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* 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 song result screen for the occasion.

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* 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 song result "TRACK COMPLETE" screen for the occasion.

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* 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]].



* 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]].

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* ButWaitTheresMore: Omega Dimension Phase 5. CameraAbuse: In "[=MixxioN=]", partway through the song Grace fires at the screen, leaving bullet holes in it, and when the song debuted in The final four songs did not appear on 10th Konami Arcade Championship, [[TheFourthWallWillNotProtectYou the teaser. One of them is a 20!
** A bit more meta
bullet holes even appeared in the sense that it was during a tournament, but after iLLness [=LiLin=] is played at stream layout too]]! The broken screen effect even remained into the 6th KAC, Cody announces shortly afterward that there will be a second finals song result screen 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]].
occasion.
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''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 larger "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).

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''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 larger 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).
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The FX buttons are actually smaller than the BTN buttons; they're actually the size of the beatmania keys
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** ''Sound Voltex IV'' adds Maximum difficulty, which sits between Exhaust and Infinite/Gravity/Heavenly/Vivid.

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** ''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.
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** ''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.

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** ''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.
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** 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 tap 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 tap note and 2 points if it's a long 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").

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** 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 tap 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 tap Chip note and 2 points if it's a long 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").
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* 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.
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** The game's regular scoring system awards up to 10 million points for the track. An Critical (or S-Critical, if enabled) cearns the full value of each note, a Near earns 50% of the note's value, and an Error earns nothing. Only tap 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 tap note and 2 points if it's a long 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 "90.0%") or how many points away from the max (so the aforementioned score would be shown as "MAX -200").

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** The game's regular scoring system awards up to 10 million points for the track. An Critical (or S-Critical, if enabled) cearns earns the full value of each note, a Near earns 50% of the note's value, and an Error earns nothing. Only tap 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 tap note and 2 points if it's a long 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 "90."MAX 90.0%") or how many points away from the max (so the aforementioned score would be shown as "MAX -200").
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** ''BOOTH'' has only three difficulty levels: Novice, Advanced, and Exhaust. The version-specific HarderThanHard difficulty would not be introduced until the next version, ''infinite infection'', and Maximum difficulty would not be introduced until ''HEAVENLY HAVEN''.

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** ''BOOTH'' has only three difficulty levels: Novice, Advanced, and Exhaust. The version-specific HarderThanHard difficulty 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''.

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** ''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 notse and Chip FX notes.

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** ''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 notse notes and Chip FX notes.



** 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 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.

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** 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.grade.
** ''BOOTH'' doesn't have Skill Analyzer courses, something added to the next game.

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* FakeLongevity: Playing this game at a Round 1 location in the U.S.? [[BadExportForYou No Blaster Start for you!]] Have fun playing 15 songs on Excessive Rate just to have ''one'' shot at Infinite Blaster! (or Blaster Gate in IV)

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* 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 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 notse 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 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.
* FakeLongevity: Playing this game at a Round 1 location Before the introduction of North America-specific builts, Blaster unlocks took ''forever'' to unlock in the U.S.? [[BadExportForYou No US, due to Blaster Start for you!]] Have fun playing 15 songs on Excessive Rate just to being unavailable, as cabinets would use Japanese builds with all PASELI features enabled, rather than using pan-Asia builds that have ''one'' shot at Infinite Blaster! (or Blaster Gate in IV)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.
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** 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).
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** ''EXCEED GEAR'' introduces EX Scoring, and with it, the S-Critical note judgement. S-Critical awards 5 points if it's on a tap note and 2 points if it's a long 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 "90.0%") or how many points away from the max (so the aforementioned score would be shown as "MAX -200").

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** ''EXCEED GEAR'' introduces EX Scoring, and with it, the S-Critical note judgement. S-Critical awards 5 points if it's on a tap note and 2 points if it's a long 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 example, would be shown as "90.0%") or how many points away from the max (so the aforementioned score would be shown as "MAX -200").
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** ''EXCEED GEAR'' introduces EX Scoring, and with it, the S-Critical note judgement. S-Critical awards 5 points if it's on a tap note and 2 points if it's a long 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 would be shown as "90.0%") or how many points away from the max (so the aforementioned score would be shown as "MAX -200").

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** ''EXCEED GEAR'' introduces EX Scoring, and with it, the S-Critical note judgement. S-Critical awards 5 points if it's on a tap note and 2 points if it's a long 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 2000, for example would be shown as "90.0%") or how many points away from the max (so the aforementioned score would be shown as "MAX -200").
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** ''EXCEED GEAR'' introduces EX Scoring, and with it, the S-Critical note judgement. S-Critical awards 5 points if it's on a tap note and 2 points if it's a long 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 or how many points away from the max.

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** ''EXCEED GEAR'' introduces EX Scoring, and with it, the S-Critical note judgement. S-Critical awards 5 points if it's on a tap note and 2 points if it's a long 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 would be shown as "90.0%") or how many points away from the max.max (so the aforementioned score would be shown as "MAX -200").
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* ScoringPoints:
** The game's regular scoring system awards up to 10 million points for the track. An Critical (or S-Critical, if enabled) cearns the full value of each note, a Near earns 50% of the note's value, and an Error earns nothing. Only tap 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 tap note and 2 points if it's a long 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 or how many points away from the max.
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** 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 "[=MisoilePunch♪=]" ''riddling your screen with bullet holes''.

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** 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 "[=MisoilePunch♪=]" "[=MixxioN=]" ''riddling your screen with bullet holes''.
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** 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 "MisoilePunch♪" ''riddling your screen with bullet holes''.

