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* RankInflation: Pretty bad in this game. To illustrate, the grade for getting an Achievement Rate between 70% (minimum needed to clear the song) and 80% is an '''A'''. [[TheBGrade A 'B' grade is considered failing!]]
to:
* RankInflation: Pretty bad in this game. To illustrate, the grade for getting an Achievement Rate between 70% (minimum needed to clear the song) and 80% is an '''A'''. [[TheBGrade A 'B' In other words, ''a B grade is considered failing!]] grounds for a GameOver.''
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* RankInflation: Pretty bad in this game. To illustrate, the grade for getting an Achievement Rate between 70% (minimum needed to clear the song) and 80% is an '''A'''.
to:
* RankInflation: Pretty bad in this game. To illustrate, the grade for getting an Achievement Rate between 70% (minimum needed to clear the song) and 80% is an '''A'''. [[TheBGrade A 'B' grade is considered failing!]]
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* RankInflation: Pretty bad in this game. To illustrate, the grade for getting an Achievement Rate between 70% (minimum needed to clear the song) and 80% is an '''A'''.
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* LifeMeter:
** Averted in the first game. If you simply win or achieve a grade of A or higher, you will clear the stage; failing either of these conditions leads to a GameOver.
** Played straight from ''limelight'' onwards with the "Achievement Rate" system; hitting notes will increase the gauge and when you hit the gauge quota, the screen turns gold; finishing with a gold screen will take you to the next stage regardless of whether you win or lose to your opponent.
*** As of ''colette'', you can change the gauge behavior, having it show your ratio of earned achivement points over maximum points so far rather than over maximum points for the whole song, making it behavior more like a traditional lifebar.
** Averted in the first game. If you simply win or achieve a grade of A or higher, you will clear the stage; failing either of these conditions leads to a GameOver.
** Played straight from ''limelight'' onwards with the "Achievement Rate" system; hitting notes will increase the gauge and when you hit the gauge quota, the screen turns gold; finishing with a gold screen will take you to the next stage regardless of whether you win or lose to your opponent.
*** As of ''colette'', you can change the gauge behavior, having it show your ratio of earned achivement points over maximum points so far rather than over maximum points for the whole song, making it behavior more like a traditional lifebar.
to:
* LifeMeter:
** Averted inLifeMeter: Averted. You simply need an Achievement Rate of 70% or higher to clear the song. In the first game. If you simply win or achieve ''REFLEC BEAT'', defeating your opponent also results in a grade of A or higher, you will clear the stage; failing either of these conditions leads to a GameOver.
** Played straight from ''limelight'' onwards with the "Achievement Rate" system; hitting notes will increase the gauge and when you hit the gauge quota, the screen turns gold; finishing with a gold screen will take you to the nextstage regardless of whether you win or lose to your opponent.
*** As of ''colette'', you can change the gauge behavior, having it show your ratio of earned achivement points over maximum points so far rather than over maximum points for the whole song, making it behavior more like a traditional lifebar.clear.
** Averted in
** Played straight from ''limelight'' onwards with the "Achievement Rate" system; hitting notes will increase the gauge and when you hit the gauge quota, the screen turns gold; finishing with a gold screen will take you to the next
*** As of ''colette'', you can change the gauge behavior, having it show your ratio of earned achivement points over maximum points so far rather than over maximum points for the whole song, making it behavior more like a traditional lifebar.
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*** As of ''colette'', you can change the gauge behavior, having it show your ratio of earned achivement points over maximum points so far rather than over maximum points for the whole song, making it behavior more like a traditional lifebar.
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* SeasonalBaggage: ''colette'' has four different seasonal phases depending on the current real-world season, each with its own set of new songs and unlock systems.
to:
* SeasonalBaggage: ''colette'' has four different seasonal phases depending on the current real-world season, each with its own set of new songs and unlock systems.systems.
