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Changed line(s) 32 (click to see context) from:
** The Basic/Advanced/Extreme difficulty names were not established (nor common to both games) until 5th/4th. Before that, the difficulties were Normal/Expert/Extreme/Extreme+[[note]]''[=GuitarFreaks=]'' had separate "Normal" and "Expert" difficulties. Some songs had charts on both modes. If a song had charts on both modes, the Expert chart got cut.[[/note]] on ''[=GuitarFreaks=]'' and Normal/Real/Expert Real on ''[=DrumMania=]''.
to:
** The Basic/Advanced/Extreme difficulty names were not established (nor common to both games) until 5th/4th. Before that, the difficulties were Normal/Expert/Extreme/Extreme+[[note]]''[=GuitarFreaks=]'' had separate "Normal" and "Expert" difficulties. Some songs Normal/Expert/Extreme/Extreme+[[note]]Songs that had charts on both modes. If a song had charts on both modes, all four difficulties lost the Expert chart got cut.upon the transition to 5th mix.[[/note]] on ''[=GuitarFreaks=]'' and Normal/Real/Expert Real on ''[=DrumMania=]''.
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Changed line(s) 32 (click to see context) from:
** The Basic/Advanced/Extreme difficulty names were not established (nor common to both games) until 5th/4th. Before that, the difficulties were Normal/(Expert)/Extreme/Extreme+[[note]]''[=GuitarFreaks=]'' had separate "Normal" and "Expert" difficulties. Some songs had charts on both modes; the Expert charts got cut, with Normal charts becoming Basic, Extreme becoming Advanced, and Extreme+ becoming Extreme.[[/note]] on ''[=GuitarFreaks=]'' and Normal/Real/Expert Real on ''[=DrumMania=]''.
to:
** The Basic/Advanced/Extreme difficulty names were not established (nor common to both games) until 5th/4th. Before that, the difficulties were Normal/(Expert)/Extreme/Extreme+[[note]]''[=GuitarFreaks=]'' Normal/Expert/Extreme/Extreme+[[note]]''[=GuitarFreaks=]'' had separate "Normal" and "Expert" difficulties. Some songs had charts on both modes; modes. If a song had charts on both modes, the Expert charts chart got cut, with Normal charts becoming Basic, Extreme becoming Advanced, and Extreme+ becoming Extreme.cut.[[/note]] on ''[=GuitarFreaks=]'' and Normal/Real/Expert Real on ''[=DrumMania=]''.
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Changed line(s) 32 (click to see context) from:
** The Basic/Advanced/Extreme difficulty names were not established (nor common to both games) until 5th/4th. Before that, the difficulties were Normal/(Expert)/Extreme/Extreme+[[note]]GuitarFreaks had separate "Normal" and "Expert" difficulties. Some songs had charts on both modes; the Expert charts got cut, with Normal charts becoming Basic, Extreme becoming Advanced, and Extreme+ becoming Extreme.[[/note]] on ''[=GuitarFreaks=]'' and Normal/Real/Expert Real on ''[=DrumMania=]''.
to:
** The Basic/Advanced/Extreme difficulty names were not established (nor common to both games) until 5th/4th. Before that, the difficulties were Normal/(Expert)/Extreme/Extreme+[[note]]GuitarFreaks Normal/(Expert)/Extreme/Extreme+[[note]]''[=GuitarFreaks=]'' had separate "Normal" and "Expert" difficulties. Some songs had charts on both modes; the Expert charts got cut, with Normal charts becoming Basic, Extreme becoming Advanced, and Extreme+ becoming Extreme.[[/note]] on ''[=GuitarFreaks=]'' and Normal/Real/Expert Real on ''[=DrumMania=]''.
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Changed line(s) 32,33 (click to see context) from:
** The Basic/Advanced/Extreme difficulty names were not established (nor common to both games) until 5th/4th. Before that, the difficulties were Normal/(Expert)/Extreme/Extreme+ on ''[=GuitarFreaks=]'' and Normal/Real/Expert Real on ''[=DrumMania=]''.
*** In ''[=GuitarFreaks=]'', there were separate Normal and Expert modes. Some songs had charts in both modes. The Expert charts got cut in the transition to 5th mix though, with the Normal charts being carried over as the Basic charts. Extreme became Advanced, and Extreme+ became Extreme.
