jubeat (which, for the record, is actually pronounced u-beat
, not Jew-beat
) is one of the newer members of the Bemani
family of 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)
Games in the series
- 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 restorednote .
- 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 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.
- Boss in Mook Clothing:
- 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.
- Bribing Your Way to Victory: 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.
- Creepy Cool Crosses: 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.
- Do Well, but Not Perfect: Discouraged by the pass/fail system in this game; see Life Meter below.
- Earn Your Fun: Level Grinding is forced to unlock most Konami original songs, markers (the note animations contained within the squares), and background colors. Some unlock requirements in copious, however, are much more difficult.
- Easy-Mode Mockery: 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.
- Gimmick Level: "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.
- Harder Than Hard: The difficulty levels are labeled as Basic, Advanced, and then Extreme.
- Hope Spot: 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.
- Incredibly Lame Pun: "[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.
- Instant-Win Condition: 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.
- Life Meter: 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.
- Long Song, Short Scene: "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.
- Lost Forever: 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.
- Lucky Charms Title: The song titles "Love♥km", "TWINKLE♡HEART", and "TRUE♡LOVE"
- Mercy Mode: 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.
- Mission Pack Sequel: 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.
- One Steve Limit: 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 IIDX 17.
- Public Domain Soundtrack: 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.
- Required Spinoff Crossover: 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, Dance Dance Revolution, 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, V has finally arrived.
- Scoring Points: 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.
- Series Mascot: Not the whole series, but jubeat knit's mascot is a cube head called "The Concierge".
- Socialization Bonus:
- Playing a match against someone who has unlocked songs that you haven't unlocked yet will unlock those songs for you as well.
- 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.
- Splash Damage: 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.
- Theme Naming: Several of DJ YOSHITAKA's songs are plant-named, including "ALBIDA", "JOMANDA", and "FLOWER".
- Uncommon Time: 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.