* SequelDifficultySpike: The first game has no Top markers on Basic, and two on Medium and Hard. ''limelight'' adds two Top markers on Basic, and a third one on Hard.
* SequelDifficultySpike: The first game has no Top markers on Basic, and two on Medium and Hard. ''limelight'' adds two Top markers on Basic, and a third one on Hard.
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''colette'' is divided into four seasonal phases, each with own new songs, unlock system, and removed songs:
to:
''colette'' is divided into four seasonal phases, each with its own new songs, unlock system, and removed songs:
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* ''REFLEC BEAT colette'' (2012), which is divided into four seasonal phases:
to:
* ''REFLEC BEAT colette'' (2012), which (2012) \\
''colette'' is divided into four seasonalphases:phases, each with own new songs, unlock system, and removed songs:
''colette'' is divided into four seasonal
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* ''REFLEC BEAT colette'' (2012)
** Notably, ''colette'' has a seasonal system, which presumably will involve unlock events. Currently, ''colette'' is in Spring season.
** Notably, ''colette'' has a seasonal system, which presumably will involve unlock events. Currently, ''colette'' is in Spring season.
to:
* ''REFLEC BEAT colette'' (2012)
** Notably, ''colette'' has a(2012), which is divided into four seasonal system, which presumably will involve unlock events. Currently, ''colette'' is in phases:
** Winter (December 2012 - March 2013)
** Springseason.
(March 2013 - ???)
** Notably, ''colette'' has a
** Winter (December 2012 - March 2013)
** Spring
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* SeasonalBaggage: ''colette'' has four differnet seasonal phases depending on the current real-world season, each with its own set of new songs and unlock systems.
to:
* SeasonalBaggage: ''colette'' has four differnet different seasonal phases depending on the current real-world season, each with its own set of new songs and unlock systems.
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** Notably, ''colette'' has a seasonal system, which presumably will involve unlock events. Currently, ''colette'' is in Winter season.
to:
** Notably, ''colette'' has a seasonal system, which presumably will involve unlock events. Currently, ''colette'' is in Winter Spring season.
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* ScoringPoints: 3 points for getting a "JUST" judgement on an object, 2 for a "GREAT", 1 for a "GOOD", and -3 for a "MISS". In addition, performing a Just Reflec will add an extra 10 points[[hottip:*:Since you must get a JUST to Just Reflec an object, this means 13 points total]], and missing a Just Reflec object targeted at you will deduct 10 extra points[[hottip:*:Since missing an object inherently takes off 3 points, this is a 13-point penalty in total]]. In addition, you get huge bonuses for clearing a song with only 1 or 2 misses, or getting a [[NoDamageRun Full Combo]].
to:
* ScoringPoints: 3 points for getting a "JUST" judgement on an object, 2 for a "GREAT", 1 for a "GOOD", and -3 for a "MISS". In addition, performing a Just Reflec will add an extra 10 points[[hottip:*:Since you must get a JUST to Just Reflec an object, this means 13 points total]], and missing a Just Reflec object targeted at you will deduct 10 extra points[[hottip:*:Since missing an object inherently takes off 3 points, this is a 13-point penalty in total]]. In addition, you get huge bonuses for clearing a song with only 1 or 2 misses, or getting a [[NoDamageRun Full Combo]].Combo]].
* SeasonalBaggage: ''colette'' has four differnet seasonal phases depending on the current real-world season, each with its own set of new songs and unlock systems.
* SeasonalBaggage: ''colette'' has four differnet seasonal phases depending on the current real-world season, each with its own set of new songs and unlock systems.
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Despite the game mechanics, a ''REFLEC BEAT'' cabinet is not actually a two-player cabinet; two linked cabinets are required to play local multiplayer. However, the iOS version allows two players facing each other to play multiplayer locally.
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Despite the game mechanics, a ''REFLEC BEAT'' cabinet is not actually a two-player cabinet; two linked cabinets are required to play local multiplayer. However, the iOS version allows two players facing each other to play multiplayer locally.
locally on a single device.