*** In ''[=GuitarFreaks=]'', there were separate Normal and Expert modes. Some songs had charts in both modes. The Expert charts got cut in the transition to 5th mix though, with the Normal charts being carried over as the Basic charts. Extreme became Advanced, and Extreme+ became Extreme.
to:
** The Basic/Advanced/Extreme difficulty names were not established (nor common to both games) until 5th/4th. Before that, the difficulties were Normal/(Expert)/Extreme/Extreme+ Normal/(Expert)/Extreme/Extreme+[[note]]GuitarFreaks had separate "Normal" and "Expert" difficulties. Some songs had charts on both modes; the Expert charts got cut, with Normal charts becoming Basic, Extreme becoming Advanced, and Extreme+ becoming Extreme.[[/note]] on ''[=GuitarFreaks=]'' and Normal/Real/Expert Real on ''[=DrumMania=]''.
*** In ''[=GuitarFreaks=]'', there were separate Normal and Expert modes. Some songs had charts in both modes. The Expert charts got cut in the transition to 5th mix though, with the Normal charts being carried over as the Basic charts. Extreme became Advanced, and Extreme+ became Extreme.''[=DrumMania=]''.
*** In ''[=GuitarFreaks=]'', there were separate Normal and Expert modes. Some songs had charts in both modes. The Expert charts got cut in the transition to 5th mix though, with the Normal charts being carried over as the Basic charts. Extreme became Advanced, and Extreme+ became Extreme.
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Changed line(s) 32,33 (click to see context) from:
** The Basic/Advanced/Extreme difficulty names were not established (nor common to both games) until 5th/4th. Before that, the difficulties were Normal/Extreme/Extreme+ on ''[=GuitarFreaks=]'' and Normal/Real/Expert Real on ''[=DrumMania=]''.
*** The games also did not freely allow the player to select any song, on any difficulty, until 5th/4th. ''[=DrumMania=]'' locked the player into playing the same difficulty on every song; ''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which split up the songlist into easier/harder songs [[note]]In Normal mode, all songs are on what is the modern Basic difficulty. In Expert mode, songs that also appeared in Normal mode are on Advanced difficulty, while others are on Basic difficulty. Applying the "Extreme" modifier bumps the difficulty one level, so on Normal mode everything will be the modern Advanced difficulty, and on Expert mode, everything will be modern Advanced or Extreme difficulty.[[/note]], and an Extreme+ mode which forced playing every song on what is now the Extreme difficulty.
*** The games also did not freely allow the player to select any song, on any difficulty, until 5th/4th. ''[=DrumMania=]'' locked the player into playing the same difficulty on every song; ''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which split up the songlist into easier/harder songs [[note]]In Normal mode, all songs are on what is the modern Basic difficulty. In Expert mode, songs that also appeared in Normal mode are on Advanced difficulty, while others are on Basic difficulty. Applying the "Extreme" modifier bumps the difficulty one level, so on Normal mode everything will be the modern Advanced difficulty, and on Expert mode, everything will be modern Advanced or Extreme difficulty.[[/note]], and an Extreme+ mode which forced playing every song on what is now the Extreme difficulty.
to:
** The Basic/Advanced/Extreme difficulty names were not established (nor common to both games) until 5th/4th. Before that, the difficulties were Normal/Extreme/Extreme+ Normal/(Expert)/Extreme/Extreme+ on ''[=GuitarFreaks=]'' and Normal/Real/Expert Real on ''[=DrumMania=]''.
*** In ''[=GuitarFreaks=]'', there were separate Normal and Expert modes. Some songs had charts in both modes. Thegames also did not freely allow Expert charts got cut in the player transition to select any song, on any difficulty, until 5th/4th. 5th mix though, with the Normal charts being carried over as the Basic charts. Extreme became Advanced, and Extreme+ became Extreme.
*** ''[=DrumMania=]'' locked the player into playing the same difficulty on everysong; ''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which split up the songlist into easier/harder songs [[note]]In Normal mode, all songs are on what is the modern Basic difficulty. In Expert mode, songs that also appeared in Normal mode are on Advanced difficulty, while others are on Basic difficulty. Applying the "Extreme" modifier bumps the difficulty one level, so on Normal mode everything will be the modern Advanced difficulty, and on Expert mode, everything will be modern Advanced or Extreme difficulty.[[/note]], and an Extreme+ mode which forced playing every song on what is now the Extreme difficulty.song.
