SDVX) is a member of {{Creator/Konami}}'s VideoGame/{{Bemani}} series of {{Rhythm Game}}s. It's a variation of ''VideoGame/{{beatmania}}'' with pretty much identical gameplay, in regards to the "hit the keys when they hit the line" part (but then again, aren't most rhythm games similar to that in the first place?). But instead of the familiar piano keys, it uses four square buttons in a row, accompanied by two smaller "FX" buttons directly below them, along with effector knobs on both sides (which you must either slowly rotate in a certain direction, or quickly slam between sides).

The other big distinction is that most of its soundtrack consists mostly of remixes of songs from other Bemani games by doujin musicians; but through DownloadableContent, this aspect quickly went out of control as the game began to be flooded with Music/{{Vocaloid}} songs and Franchise/TouhouProject remixes (and even long-time meme songs like "Music/BadApple", "Help me, ERINNNNNN!!", and even the Nyan Cat song).

There are currently four games in the series, with one receiving a PC port. Subsequent installments are provided as online updates, rather than through upgrade kits:
* ''Sound Voltex Booth'' (2012)
** An offline version was released in the Philippines in 2018. In lieu of a proper [=eAMUSEMENT=] connection, players use the on-cabinet QR code reader to scan a player code provided on the [=eAMUSEMENT=] website and retrieve their play data, and then scan an on-screen QR code at the end of their play session using a smartphone to upload their score data to the [=eAMUSEMENT=] network.
* ''Sound Voltex II [[AddedAlliterativeAppeal -infinite infection-]]'' (2013) \\
First BEMANI game to be released as an online update. Unlike ''Booth'', where bottom notes can only be hold notes and top notes can only be tap notes, both rows of notes can either be tap or hold notes. ''Sound Voltex II'' also introduces the [[HarderThanHard Infinite difficulty]], available only on specific songs.
* ''Sound Voltex III GRAVITY WARS'' (arcade: 2014; PC: 2017) \\
This version of the game introduces the, you guessed it, [[HarderThanHard Gravity difficulty]], once again available only on specific songs. Some songs from older versions also received their own Gravity (or GRV, as the game calls it), charts. New charts in this game have even more perspective gimmicks; charts may shake, switch to a top-down view, zoom in and out, etc.
* ''Sound Voltex IV HEAVENLY HAVEN'' (2016) \\
The special difficulty level for this game is Heavenly (HVN), and is currently used for new charts for old songs. There is also a new difficulty level, Maximum (MXM), that lies between Exhaust and Infinite/Gravity/Heavenly. The difficulty scale was changed from 1-16 to 1-20, with charts rated 13 and up being rerated to fit the new scale. An extra stage system similar to DDR A's EXTRA SAVIOR, OMEGA DIMENSION EXTRA TRACK was introduced.
* ''Sound Voltex VIVID WAVE'' (2019) \\
The special difficulty level for this game is Vivid (VVD). Features a new mode known as "Paradise", where the final stage becomes a procedurally-generated medley of multiple songs ("Automation Paradise") A new extra system HEXA DIVER was introduced.
* ''Sound Voltex EXCEED GEAR'' (2021) -- current version \\
Introduces a new cabinet style ("Valkyrie model") with similar upgrades to the ''IIDX'' "Lightning" cabinets (including a high frame rate display, touchscreen for accessing different options and functions such as song search, and new exclusive modes such as Arena Battle and Megamix Battle). In 2022, this game was released officially in North America, along with the Valkyrie Model cabinet, marking the series' official NA debut.

Although the series is pretty new compared to long-running BEMANI series like ''beatmania'' and ''VideoGame/{{DanceDanceRevolution}}'', its unique twist on falling-note button-pressing gameplay, heavy focus on fan-submitted content from recogonizable and aspiring artists, the lengths to which Konami takes player feedback (in ''Sound Voltex II'', Skill Analyzer charts were voted upon by players rather than being purely hand-picked by staff), and the loving care with which all key contributors to each song (music artist, chart designers (aka "Effectors"), and album art artists) are credited have made ''Sound Voltex'' one of the most rapidly-growing BEMANI series. In just three years, the songlist has expanded from 166 in ''Sound Voltex Booth'' to over 540 in ''Sound Voltex III''; to compare, ''VideoGame/{{jubeat}}'' took seven years to reach that point. As of November 2016, ''Sound Voltex III'' had around '''885''' songs to play, and ''Sound Voltex IV'' currently has a little over a '''thousand''' songs.

