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** The final unlock of ''tricoro''[='=]s "Our War of the Worlds" event, which appears to be the game's final unlock event, runs on a lifebar that is damaged every time the player plays through the game. Fortunately, the lifebar was shared by all players on the network. Unfortunately, not only was the unlock tedious, [[LevelGrinding taking many days to unlock even just the Normal chart]], but the unlock song itself, Kyatorare Koi wa Mo~moku, is a cartoony "denpa" song that many players consider to be highly annoying, or at the least, [[SoundtrackDissonance not fitting]] as the FinalBoss song of ''tricoro''.

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** The final unlock of ''tricoro''[='=]s "Our War of the Worlds" event, which appears to be the game's final unlock event, runs on a lifebar that is damaged every time the player plays through the game. Fortunately, the lifebar was shared by all players on the network. Unfortunately, not only was the unlock tedious, [[LevelGrinding taking many days to unlock even just the Normal chart]], but the unlock song itself, Kyatorare Koi wa Mo~moku, [[https://www.youtube.com/watch?v=s_4v8r0GGGQ キャトられ♥恋はモ~モク]], is a cartoony "denpa" song that many players consider to be highly annoying, or at the least, [[SoundtrackDissonance not fitting]] as the FinalBoss song of ''tricoro''.
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* AccidentalInnuendo: ''beatmania IIDX 23 copula'' is meant to refer to the Latin word "copula", meaning "bond" or "connection" (think "couple"), but English-speaking fans got a giggle out of the fact that it sounds like "copulate".

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* AccidentalInnuendo: ''beatmania IIDX 23 copula'' is meant to refer to the Latin word "copula", meaning "bond" or "connection" (think "couple"), but which is also the root for "copulate". English-speaking fans got a giggle kick out of the fact that it sounds like "copulate".one.

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* TastesLikeDiabetes: Many of the more pop-ish songs in the franchise will inevitably have videos with this trait. Empress as a whole could also count as this, although thankfully it wasn't as bad as many thought it would be.
** Except for [[JustifiedTrope I'm Screaming LOVE]].

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* TastesLikeDiabetes: Many of the more pop-ish songs in the franchise will inevitably have videos with this trait. Empress as a whole could also count as this, although thankfully it wasn't as bad as many thought it would be.
**
be. Except for [[JustifiedTrope I'm Screaming LOVE]].LOVE.



** The presence of these on Dan courses can make them notorious. Examples below:
*** Even as early as 3rd Kyu, the course closer, REINCARNATION, is seriously tricky when put against the 5s that player has faced up to that point.
*** Likewise, Lion Suki for 2nd Kyu. All of the song's charts are clearly rated too low, so the song on its own is an example too.

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** The presence of these on Dan courses can make them notorious. Examples below:
***
Even as early as 3rd Kyu, the course closer, REINCARNATION, is seriously tricky when put against the 5s that player has faced up to that point.
*** Likewise, ** Lion Suki for 2nd Kyu. All of the song's charts are clearly rated too low, so the song on its own is an example too.



*** If you struggle with chords and/or fast streams, Abyss at the end of 2nd Dan is a nightmare.
*** 5th Dan, in contrast with the BreatherLevel beginning, has NEW GENERATION at the end, featuring difficult patterns that are easy to miss on rather than actually hard, as well as chord/scratches, 24ths, and basically no rest.
*** [=THE=] [=SAFARI=], notorious for dashing the hopes of those trying to achieve 7th Dan and having been the final song of the 7th Dan course for many versions now. It has only 900 notes, pretty low for a level 10 chart even considering the song's relatively short length of 90 seconds, but those 900 notes are arranged in very difficult "mash" patterns that will chip away at your Groove Gauge until you likely die, even if you enter the chart with 100%. It's to the point where some players will just skip straight to 8th Dan, finding even "gigadelic" on Hyper (which by the way is rated a ''12''[[note]]more due to the ending than anything else[[/note]]) to be easier than THE SAFARI.
*** gigadelic is a pain in the ass no matter what chart you play. Even on Normal, the chart has a few annoying drumroll sections, and an ending with repeated uses of the 7 key and the turntable, and of course a [[LastNoteNightmare Last Note]] DifficultySpike. It's also rated a 9, making it one of the hardest Normal charts in the entire series. Its Hyper chart is rated a 12 simply because of the ridiculous ending, and has killed many potential 8th Dan players, being the final stage of the 8th Dan course in every arcade IIDX version since ''RED''. ''Rootage'', however, [[RunningGagged is a different story]], substituting it for the first time with [=S!ck=].
*** ''10th Style''[='=]s 8th Dan course is That One Dan Rank due to [[GameBreakingBug the tracks using the Another charts instead of the Hyper charts by mistake.]]