*** In ''[=GuitarFreaks=]'', there were separate Normal and Expert modes. Some songs had charts in both modes. The
*** ''[=DrumMania=]'' locked the player into playing the same difficulty on every
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*** It also had secret notes until 5th mix.
to:
** Similarly, songs from ''[=GuitarFreaks=]'' 1st mix and 2nd mix supported edit data from their respective PlayStation versions. Similarly, this feature was supported through 4th mix.
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** Though GF 6th mix, the charts would have separate charts for each player. A code had to be entered to have both players play the 1-player chart.
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Changed line(s) 73,74 (click to see context) from:
* WhatCouldHaveBeen: GF 3rd Mix looks like it may have been intended to be released internationally, or at least in the West. There are unused translations for several languages, not to mention the presence of many Western licensed songs.
to:
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Changed line(s) 73,74 (click to see context) from:
* WhatCouldHaveBeen: ''3rd Mix'' looks like it may have been intended to be released internationally, or at least in the West. There are unused translations for several languages, not to mention the presence of many Western licensed songs.
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* WhatCouldHaveBeen: ''3rd Mix'' GF 3rd Mix looks like it may have been intended to be released internationally, or at least in the West. There are unused translations for several languages, not to mention the presence of many Western licensed songs.
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Changed line(s) 73 (click to see context) from:
to:
* WhatCouldHaveBeen: ''3rd Mix'' looks like it may have been intended to be released internationally, or at least in the West. There are unused translations for several languages, not to mention the presence of many Western licensed songs.
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Changed line(s) 19 (click to see context) from:
* DificultyByRegion: The international releases of the first [=GuitarFreaks=] added an alternate setting for the Excite Gauge that is reminiscent of ''VideoGame/{{beatmania}} IIDX'' or ''VideoGame/PopNMusic'', where the gauge must end past a certain threshold to clear the song. This was made the default setting for the American and European releases. This is generally much tougher, albeit the player cannot fail mid-song.
to:
* DificultyByRegion: DifficultyByRegion: The international releases of the first [=GuitarFreaks=] added an alternate setting for the Excite Gauge that is reminiscent of ''VideoGame/{{beatmania}} IIDX'' or ''VideoGame/PopNMusic'', where the gauge must end past a certain threshold to clear the song. This was made the default setting for the American and European releases. This is generally much tougher, albeit the player cannot fail mid-song.
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* DificultyByRegion: The international releases of the first [=GuitarFreaks=] added an alternate setting for the Excite Gauge that is reminiscent of ''VideoGame/{{beatmania}} IIDX'' or ''VideoGame/PopNMusic'', where the gauge must end past a certain threshold to clear the song. This was made the default setting for the American and European releases. This is generally much tougher, albeit the player cannot fail mid-song.
Deleted line(s) 27 (click to see context) :
** In contrast to the usual Excite Gauge where the player fails when it runs out, ''[=GuitarFreaks=]'' 1st mix had an operator setting in its international releases to have the player's Excite Gauge start off empty and the player had to end the song with it above a certain level (marked by a red zone) to clear a song, much like in ''VideoGame/{{beatmania}} IIDX'' or ''VideoGame/PopNMusic'' (generally tougher, albeit the player cannot fail mid-song).
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Changed line(s) 27 (click to see context) from:
** ''[=GuitarFreaks=]'' 1st mix had the player's Excite Gauge start off empty and the player had to end the song with it above a certain level (marked by a red zone) to clear a song, much like in ''VideoGame/{{beatmania}} IIDX'' or ''VideoGame/PopNMusic'' (generally tougher, albeit the player cannot fail mid-song). This was changed for 2nd mix and even the home version of 1st mix to simply require the gauge to not deplete during the song a la ''VideoGame/DanceDanceRevolution''.
to:
** In contrast to the usual Excite Gauge where the player fails when it runs out, ''[=GuitarFreaks=]'' 1st mix had an operator setting in its international releases to have the player's Excite Gauge start off empty and the player had to end the song with it above a certain level (marked by a red zone) to clear a song, much like in ''VideoGame/{{beatmania}} IIDX'' or ''VideoGame/PopNMusic'' (generally tougher, albeit the player cannot fail mid-song). This was changed for 2nd mix and even the home version of 1st mix to simply require the gauge to not deplete during the song a la ''VideoGame/DanceDanceRevolution''.mid-song).