Most ''Sound Voltex'' songs are considered licensed songs, and therefore traditional ''Sound Voltex'' soundtracks are not available. However, there are a few albums that feature songs throughout the series and are available for purchase, with some examples like ''SOUND VOLTEX ULTIMATE TRACKS -Touhou Koumakyou REMIX-'', which is a compilation of songs chosen from the Touhou Project EOSD[[note]]''Embodiment of Scarlet Devil''[[/note]] Remix Contest; ''BEMANI x Touhou Project Ultimate Master Pieces''[[note]]a compilation of song remixes from different Touhou games[[/note]]; and ''SOUND VOLTEX ULTIMATE TRACKS -LEGEND OF KAC-''[[note]]songs that appeared as part of the KAC2012 and KAC2013 contests[[/note]].

On October 4, 2017, Konami released ''Sound Voltex III GRAVITY WARS [=e-AMUSEMENT CLOUD=]'', a PC port of the game. It is similar in functionality to ''beatmania IIDX INFINITAS'', requiring paid "tickets" and subscriptions in order to use. In December 2021, Konami updated the game to the ''EXCEED GEAR'' engine and interface.

!!STAND BY - ON YOUR MARK - TAKE POSITION. READY?
* AlliterativeTitle:
** ''Sound Voltex II -'''inf'''inite '''inf'''ection-''
** ''Sound Voltex IV -'''H'''eavenly '''H'''aven-''
* AntiFrustrationFeatures:
** If your first song is level 7 or lower, you won't get a GameOver if you fail (in Light Start).
** In Standard Start, failure at the first song will still allow the player to advance to the next stage (although failure in the 2nd song after a failure in the first song will net a game over).
*** As SDVX IV moved the Skill Analyzer into a separate folder in Track Select (found only in the 1st Track), failing the first song or second song of a Skill Analyzer course when Standard Start is used will allow the player to advance to the next stage and same Standard Start settings apply.
** In the location test version of ''Gravity Wars'', if playing with the Excessive Rate gauge and the gauge hits 0%, instead of a GameOver, the gauge would simply switch to the standard Effective Rate gauge at the amount it would be at if you had been using it from the start. This type of gauge, the "Alternative Rate" gauge, was added into the release version in March 2015.
** If you are on an analog note that is drifting to either side of the lanes, the game prevents you from going off the note if you're turning too fast.
** Like in other arcade music games, if at least one player in a multiplayer round clears the track, players who failed will be "saved" and allowed to move to the next track if they have any remaining. This only applies if you are using Effective Rate or Alternative Rate or you're playing local multiplayer, though; if you fail using Excessive Rate or Permissive Rate in online multiplayer you'll disconnect from the other players and get a GameOver anyway.
** In Sound Voltex IV, as of December 21, 2017, STANDARD START now guarantees three tracks, pass or fail, and uses Alternative Rate.
** Normally, Standard Start costs more than Light Start, however Round 1 USA locations charge the same amount for both, to avoid a situation where Standard Start would have to cost twice as much (since 1 swipe equals 1 credit) or all modes would require varying numbers of multiple swipes to allow more fine-tuned prices (which would not be as user-friendly as swiping once).
* AprilFoolsDay:
** On April 1, 2015, only Voltenizer Maxima could be selected as a Navigator.
** "GRACE-chan no chou~zetsu!! GRAVITY kouza w", for AFD 2016. It looks like a TutorialLevel...and then throws in a bunch of [[InterfaceScrew interface gimmicks]] that would make ''VideoGame/InTheGroove'' marathon creators proud. The only chart it has is a [[HarderThanHard Gravity]] chart...that's rated a '''1'''.
** The AFD 2016 chart was brought back in IV in 2017.
** 2018 April Fools Day has you playing a SimonSaysMiniGame with Voltenizer Maxima in the song "Maxima sensei no mankai!! HEAVENLY kouza". Like "GRACE-chan no chou~zetsu!! GRAVITY kouza w", it only has a [[HarderThanHard Heavenly]] chart rated '''1'''.
* AscendedMeme:
** The [[http://p.eagate.573.jp/game/sdvx/sv/p/booth_contents/contents_02_05.html cover art for "Second Heaven Lamaze-REMIX"]] depicts a 3-scoop ice-cream cone as a reference to the line "Somebody scream!" being {{mondegreen}}'ed into "San-bai ice cream!" ("3-scoop ice cream!")
** The title of "Konran shoujo Soflan-chan!!" "Soflan" is a term used amongst music game players to refer to sudden, drastic changes in scroll speed, and originated from the ''VideoGame/{{beatmania}} IIDX'' track "'''SOF'''T '''LAN'''DING ON THE BODY".