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* ''REFLEC BEAT +'' (iOS (International), 2012) \\
to:
* ''REFLEC BEAT +'' (iOS (International), 2012) \\2012)
** Trails the Japanese version on updates, and if its sibling game ''[[{{jubeat}} jukebeat]]'' is of any indication, will most likely have different licensed songs.
** Trails the Japanese version on updates, and if its sibling game ''[[{{jubeat}} jukebeat]]'' is of any indication, will most likely have different licensed songs.
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''REFLEC BEAT'' has undergone three arcade installments [[NoExportForYou in Japan]], as well as a release for iOS devices both in Japan and overseas. The arcade version has you unlock songs, which requries an e-Amusement Pass, while the iOS version runs on a {{Freemium}} model; the game itself is free, but you only get three songs and obtaining more songs requires purchasing song packs.
to:
''REFLEC BEAT'' has undergone three arcade installments [[NoExportForYou in Japan]], as well as a release for iOS devices both in Japan and overseas. The arcade version has you unlock songs, which requries requires an e-Amusement Pass, while the iOS version runs on a {{Freemium}} model; the game itself is free, but you only get three songs and obtaining more songs requires purchasing song packs.
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''REFLEC BEAT'' has undergone three arcade installments [[NoExportForYou in Japan]], as well as a release for iOS devices both in Japan and overseas.
to:
''REFLEC BEAT'' has undergone three arcade installments [[NoExportForYou in Japan]], as well as a release for iOS devices both in Japan and overseas.
overseas. The arcade version has you unlock songs, which requries an e-Amusement Pass, while the iOS version runs on a {{Freemium}} model; the game itself is free, but you only get three songs and obtaining more songs requires purchasing song packs.
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The games run on a {{Freemium}} model; the games themselves are free, but you only get three songs and must purchase the rest through song packs.
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Despite the game mechanics, a ''REFLEC BEAT'' cabinet is not actually a two-player cabinet; two linked cabinets are required to play local multiplayer. However, the iOS version allows two players facing each other to play multiplayer locally.
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* ColorCodedForYourConvenience: In games that incorporate the [[LifeMeter Achievement Rate]] system, the screen will glow if you have a passing gauge.
to:
* ColorCodedForYourConvenience: In games that incorporate the [[LifeMeter Achievement Rate]] system, the screen background will glow if you have a passing gauge.
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* ColorCodedForYourConvenience: In games that incorporate the [[LifeMeter Achievement Rate]] system, the screen will glow if you have a passing gauge.
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* ScoringPoints: 3 points for getting a "JUST" judgement on an object, 2 for a "GREAT", 1 for a "GOOD", and -3 for a "MISS". In addition, performing a Just Reflec will add an extra 10 points[[hottip:*:Since you must get a JUST to Just Reflec an object, this means 13 points total]], and missing a Just Reflec object targeted at you will deduct 10 extra points[[hottip:*:Since missing a Just Reflec object takes off 3 points, this is a 13-point penalty in total]]. In addition, you get huge bonuses for clearing a song with only 1 or 2 misses, or getting a [[NoDamageRun Full Combo]].
to:
* ScoringPoints: 3 points for getting a "JUST" judgement on an object, 2 for a "GREAT", 1 for a "GOOD", and -3 for a "MISS". In addition, performing a Just Reflec will add an extra 10 points[[hottip:*:Since you must get a JUST to Just Reflec an object, this means 13 points total]], and missing a Just Reflec object targeted at you will deduct 10 extra points[[hottip:*:Since missing a Just Reflec an object inherently takes off 3 points, this is a 13-point penalty in total]]. In addition, you get huge bonuses for clearing a song with only 1 or 2 misses, or getting a [[NoDamageRun Full Combo]].