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** 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 "MisoilePunch♪" "[=MisoilePunch♪=]" ''riddling your screen with bullet holes''.

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* 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)[[note]]which of these four difficulty names is used depends on what game the chart debuted in[[/note]].

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* 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)[[note]]which (VVD) / Exceed (XCD)[[note]]which of these four five difficulty names is used depends on what game the chart debuted in[[/note]].


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** 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 "MisoilePunch♪" ''riddling your screen with bullet holes''.

Removed: 1980

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Per TRS, this is YMMV


* SequelDifficultySpike: The maximum difficulty level was previously 15. However, during the ''Sound Voltex II'' tournament at KAC (Konami Arcade Championships) 2013 in December, two songs with Exhaust charts rated level '''16''' were introduced to the finalists: "Bangin' Burst" and [[Music/{{cosMo}} "For UltraPlayers"]]. Both songs were added for non-tournament play later that month. A third level 16 chart, "Max Burning!!" on Infinite, was added in September 2014.
** As of June 2015, there are six songs with level 16 difficulty charts in total, specifically "Everlasting Message", "KAC 2012 ULTIMATE MEDLEY -HISTORIA SOUND VOLTEX-" and "大宇宙ステージ"; as well as the aforementioned songs. Two of these songs, "Everlasting Message" and "KAC 2012 ULTIMATE MEDLEY -HISTORIA SOUND VOLTEX-" were introduced in ''Sound Voltex III'', debuting during the final round of the ''Sound Voltex III'' tournament at The 4th KAC on February 2015, while "大宇宙ステージ" had been around since the first SDVX game, Sound Voltex Booth, simply receiving a GRV 16 chart in Gravity Wars.
*** "Everlasting Message" was the winner of The 4th KAC Original Song Contest, and therefore was given the honor of being the final track the finalists had to play during the 4th KAC, debuting with a difficulty of GRV 16.
** As of August 21st, 2015, four new songs with GRV 16s were introduced into the game ("AΩ", "Blastix Riotz", "Preserved Valkyria", and "[=XyHATTE=]").
** On September 17th, 2015, "XROSS INFECTION" (from ''Sound Voltex II'') received a GRV 16 as well, bringing the total number of 16s in SDVX to 11.
** In SDVX IV, Lachryma《Re:Queen’M》becomes the first chart to be rated 20 in the new scale. Following the trend is the two new KAC songs iLLness [=LiLin=] and [=HE4VEN=] (the final round songs), also rated a 20. Two new Level 20 songs, namely WHITEOUT and [=FIN4LE=] ~終止編の彼方へ~, were added as part of OMEGA DIMENSION EXTRA TRACK phase 1. I, the winning song of the 7th KAC, is the 6th song rated a 20.
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Up To Eleven is a defunct trope


* 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 [[UpToEleven 20]].

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* 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 [[UpToEleven 20]].20.



** [[Franchise/TouhouProject Attack on Dwarf]] [[https://www.youtube.com/watch?v=lq8JfwAkfU8 EXH]] takes this UpToEleven. 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.

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** [[Franchise/TouhouProject Attack on Dwarf]] [[https://www.youtube.com/watch?v=lq8JfwAkfU8 EXH]] takes this UpToEleven.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.



** 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 '''[[UpToEleven 16]]'''!

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** 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 '''[[UpToEleven 16]]'''!'''16'''!
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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 "Bad Apple", "Help me, ERINNNNNN!!", and even the Nyan Cat song).

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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 "Bad Apple", "Music/BadApple", "Help me, ERINNNNNN!!", and even the Nyan Cat song).
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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).

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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).
Battle). In 2022, this game was released officially in North America, along with the Valkyrie Model cabinet, marking the series' official NA debut.
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Loads And Loads Of Characters is no longer a trope


* LoadsAndLoadsOfCharacters: You see that character on that song jacket (provided it's not a Vocaloid or Touhou song)? [[https://p.eagate.573.jp/game/sdvx/vi/chara/index.html There's a 95% chance that character has a name and a bio]]. Yes, even the triangle [[note]]It's name is Tsumabuki[[/note]].
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* 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.
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** 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!")

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** 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 {{mondegreen}}'ed into "San-bai ice cream!" ("3-scoop ice cream!")
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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. \\

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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. \\

Added: 326

Changed: 100

Removed: 163

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* ''Sound Voltex II: [[AddedAlliterativeAppeal Infinite Infection]]'' (2013) \\

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* ''Sound Voltex II: II [[AddedAlliterativeAppeal Infinite Infection]]'' -infinite infection-]]'' (2013) \\



* ''Sound Voltex III: Gravity Wars'' (arcade: 2014; PC: 2017) \\

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* ''Sound Voltex III: Gravity Wars'' III GRAVITY WARS'' (arcade: 2014; PC: 2017) \\



\\
A PC port was released on October 4, 2017, making it the first ''SDVX'' game to be available on a consumer platform.
* ''Sound Voltex IV: Heavenly Haven'' (2016) \\

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\\
A PC port was released on October 4, 2017, making it the first ''SDVX'' game to be available on a consumer platform.
* ''Sound Voltex IV: Heavenly Haven'' IV HEAVENLY HAVEN'' (2016) \\



* ''Sound Voltex Vivid Wave'' (2019) \\

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* ''Sound Voltex Vivid Wave'' VIVID WAVE'' (2019) \\



* ''Sound Voltex Exceed Gear'' (2021) -- current version \\

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* ''Sound Voltex Exceed Gear'' EXCEED GEAR'' (2021) -- current version \\


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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.
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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")

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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")Paradise") A new extra system HEXA DIVER was introduced.

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