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Changed line(s) 32 (click to see context) from:
*** The games also did not freely allow the player to select any song, on any difficulty, until 5th/4th. ''[=DrumMania=]'' locked the player into playing the same difficulty on every song; ''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which split up the songlist into easier/harder songs [[note]]In Normal mode, all songs are on what is the modern Basic difficulty. In Expert mode, songs that also appeared in Normal mode are on Advanced difficulty, while others are on Basic difficulty. Applying the "Extreme" modifier bumps the difficulty up a level to modern Extreme or Advanced difficulty, respectively.[[/note]], and an Extreme+ mode which forced playing every song on what is now the Extreme difficulty.
to:
*** The games also did not freely allow the player to select any song, on any difficulty, until 5th/4th. ''[=DrumMania=]'' locked the player into playing the same difficulty on every song; ''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which split up the songlist into easier/harder songs [[note]]In Normal mode, all songs are on what is the modern Basic difficulty. In Expert mode, songs that also appeared in Normal mode are on Advanced difficulty, while others are on Basic difficulty. Applying the "Extreme" modifier bumps the difficulty up a level to one level, so on Normal mode everything will be the modern Extreme or Advanced difficulty, respectively.and on Expert mode, everything will be modern Advanced or Extreme difficulty.[[/note]], and an Extreme+ mode which forced playing every song on what is now the Extreme difficulty.
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Changed line(s) 71 (click to see context) from:
* UncommonTime: The infamous boss song DAY DREAM uses the rather uncommon time signatures of 17/16 and 15/16.
to:
* UncommonTime: The infamous boss song DAY DREAM uses the rather uncommon time signatures of 17/16 17/16, 16/16, and 15/16 [[note]]The main part of the song cycles between 17/16, two bars of 16/16, and one bar of 15/16.[[/note]].
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Changed line(s) 71 (click to see context) from:
* UncommonTime: The infamous boss song DAY DREAM uses a rather uncommon time signature of 17/16.
to:
* UncommonTime: The infamous boss song DAY DREAM uses a the rather uncommon time signature signatures of 17/16.17/16 and 15/16.
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Added DiffLines:
* UncommonTime: The infamous boss song DAY DREAM uses a rather uncommon time signature of 17/16.
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Changed line(s) 27 (click to see context) from:
** ''[=GuitarFreaks=]'' 1st mix had the player's Excite Gauge start off empty and the player had to end the song with it above a certain level (marked by a red zone) to clear a song, much like in ''VideoGame/{{beatmania}} IIDX'' or ''VideoGame/PopNMusic''. This was changed for 2nd mix and even the home version of 1st mix to simply require the gauge to not deplete during the song a la ''VideoGame/DanceDanceRevolution''.
to:
** ''[=GuitarFreaks=]'' 1st mix had the player's Excite Gauge start off empty and the player had to end the song with it above a certain level (marked by a red zone) to clear a song, much like in ''VideoGame/{{beatmania}} IIDX'' or ''VideoGame/PopNMusic''.''VideoGame/PopNMusic'' (generally tougher, albeit the player cannot fail mid-song). This was changed for 2nd mix and even the home version of 1st mix to simply require the gauge to not deplete during the song a la ''VideoGame/DanceDanceRevolution''.
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Changed line(s) 54 (click to see context) from:
* MiniGameCredits: Boss songs in early games (King G in [=GF2=], Say What You Mean in [=GF3=], DAY DREAM in [=GF4/DM3=]) have credit rolls in their videos in the mix they debuted in, but are removed from subsequent mixes.
to:
* MiniGameCredits: Boss songs in early games (King (LUCKY?STAFF in [=GF1=], King G in [=GF2=], Say What You Mean in [=GF3=], DAY DREAM in [=GF4/DM3=]) have credit rolls in their videos in the mix they debuted in, but are removed from subsequent mixes.