* BaitAndSwitch: The winners of the KAC song composition contests are usually commissioned to make more original songs to be added later in the year, usually around summer. When Phase 5 of the infamous Omega Dimension unlock system was announced, Chroma's "Made In Love" was shown at the top as a follow-up to his winning song "I". Many players had thought this was the final boss song due to being the biggest shown on the teaser... only for it to receive a Level 17 chart on Maximum. The excellence award winners didn't appear on the teaser too, but they served as the true final bosses of the phase, with Camellia's Xronièr being the only one of them rated a 20.
* BigBad: Grace in ''Sound Voltex III''. Later she and her other companions get a [[HeelFaceTurn Heel-Face Turn]] by ''Sound Voltex IV''.
* BossInMookClothing: Remember "Nyan Cat" from ''Sound Voltex Booth''? Back in ''Sound Voltex II'', it got an [[HarderThanHard Infinite]] [[https://www.youtube.com/watch?v=m7KT0hc-B-k chart]]. And it was rated a ''15.'' However, with the re-rating of charts in ''Sound Voltex IV'', it is now rated a 16.
* BossRush: "KAC 2012 ULTIMATE MEDLEY -HISTORIA SOUND VOLTEX-", from ''Gravity Wars'', is a medley of various ''Sound Voltex'' songs, several of which have level 15 or 16 charts.
** There's also "KAC 2013 ULTIMATE MEDLEY -HISTORIA SOUND VOLTEX-", which comes in "Emperor Side" (also added in ''Gravity Wars'') and "Empress Side" (added in ''Heavenly Haven'').
* {{Bowdlerization}}: The Korean version of ''Heavenly Haven'' removes a number of album jackets due to South Korean regulations on suggestive content, replacing them with generic jackets. The songs were still perfectly playable...until a July 2018 update took an axe to all songs added from roughly November 2017 onwards, also for regulation-related reasons.
* BribingYourWayToVictory: In order to access OMEGA DIMENSION EXTRA TRACK, one must have a full BLASTER gauge at 100%. Alternatively, the extra stage can still be accessed when BLASTER START is played.
* ButWaitTheresMore: Omega Dimension Phase 5. The final four songs did not appear on the teaser. One of them is a 20!
** A bit more meta in the sense that it was during a tournament, but after iLLness [=LiLin=] is played at the 6th KAC, Cody announces shortly afterward that there will be a second finals song for the players.
* ColorCodedForYourConvenience:
** The difficulty levels: Novice = Purple, Advanced = Yellow, Exhaust = Red, Infinite = Rainbow/[[PurpleisPowerful Purple]] in SDVX IV, Gravity = Orange, Maximum = Black, Heavenly = Blue/White, Vivid = Pink
** VOL-L notes are colored cyan while VOL-R notes are colored pink. As of ''Sound Voltex III'' you can change them to other colors, and yes you can [[InterfaceScrew set both knobs' notes to the same color]] if you [[SelfImposedChallenge really want to]].
* CallARabbitASmeerp: This BEMANI series takes a number of liberties with conventional rhythm game terminology:
** The judgements are called CRITICAL (perfect), NEAR (slightly off), and ERROR (way off or missing outright).
** Combo is referred to as Chain, though this is a fairly mild example as the two terms are interchangable in many games.
** A stage/song is referred to as a "track". Perhaps a subversion, as "track" is the correct catch-all term for music compositions, while the proper definition of "song" is "a composition written for singing", but "song" is used more widely.
*** [[GameOver Stage failure]] is referred to as a "TRACK CRASH".
** Clearing a track with no ERROR judgements, known as a Full Combo in other BEMANI games, yields the message "ULTIMATE CHAIN". Getting all CRITICAL judgements results in a "PERFECT ULTIMATE CHAIN".
*** ''Sound Voltex II and III'' just gives you a "PERFECT" instead, averting this instance of the trope.
** The LifeMeter is known as the "Effective Rate".
*** During Skill Analyzer courses, where the LifeMeter is played straight, it is called the "Permissive Rate".
*** Another straight variation of the life meter, one intended to serve as a counterpart to ''VideoGame/{{beatmania}} IIDX''[='=]s and ''VideoGame/PopnMusic''[='=]s HARD gauges, is called "Excessive Rate".
* CameraAbuse: In "[=MixxioN=]", partway through the song Grace fires at the screen, leaving bullet holes in it, and when the song debuted in The 10th Konami Arcade Championship, [[TheFourthWallWillNotProtectYou the bullet holes even appeared in the stream layout too]]! The broken screen effect even remained into the "TRACK COMPLETE" screen for the occasion.