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* ScoringPoints: 3 points for getting a "JUST" judgement on an object, 2 for a "GREAT", 1 for a "GOOD", and -3 for a "MISS". In addition, performing a Just Reflec will add 10 points, and missing a Just Reflec object targeted at you will deduct 10 points.
to:
* ScoringPoints: 3 points for getting a "JUST" judgement on an object, 2 for a "GREAT", 1 for a "GOOD", and -3 for a "MISS". In addition, performing a Just Reflec will add an extra 10 points, points[[hottip:*:Since you must get a JUST to Just Reflec an object, this means 13 points total]], and missing a Just Reflec object targeted at you will deduct 10 points.extra points[[hottip:*:Since missing a Just Reflec object takes off 3 points, this is a 13-point penalty in total]]. In addition, you get huge bonuses for clearing a song with only 1 or 2 misses, or getting a [[NoDamageRun Full Combo]].
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* AttackReflector: You automatically reflect gold objects, but you can also perform a "Just Reflec" attack to make reflected objects bounce back at a wide angle and gain extra points.
to:
* AttackReflector: You automatically reflect gold objects, but you can also perform a "Just Reflec" attack to make reflected objects bounce back at a wide angle and gain extra points. In addition, Just Reflec objects will cause the opponent to lose extra points if they miss the object; if ''you'' are on the receiving end of a Just Reflec attack, watch out!
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** Played straight from ''limelight'' onwards with the "Achievement Rate" system; hitting notes will increase the gauge and when you hit the gauge quota, the screen turns gold; finishing with a gold screen will take you to the next stage regardless of whether you win or lose to your opponent.
to:
** Played straight from ''limelight'' onwards with the "Achievement Rate" system; hitting notes will increase the gauge and when you hit the gauge quota, the screen turns gold; finishing with a gold screen will take you to the next stage regardless of whether you win or lose to your opponent.opponent.
* ScoringPoints: 3 points for getting a "JUST" judgement on an object, 2 for a "GREAT", 1 for a "GOOD", and -3 for a "MISS". In addition, performing a Just Reflec will add 10 points, and missing a Just Reflec object targeted at you will deduct 10 points.
* ScoringPoints: 3 points for getting a "JUST" judgement on an object, 2 for a "GREAT", 1 for a "GOOD", and -3 for a "MISS". In addition, performing a Just Reflec will add 10 points, and missing a Just Reflec object targeted at you will deduct 10 points.
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[[caption-width-right:266:What if ''VideoGame/{{Pong}}'' and ''VideoGame/{{beatmania}}'' [[XMeetsY had a baby]]?]]
to:
[[caption-width-right:266:What if ''VideoGame/{{Pong}}'' air hockey and ''VideoGame/{{beatmania}}'' [[XMeetsY had a baby]]?]]
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The series is a little like ''VideoGame/{{Pong}}'' with RhythmGame elements: the game screen is laid out in vertical symmetry, with you on the bottom side and your opponent on the top. Circular objects travel towards a judgement line or one of three "top" targets on the player's end of the screen, and you must hit these objects as they reach the line or the targets. Gold-accented objects will reflect back towards the opponent's side, while black-accented ones will simply disappear. As the player hits objects, a "Just Reflec" gauge builds up; when one of its segments is full, the player can "flick" gold objects to perform a Just Reflec, causing the object to reflec back at a high speed and a wide angle, making it harder for the player to hit successfully. Hitting objects will increase score, while missing objects will decrease it. The player with the highest score at the end of the song wins. The game is simple to learn, but [[NintendoHard hard to master]].
to:
The series is a little like ''VideoGame/{{Pong}}'' or air hockey with RhythmGame elements: the game screen is laid out in vertical symmetry, with you on the bottom side and your opponent on the top. Circular objects travel towards a judgement line or one of three "top" targets on the player's end of the screen, and you must hit these objects as they reach the line or the targets. Gold-accented objects will reflect back towards the opponent's side, while black-accented ones will simply disappear. As the player hits objects, a "Just Reflec" gauge builds up; when one of its segments is full, the player can "flick" gold objects to perform a Just Reflec, causing the object to reflec back at a high speed and a wide angle, making it harder for the player to hit successfully. Hitting objects will increase score, while missing objects will decrease it. The player with the highest score at the end of the song wins. The game is simple to learn, but [[NintendoHard hard to master]].