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*** ** If you struggle with chords and/or fast streams, Abyss at the end of 2nd Dan is a nightmare.
*** ** 5th Dan, in contrast with the BreatherLevel beginning, has NEW GENERATION at the end, featuring difficult patterns that are easy to miss on rather than actually hard, as well as chord/scratches, 24ths, and basically no rest.
*** ** [=THE=] [=SAFARI=], notorious for dashing the hopes of those trying to achieve 7th Dan and having been the final song of the 7th Dan course for many versions now. It has only 900 notes, pretty low for a level 10 chart even considering the song's relatively short length of 90 seconds, but those 900 notes are arranged in very difficult "mash" patterns that will chip away at your Groove Gauge until you likely die, even if you enter the chart with 100%. It's to the point where some players will just skip straight to 8th Dan, finding even "gigadelic" on Hyper (which by the way is rated a ''12''[[note]]more due to the ending than anything else[[/note]]) to be easier than THE SAFARI.
*** ** gigadelic is a pain in the ass no matter what chart you play. Even on Normal, the chart has a few annoying drumroll sections, and an ending with repeated uses of the 7 key and the turntable, and of course a [[LastNoteNightmare Last Note]] DifficultySpike. It's also rated a 9, making it one of the hardest Normal charts in the entire series. Its Hyper chart is rated a 12 simply because of the ridiculous ending, and has killed many potential 8th Dan players, being the final stage of the 8th Dan course in every arcade IIDX version since ''RED''. ''Rootage'', however, [[RunningGagged is a different story]], substituting it for the first time with [=S!ck=].
*** ** ''10th Style''[='=]s 8th Dan course is That One Dan Rank due to [[GameBreakingBug the tracks using the Another charts instead of the Hyper charts by mistake.]]



*** A sterling example of this is [[http://textage.cc/score/7/cheertra.html?DAC00 Cheer Train (DPA)]]; [[SurpriseDifficulty the song itself is light and cheerful, but the chart is rated a 12]] because the chart expects you to be able to frequently hit notes and scratches at once ''on the same side.'' Unless you use the Random modifier and are particularly lucky, this chart is humanly UnwinnableByMistake.
*** GOBBLE has a ridiculously difficult [[http://textage.cc/score/23/gobble.html?DHC00 DPH chart]], with patterns that just don't make sense for a single player. Despite this, it was rated a '''[[TheComputerIsALyingBastard five]]''' on the old rating scale[[note]]1 to 7[[/note]]. It say something when, upon its arcade debut in ''copula'' 14 years later, GOBBLE received a [[http://textage.cc/score/23/gobble.html?DAB00 DPA chart]] with the same number of notes but in far more reasonable arrangements and a ''lower'' difficulty rating than the DPH chart. In addition, the song has a [[UncommonTime non-standard time signature]] of 4+3/4.

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*** ** A sterling example of this is [[http://textage.cc/score/7/cheertra.html?DAC00 Cheer Train (DPA)]]; [[SurpriseDifficulty the song itself is light and cheerful, but the chart is rated a 12]] because the chart expects you to be able to frequently hit notes and scratches at once ''on the same side.'' Unless you use the Random modifier and are particularly lucky, this chart is humanly UnwinnableByMistake.
*** ** GOBBLE has a ridiculously difficult [[http://textage.cc/score/23/gobble.html?DHC00 DPH chart]], with patterns that just don't make sense for a single player. Despite this, it was rated a '''[[TheComputerIsALyingBastard five]]''' on the old rating scale[[note]]1 to 7[[/note]]. It say something when, upon its arcade debut in ''copula'' 14 years later, GOBBLE received a [[http://textage.cc/score/23/gobble.html?DAB00 DPA chart]] with the same number of notes but in far more reasonable arrangements and a ''lower'' difficulty rating than the DPH chart. In addition, the song has a [[UncommonTime non-standard time signature]] of 4+3/4.
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* AuthorsSavingThrow: One of the complaints about playing ''IIDX'' in the United States is the lack of access to Extra Stage, as cabinets in the U.S. that have official e-amusement connectivity use Japan builds but with PASELI disdabled, and Extra Stage on Japan builds requires PASELI. When ''HEROIC VERSE'' got an official American release, it not only came with translated text and with Lightning Model cabinets, but Americans could now get to Extra Stage.
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Misuse