* ContinueCountdown: Starting in a mid-cycle update for ''SOUND VOLTEX IV'', upon the end of a game, the player is given the option to continue. Unlike most examples of this trope, which are about giving the player a chance to avert a premature GameOver, the continue screen in this game instead gives the player a chance to start a new session of the game without being logged out and having to log back in.
* CopyProtection:
** The game is part of the [=eAMUSEMENT=] Participation revenue-share program, and as such requires an Internet connection to the game's servers to boot up.
** While the lower-budget QR code version of ''BOOTH'' does not require an Internet connection (instead, you "log in" by scanning your personal QR code that you obtain from the [=eAMUSEMENT=] website and then scan a code on the game screen at the end with your phone to save your data to your online account), it still has a form of this: the game not only takes the player's credits when a game is started, but it also uses up an "operator credit" that's separate from players' credits. When the game is out of operator credits, it stops functioning and the staff has to reload the machine with more credits through prepaid cards ordered from Konami.
* {{Crossover}}:
** ''Franchise/TouhouProject'' has a particularly large presence, featuring Appeal Cards of the characters and several ''Touhou'' arranges. In fact, ''Sound Voltex II'' had a location test at the ''Touhou''-centric Reitaisai 10 convention in 2013. It certainly helps that Mayumi Morinaga, a prominent BEMANI vocalist, is also a vocalist for ''Touhou'' arrange circle Yuuhei Satellite. There are so many ''Touhou'' arranges that they got their own category in SDVX II.
*** There are several FLOOR remixes of songs from ''Touhou'' games like Perfect Cherry Blossom, Embodiment of Scarlet Devil, and Double Dealing Character.
** As far as BEMANI crossovers go, generally subverted in that most songs that make it over to SDVX get remixed, often by a artist contributing via ''Sound Voltex Floor''.
** Played straight with the POLICY BREAK and FLOOR INFECTION events beginning in SDVX II. POLICY BREAK is a type of SDVX event in which songs are crossed over from other BEMANI games and left in original form (excluding in-game filters). Examples include [[VideoGame/ReflecBeat "VALLIS-NERIA"]], [[VideoGame/{{jubeat}} "I'm So Happy"]], and [[VideoGame/PopnMusic "BabeL ~Next Story~"]]. FLOOR INFECTION is a type of event for other BEMANI games, which goes the other way: ''Sound Voltex'' songs get crossed over to other BEMANI games. Examples include "Joyeuse" in ''VideoGame/{{GITADORA}}'' and "Max Burning!!" in ''VideoGame/ReflecBeat''.
* DamnYouMuscleMemory:
** Players used to ''BOOTH'' charts may get thrown off by long button notes and short FX notes.
** Players used to charts from the first two games may get thrown for a loop when they encounter VOL trails that start from the ''middle'' rather than the edges (i.e. blue and pink beams no longer always mean "turn right" and "turn left", respectively) as well as trails that go ''outside of the chart lanes.''
* DarkerAndEdgier: ''GRAVITY WARS'' comes after ''infinite infection'' and features a black and orange interface, [[AutobotsRockOut heavy use of guitar]] in its system music, and a title screen depicting Grace, the BigBad of the game, looming over the {{Series Mascot}}s. ''EXCEED GEAR'' does another downshift in tones from ''VIVID WAVE'', utilizing hard techno and dark silvers in contrast to the previous game's neon pink, green, and white and electro-pop tunes.
* DeathIsASlapOnTheWrist: In ''Heavenly Haven'', Standard Start will guarantee three Tracks, even if you fail all of them. It also offers the Alternative Rate System: If you play on the Excessive Rate LifeMeter and you drain that out, instead of a [[GameOver Track Crash]] you'll be instantly switched over to the Effective Rate meter, with the gauge at the level it would be if you had been playing on Effective Rate the entire time, so there's practically no reason ''not'' to use Excessive Rate.
* DoubleUnlock: Some songs, as well as the Infinite, Gravity, Heavenly and Maximum-difficulty charts for the songs that have said difficulties, require you to fulfill another condition before you are allowed to purchase them in the store, only accessible at the end of your standard game session. In SDVX IV, you can buy the songs while choosing your song at the track select screen.
** The so-called 'boss songs', namely "For [=UltraPlayers=]" (with a difficulty of EXH 19), and "Everlasting Message" (GRV 19) have exceptionally complicated unlock conditions as the player has to pass a series of other rather difficult songs to be able to purchase these songs in the shop.
*** Oh, did I forget to mention that those songs on the road to the boss songs have to be unlocked and/or bought as well? Well, they have to be.