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* HarderThanHard: ''limelight'' increases the maximum difficulty from 10 to "10+".
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** Played straight from ''Limelight'' onwards with the "Achievement Rate" system; hitting notes will increase the gauge and when you hit the gauge quota, the screen turns gold; finishing with a gold screen will take you to the next stage regardless of whether you win or lose to your opponent.
to:
** Played straight from ''Limelight'' ''limelight'' onwards with the "Achievement Rate" system; hitting notes will increase the gauge and when you hit the gauge quota, the screen turns gold; finishing with a gold screen will take you to the next stage regardless of whether you win or lose to your opponent.
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[[caption-width-right:266:What if ''VideoGame/{{Pong}}'' and ''VideoGame/{{beatmania}}'' [{XMeetsY had a baby]]?]]
to:
[[caption-width-right:266:What if ''VideoGame/{{Pong}}'' and ''VideoGame/{{beatmania}}'' [{XMeetsY [[XMeetsY had a baby]]?]]
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** Notably, ''colette'' has a seasonal system
to:
** Notably, ''colette'' has a seasonal system
system, which presumably will involve unlock events. Currently, ''colette'' is in Winter season.
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[[caption-width-right:266:What if ''VideoGame/{{Pong}}'' and ''VideoGame/{{beatmania}}'' had a baby?]]
to:
[[caption-width-right:266:What if ''VideoGame/{{Pong}}'' and ''VideoGame/{{beatmania}}'' [{XMeetsY had a baby?]]baby]]?]]
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[[quoteright:266:http://static.tvtropes.org/pmwiki/pub/images/reflec_4459.jpg]]
[[caption-width-right:266:What if ''VideoGame/{{Pong}}'' and ''VideoGame/{{beatmania}}'' had a baby?]]
[[caption-width-right:266:What if ''VideoGame/{{Pong}}'' and ''VideoGame/{{beatmania}}'' had a baby?]]
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The series plays like a mixture of ''beatmania'' and ''VideoGame/{{Pong}}'': the game screen is laid out in vertical symmetry, with you on the bottom side and your opponent on the top. Circular objects travel towards a judgement line or one of three "top" targets on the player's end of the screen, and you must hit these objects as they reach the line or the targets. Gold-accented objects will reflect back towards the opponent's side, while black-accented ones will simply disappear. As the player hits objects, a "Just Reflec" gauge builds up; when one of its segments is full, the player can "flick" gold objects to perform a Just Reflec, causing the object to reflec back at a high speed and a wide angle, making it harder for the player to hit successfully. Hitting objects will increase score, while missing objects will decrease it. The player with the highest score at the end of the song wins. The game is simple to learn, but [[NintendoHard hard to master]].
to:
The series plays is a little like a mixture of ''beatmania'' and ''VideoGame/{{Pong}}'': ''VideoGame/{{Pong}}'' with RhythmGame elements: the game screen is laid out in vertical symmetry, with you on the bottom side and your opponent on the top. Circular objects travel towards a judgement line or one of three "top" targets on the player's end of the screen, and you must hit these objects as they reach the line or the targets. Gold-accented objects will reflect back towards the opponent's side, while black-accented ones will simply disappear. As the player hits objects, a "Just Reflec" gauge builds up; when one of its segments is full, the player can "flick" gold objects to perform a Just Reflec, causing the object to reflec back at a high speed and a wide angle, making it harder for the player to hit successfully. Hitting objects will increase score, while missing objects will decrease it. The player with the highest score at the end of the song wins. The game is simple to learn, but [[NintendoHard hard to master]].