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Changed line(s) 54 (click to see context) from:
* MiniGameCredits: Boss songs in early games (King G in GF2, Say What You Mean in GF3, DAY DREAM in GF4/DM3) have credit rolls in their videos in the mix they debuted in, but are removed from subsequent mixes.
to:
* MiniGameCredits: Boss songs in early games (King G in GF2, [=GF2=], Say What You Mean in GF3, [=GF3=], DAY DREAM in GF4/DM3) [=GF4/DM3=]) have credit rolls in their videos in the mix they debuted in, but are removed from subsequent mixes.
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Changed line(s) 54 (click to see context) from:
* MiniGameCredits: "DAY DREAM", the encore stage of 4th/3rd, had a credits roll in its video. Later games removed the credits.
to:
* MiniGameCredits: "DAY DREAM", the encore stage of 4th/3rd, had a credits roll Boss songs in its video. Later early games (King G in GF2, Say What You Mean in GF3, DAY DREAM in GF4/DM3) have credit rolls in their videos in the mix they debuted in, but are removed the credits.from subsequent mixes.
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Changed line(s) 32 (click to see context) from:
*** The games also did not freely allow the player to select any song, on any difficulty, until 5th/4th. ''[=DrumMania=]'' locked the player into playing the same difficulty on every song; ''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which split up the songlist into easier/harder songs [[note]]Charts would be on Basic difficulty unless the song appears in both the Normal and Expert modes, in which case they would be on Advanced difficulty in Expert mode. Applying the "Extreme" modifier bumped the difficulty up by one level.[[/note]], and an Extreme+ mode which forced playing every song on what became the Extreme difficulty.
to:
*** The games also did not freely allow the player to select any song, on any difficulty, until 5th/4th. ''[=DrumMania=]'' locked the player into playing the same difficulty on every song; ''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which split up the songlist into easier/harder songs [[note]]Charts would be on Basic difficulty unless the song appears in both the [[note]]In Normal and mode, all songs are on what is the modern Basic difficulty. In Expert modes, mode, songs that also appeared in which case they would be Normal mode are on Advanced difficulty in Expert mode. difficulty, while others are on Basic difficulty. Applying the "Extreme" modifier bumped bumps the difficulty up by one level.a level to modern Extreme or Advanced difficulty, respectively.[[/note]], and an Extreme+ mode which forced playing every song on what became is now the Extreme difficulty.
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Changed line(s) 32 (click to see context) from:
*** The games also did not freely allow the player to select any song, on any difficulty, until 5th/4th. ''[=DrumMania=]'' locked the player into playing the same difficulty on every song; ''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which split up the songlist into easier/harder songs.
to:
*** The games also did not freely allow the player to select any song, on any difficulty, until 5th/4th. ''[=DrumMania=]'' locked the player into playing the same difficulty on every song; ''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which split up the songlist into easier/harder songs.songs [[note]]Charts would be on Basic difficulty unless the song appears in both the Normal and Expert modes, in which case they would be on Advanced difficulty in Expert mode. Applying the "Extreme" modifier bumped the difficulty up by one level.[[/note]], and an Extreme+ mode which forced playing every song on what became the Extreme difficulty.
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Changed line(s) 32 (click to see context) from:
*** The player also could not freely choose between the three difficulties in early mixes. ''[=DrumMania=]'' locked the player into playing the same difficulty for the entire duration of their game. ''[=GuitarFreaks=]'' would allow cycling between Normal and Extreme in most modes, but Extreme+ is its own separate mode, thus locking the player into playing every song on that difficulty. [[note]]''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which mostly split the song list into easier and harder songs (though if a song appears in both modes, the Expert version corresponds to Advanced), as well as an unlockable "Free Select" mode. Any of these modes could be played on Normal or Extreme chart difficulty, with Extreme requiring a code that could be input (or cancelled) either on mode select or song select screens. The Extreme+ code has to be entered on the mode select screen to unlock Extreme+ as its own mode (with also an Extreme+ Bonus Track counterpart). In those cases, all songs have to be played on Extreme+ difficulty for the duration of the credit.[[/note]]
to:
*** The player games also could did not freely choose between allow the three difficulties in early mixes. player to select any song, on any difficulty, until 5th/4th. ''[=DrumMania=]'' locked the player into playing the same difficulty for the entire duration of their game. on every song; ''[=GuitarFreaks=]'' would allow cycling between Normal and Extreme in most modes, but Extreme+ is its own separate mode, thus locking the player into playing every song on that difficulty. [[note]]''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which mostly split up the song list songlist into easier and harder songs (though if a song appears in both modes, the Expert version corresponds to Advanced), as well as an unlockable "Free Select" mode. Any of these modes could be played on Normal or Extreme chart difficulty, with Extreme requiring a code that could be input (or cancelled) either on mode select or song select screens. The Extreme+ code has to be entered on the mode select screen to unlock Extreme+ as its own mode (with also an Extreme+ Bonus Track counterpart). In those cases, all songs have to be played on Extreme+ difficulty for the duration of the credit.[[/note]]easier/harder songs.