** Infinite Blaster / Blaster Gate unlockable songs are examples in this trope.
** There are currently five OMEGA DIMENSION EXTRA TRACK phases in Sound Voltex IV. To access certain songs like [=FIN4LE=] ~終止編の彼方へ~, WHITEOUT, and TWO-Torial, among others, the first few songs in the phase must be completed before being allowed to play said tracks in order to unlock them. This requires filling the BLASTER rate to unlock the EXTRA TRACK, or playing in BLASTER START.
*** In OMEGA DIMENSION Phase 3[[note]]the first set of released songs made for the 7th KAC Original Song Contest[[/note]], you must complete the first six tracks to unlock A Lasting Promise and Last Resort, then play those two to unlock I.
*** When first starting on OMEGA DIMENSION Phase 5, Made in Love is the '''only''' playable song at first, but once that's cleared, you gain access to the next eight songs. Clearing those eight songs then unlocks another three songs[[note]]Absolute Domination, Failnaught, and Fly Like You[[/note]], and then clearing those three will unlock the final track[[note]][=Xronièr=][[/note]].
* {{Doujin}}: Doujin music is a major staple of the series.
* DramaticDisappearingDisplay:
** When "Lachryma《Re:Queen’M》" made its debut as the game's final round song at the 5th KONAMI Arcade Championship, Grace took over the upper 1/3 of the screen, causing all interface elements at the top (score, opponent information, etc.) to vanish. Towards the end of the song, the lane also vanishes. This also happened in the 6th KONAMI Arcade Championship, with the final round songs iLLness [=LiLin=] and [=HE4VEN=].
** During the 7th KONAMI Arcade Championship, "I" was presented in the same circumstances, with Rasis causing the top half of the interface to vanish. [[InterfaceScrew Then the screen appears to turn off, then back on]], with all interface elements in the middle (such as the Effective Rate meter) gone too!
** The 9th KAC brought out [=RoughSketch's=] "666". Halfway through the song, the scores and player names disappeared. The lanes then came close to the screen and the header then disappeared. All that was left was a [=Live2D=] animation of Kureha looming over the lanes and Effective Rate meter. Then she proceeds to [[InterfaceScrew cut the lanes in half down the middle]]!
* EarlyInstallmentWeirdness: Many elements of earlier games, especially ''BOOTH'', the first version, are much different:
** ''BOOTH'' has only three difficulty levels: Novice, Advanced, and Exhaust. The version-specific HarderThanHard difficulty[[note]]Infinite, Gravity, Heavenly, Vivid, or Exceed, depending on the version the chart was introduced[[/note]] would not be introduced until the next version, ''infinite infection'', and Maximum difficulty would not be introduced until ''HEAVENLY HAVEN''.
** ''BOOTH''[='=]s songlist does not have any original songs by in-house musicians. All original songs for it are commissioned songs. Later games would start to feature BEMANI Sound Team's original output.
** ''BOOTH'' charts only have Chip notes for the four BT buttons and Long notes for the two FX buttons. The next version would introduce Long BT notes and Chip FX notes.
** In charts made for the first two versions of the game, Tsumami/VOL notes always start on the horizontal edges of the track: far left for blue trails and far right for red trails, and can never go out of the bounds of the playfield. Starting in the third game, ''GRAVITY WARS'', Tsumami notes can start anywhere on the lanes and may go out-of-bounds.
** In the first three games, your grade isn't solely determined by score. It's actually calculated off a hidden "grade score" that comprises your displayed score multiplied by your Effective Rate at the end of the song, so two results with identical scores might have different grades if their Effective Rate gauges are different. Starting with ''HEAVENLY HAVEN'', your displayed score alone is used to determine your grade.
** ''BOOTH'' doesn't have Skill Analyzer courses, something added to the next game.
** FX notes in ''BOOTH'' are dark green. In all subsequent releases, they're bright orange.
* FakeLongevity: Before the introduction of North America-specific builts, Blaster unlocks took ''forever'' to unlock in the US, due to Blaster Start being unavailable, as cabinets would use Japanese builds with all PASELI features enabled, rather than using pan-Asia builds that have Blaster Start and other otherwise-PASELI features available as coin modes. As of the North American release of ''EXCEED GEAR'', Blaster Start is available at double the cost of Normal mode.
* FictionalCurrency: Packets (Pc) and Blocks (Blc). Packets are used to purchase Appeal Cards (i.e. in-game avatars), while Blocks are used to purchase song charts.
* GimmickLevel:
** Some charts have a disproportionately high number of knob trails compared to button notes. [[Franchise/TouhouProject #Fairy_dancing_in_lake]] [[https://www.youtube.com/watch?v=-besX2LIXo8 EXH]] is one of the more infamous examples of this.