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[[folder:Games in the series]]
[[AC:Arcade versions]]
* ''REFLEC BEAT'' (2010)
* ''REFLEC BEAT limelight'' (2011)
* ''REFLEC BEAT colette'' (2012)
** Notably, ''colette'' has a seasonal system
[[AC:Consumer versions]]
* ''REFLEC BEAT plus'' (iOS (Japan), 2011)
* ''REFLEC BEAT +'' (iOS (International), 2012) \\
The games run on a {{Freemium}} model; the games themselves are free, but you only get three songs and must purchase the rest through song packs.
[[/folder]]
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Starting the page. Kinda tough to write for a game I\'ve never played (but really want to).
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'''REFLEC BEAT''' is one of Konami's {{Bemani}} RhythmGame series.
The series plays like a mixture of ''beatmania'' and ''VideoGame/{{Pong}}'': the game screen is laid out in vertical symmetry, with you on the bottom side and your opponent on the top. Circular objects travel towards a judgement line or one of three "top" targets on the player's end of the screen, and you must hit these objects as they reach the line or the targets. Gold-accented objects will reflect back towards the opponent's side, while black-accented ones will simply disappear. As the player hits objects, a "Just Reflec" gauge builds up; when one of its segments is full, the player can "flick" gold objects to perform a Just Reflec, causing the object to reflec back at a high speed and a wide angle, making it harder for the player to hit successfully. Hitting objects will increase score, while missing objects will decrease it. The player with the highest score at the end of the song wins. The game is simple to learn, but [[NintendoHard hard to master]].
''REFLEC BEAT'' has undergone three arcade installments [[NoExportForYou in Japan]], as well as a release for iOS devices both in Japan and overseas.
----
!!''REFLEC BEAT'' provides examples of:
* AttackReflector: You automatically reflect gold objects, but you can also perform a "Just Reflec" attack to make reflected objects bounce back at a wide angle and gain extra points.
* LifeMeter:
** Averted in the first game. If you simply win or achieve a grade of A or higher, you will clear the stage; failing either of these conditions leads to a GameOver.
** Played straight from ''Limelight'' onwards with the "Achievement Rate" system; hitting notes will increase the gauge and when you hit the gauge quota, the screen turns gold; finishing with a gold screen will take you to the next stage regardless of whether you win or lose to your opponent.
The series plays like a mixture of ''beatmania'' and ''VideoGame/{{Pong}}'': the game screen is laid out in vertical symmetry, with you on the bottom side and your opponent on the top. Circular objects travel towards a judgement line or one of three "top" targets on the player's end of the screen, and you must hit these objects as they reach the line or the targets. Gold-accented objects will reflect back towards the opponent's side, while black-accented ones will simply disappear. As the player hits objects, a "Just Reflec" gauge builds up; when one of its segments is full, the player can "flick" gold objects to perform a Just Reflec, causing the object to reflec back at a high speed and a wide angle, making it harder for the player to hit successfully. Hitting objects will increase score, while missing objects will decrease it. The player with the highest score at the end of the song wins. The game is simple to learn, but [[NintendoHard hard to master]].
''REFLEC BEAT'' has undergone three arcade installments [[NoExportForYou in Japan]], as well as a release for iOS devices both in Japan and overseas.
----
!!''REFLEC BEAT'' provides examples of:
* AttackReflector: You automatically reflect gold objects, but you can also perform a "Just Reflec" attack to make reflected objects bounce back at a wide angle and gain extra points.
* LifeMeter:
** Averted in the first game. If you simply win or achieve a grade of A or higher, you will clear the stage; failing either of these conditions leads to a GameOver.
** Played straight from ''Limelight'' onwards with the "Achievement Rate" system; hitting notes will increase the gauge and when you hit the gauge quota, the screen turns gold; finishing with a gold screen will take you to the next stage regardless of whether you win or lose to your opponent.