Changed line(s) 37 (click to see context) from:
** Through GF 4th mix, the gameplay instructions are spoken in English during the "How to Play" sequence... even though the on-screen instructions are in Japanese in 2nd-4th.
to:
** Through GF 4th mix, the The gameplay instructions are spoken in English during the "How to Play" sequence... sequence on many iterations... even though the on-screen instructions are in Japanese Japanese. This happens in 2nd-4th.GF 2nd-4th, and in both GF and DM in the V series.
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Changed line(s) 37 (click to see context) from:
** Through GF 4th mix, the gameplay instructions are spoken in English during the "How to Play" sequence.
to:
** Through GF 4th mix, the gameplay instructions are spoken in English during the "How to Play" sequence.sequence... even though the on-screen instructions are in Japanese in 2nd-4th.
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Changed line(s) 36 (click to see context) from:
** GF 3rd mix, the first mix to feature licensed covers (and in GF's case, all classic Western rock songs), had karaoke lyrics displayed for these songs. This was the only mix to display these lyrics.
to:
** GF 3rd mix, the first mix to feature licensed covers (and in GF's case, all classic Western rock songs), had karaoke lyrics displayed for these songs. This was a couple songs in the only mix to display these lyrics.videos.
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Changed line(s) 32 (click to see context) from:
*** The player also could not freely choose between the three difficulties in early mixes. ''[=DrumMania=]'' locked the player into playing the same difficulty for the entire duration of their game. ''[=GuitarFreaks=]'' would allow cycling between Normal and Extreme in most modes, but Extreme+ is its own separate mode, thus locking the player into playing every song on that difficulty. [[note]]''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which mostly split the song list into easier and harder songs, as well as an unlockable "Free Select" mode. Any of these modes could be played on Normal or Extreme chart difficulty, with Extreme requiring a code that could be input (or cancelled, to go back to Normal difficulty) either on mode select or song select screens. The Extreme+ code had to be entered on the mode select screen to unlock Extreme+ as its own mode (with also an Extreme+ Bonus Track counterpart). In those cases, all songs have to be played on Extreme+ difficulty for the duration of the credit.[[/note]]
to:
*** The player also could not freely choose between the three difficulties in early mixes. ''[=DrumMania=]'' locked the player into playing the same difficulty for the entire duration of their game. ''[=GuitarFreaks=]'' would allow cycling between Normal and Extreme in most modes, but Extreme+ is its own separate mode, thus locking the player into playing every song on that difficulty. [[note]]''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which mostly split the song list into easier and harder songs, songs (though if a song appears in both modes, the Expert version corresponds to Advanced), as well as an unlockable "Free Select" mode. Any of these modes could be played on Normal or Extreme chart difficulty, with Extreme requiring a code that could be input (or cancelled, to go back to Normal difficulty) cancelled) either on mode select or song select screens. The Extreme+ code had has to be entered on the mode select screen to unlock Extreme+ as its own mode (with also an Extreme+ Bonus Track counterpart). In those cases, all songs have to be played on Extreme+ difficulty for the duration of the credit.[[/note]]
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Changed line(s) 32,33 (click to see context) from:
*** The player also could not freely choose between the three difficulties in early mixes. ''[=DrumMania=]'' locked the player into playing the same difficulty for the entire duration of their game. ''[=GuitarFreaks=]'' would allow cycling between Normal and Extreme in most modes, but Extreme+ is its own separate mode, thus locking the player into it.