** Basically, if the chart was effected by Hirayasu Matsudo, expect it to be one of these.
** [[Franchise/TouhouProject Attack on Dwarf]] [[https://www.youtube.com/watch?v=lq8JfwAkfU8 EXH]] takes this up to eleven. The chart has a maximum chain of 1700, but only contains 24 FX taps and 4 BT holds, which contribute 141 to the chain. The rest is knobs.
** [[https://www.youtube.com/watch?v=ccMX5HvmeC0 TWO-TORIAL]] is a gimmick track in a different way: a large chunk of the chart features some sections where Voltenizer Maxima tells you to "Listen..." to the background track, while the chart scrolling pauses, and then the scrolling resumes as he says "Go!", with you attempting to hit the notes to replicate the measures you just heard.
* GameBreakingBug: One happened during the 4th KAC in 2015 that prevented finalists from playing the intended FinalBoss song "Everlasting Message". Instead, they were given a filler round of "For [=UltraPlayers=]" (the final round song of the previous KAC) and had to come back a month later for another shot at "Everlasting Message".
* HarderThanHard:
** The difficulties go Novice, Advanced, and then ''Exhaust''.
** ''Sound Voltex II'' ups the ante by introducing the Infinite difficulty, which is only available for select songs. ''Sound Voltex III'', ''IV'', and ''Vivid Wave'' have Gravity, Heavenly, and Vivid difficulty, which are alternative names for this difficulty; the name used depends on which game the chart was introduced in. All of these difficulties have two major things in common: They're often used for songs from previous versions, often to introduce chart gimmicks that were not present in the song's debut version, and they have to be unlocked, typically through Blaster Gate.
** ''Sound Voltex IV'' adds Maximum difficulty, which sits between Exhaust and Infinite/Gravity/Heavenly/Vivid. Unlike INF, GRV, HVN, VVD, and XCD difficulties, new songs from ''SDVX IV'' onwards always come with Maximum charts.
* IdiosyncraticDifficultyLevels: Novice (NOV), Advanced (ADV), Exhaust (EXH), Maximum (MXM[[note]]In itself an idiosyncratic way of abbreviating "maximum", which is traditionally shortened to "max"[[/note]]), Infinite (INF) / Gravity (GRV) / Heavenly (HVN) / Vivid (VVD) / Exceed (XCD)[[note]]which of these five difficulty names is used depends on what game the chart debuted in[[/note]].
* InterfaceScrew:
** When using a knob, the playfield tilts accordingly. ''Sound Voltex II'' will play this straight with charts requiring the knobs to be held at a certain state (thus keeping it tilted).
** Occasionally, using the knobs will cause the track to ''DoABarrelRoll!'' The crossover boss song "VALLIS-NERIA" is infamous for doing this many times during the chart.
** ''Gravity Wars'' introduces multiple new screws: the chart shaking on certain notes, the chart switching to an overhead view at some points, and the chart zooming in extremely close to the notes, among others.
** As of ''Heavenly Haven'', four boss songs have a unique screw: at some point in the song, ''the chart lanes disappear''.
** ''Heavenly Haven'' also introduces songs where the chart comes to a complete halt. This was introduced with the song "Doppelganger", and also appears on three other boss songs ([[VideoGame/{{Chunithm}} Ikazuchi]], TWO-TORIAL, I). I in particular also has the screen go completely black during its stop.
** Plenty of times in KAC, the final songs will do something to the note lanes to catch the finalists off-guard. The impact is helped by being freshly debuted songs, so the players have absolutely no idea what to expect. Some of the notable examples include 7th KAC's "I" turning off the screen briefly and turning it back on again without warning, 9th KAC's "666" cleaving the lane in two, and 10th KAC's "[=MixxioN=]" ''riddling your screen with bullet holes''.
* JokeLevel:
** "Nyan Cat", simply due to the song itself, although the charts are decidedly ''not'' joke charts.
** "GRACE-chan no chou~zetsu!! GRAVITY kouza w", the AprilFoolsDay joke of 2016.
** "Maxima sensei no mankai!! HEAVENLY kouza", the AFD joke of 2018.
** "*Feels Seasickness...*" is more like a joke boss (and not the easy kind), due to the song itself being a stark contrast from every other winning KAC song.
* KaizoTrap:
** Like in other BEMANI games that have this song, Nostalgia crossover Fly Far Bounce has a small number of notes before the actual ending.
* LevelAte:
** kamome sano's cutesy French dessert-themed songs: éclair au chocolait, choux à la crème, crêpe suzette and petits fours.
* LicensedGame:
** ''FLOOR'' songs are considered licensed songs. As such, traditional soundtracks are not available.
** The series is also a Licensed Game series in another sense, in that it includes third-party intellectual properties VOCALOID and ''Touhou Project''.
* LifeMeter:
** In normal play, you get a special Life Meter called the "Effective Rate". It doesn't end the game if you hit 0%, but you do need to end the song with the meter at 70% or higher to pass.
** In Skill Analyzer, you get a straight lifebar, the "Permissive Rate", that results in a [[GameOver TRACK CRASH]] if it hits 0% at any point.
** Another straight lifebar is available in normal play, called the "Excessive Rate", with a higher penalty for missing.
* LighterAndSofter: Unlike ''BOOTH'', which primarily uses a blue and black interface, ''infinite infection'' uses a primarily pink and white interface. Also, ''Heavenly Haven'' uses a blue and white interface in contrast to ''Gravity Wars''[='=]s black and orange, more similar to the likes of DDR A and IIDX Happy Sky, and doesn't seem to a [[BigBad villain]] of some sort.
* MusicalGameplay: Played with. Hitting non-hold notes and long BTN notes won't influence the background track, but hitting long FX notes and following the VOL notes will create filter effects that "mix" the track. If you don't hit any of these notes at all, the track will sound as intended, while doing so will give the impression of mixing a track as part of a DJ's set. This is why chart designers [[CallARabbitASmeerp aka "Effectors"]] are given credit, unlike in most other rhythm games.
* NonIndicativeName: "TWO-TORIAL" is very much ''not'' a TutorialLevel.
* NoobBridge: A common newbie mistake is turning the knobs extremely hard for analog notes. In truth, the knobs are quite sensitive and only sharp turns are needed for when notes make sudden lateral shifts.
* NumberOfTheBeast: 666 by [=RoughSketch=], the winning song in the 9th KAC Original Song Contest. It also plays in 666 BPM!
* OddlyNamedSequel: The second version is actually "Sound Voltex II: [[FunWithAcronyms Infinite]] [[AddedAlliterativeAppeal Infection]]", the third is named "Sound Voltex III: Gravity Wars". and the fourth is named "Sound Voltex IV: [[AddedAlliterativeAppeal Heavenly Haven]]." The fifth game, ''Sound Voltex Vivid Wave'', doesn't have a number proper, likely instead using a play on the fact that "V" is the Roman numeral '5'.
* {{Portmanteau}}: "EXTRACK" = '''EXTR'''A + '''TRACK'''.
* ProceduralGeneration:
** ''VIVID WAVE'' introduced a game mode called "AUTOMATION HEAVEN", which involves the player selecting four songs. The game then mixes all four of them in one 180 BPM set list, seamlessly transitioning between songs and charts throughout.
** ''EXCEED GEAR'' expanded upon the example above with "MEGAMIX BATTLE", this time with two players selecting a set of five songs to mix. The resulting set list is usually around eight minutes, and each player gets one opportunity during the match to select what song plays next amongst the songs that haven't been played yet amongst their selection.
* PunnyName:
** The title "Sound Voltex" is a subversion of JapaneseRanguage; given the electronic/futuristic look of the game, its a worthy pun.
** Rasis's name is pronounced "''ray''-sis", referring to the extensive use of light "rays" for notes.
** Grace's name also has a "ray" sound.
* RequiredSpinoffCrossover:
** "FLOWER", though remixed by [=REDALiCE=]. The original version was made available in ''Gravity Wars'' as part of an inter-company crossover event.
** Also ''凛として咲く花の如く'', but also remixed, this time by Music/{{Machigerita}}.
* {{Sampling}}: ''Dreamin' feat Ryu'' has a lot of samples. (fittingly, some of them are from other Ryu songs such as [[VideoGame/{{Beatmania}} Second Heaven]] or [[VideoGame/ReflecBeat Thunderbolt]])
* ScoringPoints:
** The game's regular scoring system awards up to 10 million points for the track. An Critical (or S-Critical, if enabled) earns the full value of each note, a Near earns 50% of the note's value, and an Error earns nothing. Only chip notes can be awarded Nears, long notes and ticks thereof will always be either Criticals (or S-Criticals, if enabled) or Errors.
** ''EXCEED GEAR'' introduces EX Scoring, and with it, the S-Critical note judgement. S-Critical awards 5 points if it's on a Chip note and 2 points if it's a Long note or Tsumami note tick, Critical awards 4 points, Near awards 2 points, and Error awards 0. EX Score is expressed as both a raw score as well as, depending on the player's options, a percentage of the maximum score with one decimal place (so an EX Score of 1800 out of 2000, for example, would be shown as "MAX 90.0%") or how many points away from the max (so the aforementioned score would be shown as "MAX -200").
* SeriesMascot: Rasis, the pink-haired girl seen in a lot of official art, serves as the central mascot.