*** ''[=GuitarFreaks=]'' also had "Normal" and "Expert" modes which mostly served no purpose other than to split up the songlist into easier and harder songs (no real relation to the Normal/Extreme/Extreme+ difficulties). The player could even enter a code to enter "Free Select" mode, which would display the full songlist and allow play on Normal or Extreme.
*** ''[=GuitarFreaks=]'' also had "Normal" and "Expert" modes which mostly served no purpose other than to split up the songlist into easier and harder songs (no real relation to the Normal/Extreme/Extreme+ difficulties). The player could even enter a code to enter "Free Select" mode, which would display the full songlist and allow play on Normal or Extreme.
to:
*** The player also could not freely choose between the three difficulties in early mixes. ''[=DrumMania=]'' locked the player into playing the same difficulty for the entire duration of their game. ''[=GuitarFreaks=]'' would allow cycling between Normal and Extreme in most modes, but Extreme+ is its own separate mode, thus locking the player into it.
*** ''[=GuitarFreaks=]'' alsoplaying every song on that difficulty. [[note]]''[=GuitarFreaks=]'' had "Normal" and "Expert" modes which mostly served no purpose other than to split up the songlist song list into easier and harder songs (no real relation to the Normal/Extreme/Extreme+ difficulties). The player could even enter a code to enter songs, as well as an unlockable "Free Select" mode, which would display the full songlist and allow play mode. Any of these modes could be played on Normal or Extreme.Extreme chart difficulty, with Extreme requiring a code that could be input (or cancelled, to go back to Normal difficulty) either on mode select or song select screens. The Extreme+ code had to be entered on the mode select screen to unlock Extreme+ as its own mode (with also an Extreme+ Bonus Track counterpart). In those cases, all songs have to be played on Extreme+ difficulty for the duration of the credit.[[/note]]
*** ''[=GuitarFreaks=]'' also
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Changed line(s) 19 (click to see context) from:
* DifficultySpike: The first [=GuitarFreaks=] had a relatively noticeable one for beginners by nature of not having many songs, and also not allowing players to select songs twice. After most likely playing "Cutie pie" and "Chicago Blue", the player had to select from the much tougher and faster remaining four songs as their final stage.
to:
* DifficultySpike: The first [=GuitarFreaks=] had a relatively noticeable one for beginners by nature of not having many songs, and also not allowing players to select songs twice.play a song more than once per credit. After most likely playing "Cutie pie" and "Chicago Blue", the player had to select from the much tougher and faster remaining four songs as their final stage.
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Changed line(s) 32 (click to see context) from:
*** The player also could not freely choose between the three difficulties. ''[=DrumMania=]'' locked the player into playing the same difficulty for the entire duration of their game. ''[=GuitarFreaks=]'' would allow cycling between Normal and Extreme in most modes, but Extreme+ is its own separate mode, thus locking the player into it.
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*** The player also could not freely choose between the three difficulties.difficulties in early mixes. ''[=DrumMania=]'' locked the player into playing the same difficulty for the entire duration of their game. ''[=GuitarFreaks=]'' would allow cycling between Normal and Extreme in most modes, but Extreme+ is its own separate mode, thus locking the player into it.it.
*** ''[=GuitarFreaks=]'' also had "Normal" and "Expert" modes which mostly served no purpose other than to split up the songlist into easier and harder songs (no real relation to the Normal/Extreme/Extreme+ difficulties). The player could even enter a code to enter "Free Select" mode, which would display the full songlist and allow play on Normal or Extreme.
*** ''[=GuitarFreaks=]'' also had "Normal" and "Expert" modes which mostly served no purpose other than to split up the songlist into easier and harder songs (no real relation to the Normal/Extreme/Extreme+ difficulties). The player could even enter a code to enter "Free Select" mode, which would display the full songlist and allow play on Normal or Extreme.
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*** The player also could not freely choose between the three difficulties. ''[=DrumMania=]'' locked the player into playing the same difficulty for the entire duration of their game. ''[=GuitarFreaks=]'' would allow cycling between Normal and Extreme in most modes, but Extreme+ is its own separate mode, thus locking the player into it.