* SocializationBonus:
** Playing local multiplayer will allow you to play tracks that the other players have unlocked that you have not unlocked yet. However, this won't unlock the track for you to play at any time; you still have to unlock it by yourself.
** Playing either multiplayer will save you from a [[GameOver Track Crash]] if at least one other player clears the track and either (a) you're using Effective Rate or Alternative Rate or (b) you're playing local multiplayer. (Failing with Excessive Rate or Permissive Rate in online multiplayer will still disconnect you and end your credit.)
* SomeDexterityRequired: At first, the gameplay premise seems simple enough: you hit six buttons and manipulate two analog knobs in accordance with the notes. However, harder charts will require you to frequently juggle between thw two input types. Two parameters on the Effect Radar on the song select basically determine how much of this trope will apply to the chart: "One-Hand" indicates how much you may have to use one hand on the knobs while using the other hand to hit the buttons, while "Hand-Trip" indicates how frequently you will have to cross your hands or similar technical maneuvers.
* SpiritualAntithesis: To ''VideoGame/{{beatmania}}''. Both are ''BEMANI'' games involve making sound effects by hitting notes and have one row of white keys and one row of black keys, but both games contrast in several ways:
** ''beatmania'' gives you a background music track with missing bits and you have to fill in those bits by pressing keys in time to falling notes. ''Sound Voltex'', on the other hand, gives you a track that is already complete and you hit notes to add effects to it.
** ''beatmania'' maintains a minimalist note-scrolling interface with very few changes ever to the gameplay mechanics, while ''Sound Voltex'' makes use of fancy interface effects that can potentially [[InterfaceScrew screw over the player]] and each new game has added at least one new gameplay gimmick.
** While ''beatmania'' is best known for its collection of in-house and commissioned tracks, ''Sound Voltex'' features some of those ''but'' also allows and encourages [[OfficialFanSubmittedContent fans to submit tracks for use in the game]] through ''Sound Voltex Floor'' contests.
* SuddenlyVoiced:
** Voltenizer Maxima actually has voiced lines in "TWO-TORIAL", telling you to "Listen..." (to the background track) and then "Go!" (replicate what you just heard by playing the relevant portion of the chart). The same gimmick is repeated for the AprilFoolsDay track "Maxima sensei no mankai!! HEAVENLY kouza".
** [=RASIS=] later gained voiced lines for the in-game tutorial on Vivid Wave.
* TemporaryOnlineContent: No song was removed from the series until June 1, 2016, when "Cyber Thunder Cider" was removed due to an expired license.
** Another series of removals in March 2018 actually required "KAC 2012 ULTIMATE MEDLEY" to be retroactively modified to remove the affected song.
* TestosteronePoisoning: Voltenizer Maxima, a hulking, muscular man whose design is based on the ''SDVX'' cabinet.
** Nishinippori could count as a lesser example. He's a rather ripped man who hardly wears anything, usually shouts in a LargeHam type manner and has a job as a bodyguard.
* WhamLine / [[WhamShot Shot]]: At least in the KAC, multiple times even.
** KAC 2013: The winning tracks ''Bangin' Burst'' and ''For [=UltraPlayers=]'' are revealed just before the game is played, but everyone was in for a shock seeing the difficulty jump to '''16'''!
** The 4th KAC: After [=XD2.BOT=] has been dubbed the champion, 'Gravity Wars' antagonist GRACE appears in the big screen with an extra mission for the winner - a medley of the 12 winning songs from KAC 2012.
** The 5th KAC: The track lanes in ''Lachryma《Re:Queen'M》'' [[InterfaceScrew disappear]] at the final verse of the song.
** The 7th KAC: [[TheBusCameBack After being inactive/missing from BEMANI for about two years, chiptune composer Chroma suddenly appears with the winning song ''I''.]] Absolutely no one in the crowd expected him - not even the players!
** The 8th KAC: Before both songs were revealed, dj TAKA announces that there will be two winning songs for the KAC once again. Speaking of inactive/missing artists, Kabocha's ''ΣmbryØ'' was announced as the first winner, rendering even the MC's shocked. As for the second song, MAD CHILD stops dj TAKA in his talk before the song is revealed, giving a cryptic hint that refers to changing [=BPMs=] in the song. Then Camellia's ''*Feels Seasickness...*'' is announced as the winner, with young character Kanade Yamashina appearing on the jacket. Most of the crowd (and the live chat) had already jokingly expected denpa vocalist Nanahira, considering Camellia's heavy association with her as well as her own association with this character. ''[[HilariousInHindsight 15 seconds into the song...]]''
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''TRACK COMPLETE''
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