*** [=THE=] [=SAFARI=], notorious for dashing the hopes of those trying to achieve 7th Dan and having been the final song of the 7th Dan course for many versions now. It has only 900 notes, pretty low for a level 10 chart even considering the song's relatively short length of 90 seconds, but those 900 notes are arranged in very difficult "mash" patterns that will [[GradualGrinder gradually chip away at your Groove Gauge until you likely die]], even if you enter the chart with 100%. It's to the point where some players will just skip straight to 8th Dan, finding even "gigadelic" on Hyper (which by the way is rated a ''12''[[note]]more due to the ending than anything else[[/note]]) to be easier than THE SAFARI.

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*** [=THE=] [=SAFARI=], notorious for dashing the hopes of those trying to achieve 7th Dan and having been the final song of the 7th Dan course for many versions now. It has only 900 notes, pretty low for a level 10 chart even considering the song's relatively short length of 90 seconds, but those 900 notes are arranged in very difficult "mash" patterns that will [[GradualGrinder gradually chip away at your Groove Gauge until you likely die]], die, even if you enter the chart with 100%. It's to the point where some players will just skip straight to 8th Dan, finding even "gigadelic" on Hyper (which by the way is rated a ''12''[[note]]more due to the ending than anything else[[/note]]) to be easier than THE SAFARI.
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* SequelDifficultySpike: ''beatmania'' has a relatively modest difficulty curve, but ''IIDX'' is famous for having one of the highest, if not ''the'' highest, difficulty ceilings in the entire commercial RhythmGame industry.
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** 16 years later, ''IIDX RED'' isn't the only rhythm game with a "RED" subtitle anymore, as there is now Creator/{{SEGA}}'s ''O.N.G.E.K.I. R.E.D.''

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** 16 years later, ''IIDX RED'' isn't the only rhythm game with a "RED" subtitle anymore, as there is now Creator/{{SEGA}}'s ''O.N.G.E.K.I. ''VideoGame/{{ONGEKI}} R.E.D.''
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** Tatsh was one of the sound directors for ''IIDX'' up to ''[=DistorteD=]'' in 2006. Years later, after he left Konami and would only contribute songs as a commission artist going forward, he would contribute songs to ''VideoGame/PumpItUp'' and ''VideoGame/EZ2DJ'', two games that Konami ''filed lawsuits'' over.
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** The songs removed from one style to another tend to upset fans, since instead of focusing on songs that fan don't like, Konami focuses on songs by artists that no longer work for them. Music by Slake, Naoki and Akira Yamaoka are few and far between.[[note]]Akira Yamaoka now works for Suda 51 while Slake and Naoki left Konami to contribute to ''VideoGame/CrossBeats''. This has led to Konami scrubbing their songs from BEMANI games and ''face'' in the case of Naoki.[[/note]]

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** The songs removed from one style to another tend to upset fans, since instead of focusing on songs that fan fans don't like, Konami focuses on songs by artists that no longer work for them. Music by Slake, Naoki and Akira Yamaoka are few and far between.[[note]]Akira Yamaoka now works for Suda 51 while Slake and Naoki left Konami to contribute to ''VideoGame/CrossBeats''. This has led to Konami scrubbing their songs from BEMANI games and ''face'' in the case of Naoki.[[/note]]
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** Making [[StupidStatementDanceMix Stupid Statement Dance Mixes]] of the songs with Creator/JackBlack's [[https://www.youtube.com/watch?v=_7jpz_55EdM appearance]] on ''Series/SesameStreet'', most notably "Bloomin' feeling" as shown [[https://www.youtube.com/watch?v=yi57SoIygY4 here]].
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** 16 years later, ''IIDX RED'' isn't the only rhythm game with a "RED" subtitle anymore, as there is now Creator/{{SEGA}}'s ''O.N.G.E.K.I. R.E.D.''
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* GrowingTheBeard: Early DoublePlay charts were simply not designed for single-player play, often introducing patterns that are meant more for two-player CoOpMultiplayer instead. It wasn't until the fifteenth main installment of ''IIDX'', ''DJ TROOPERS'', that the dev team really started making charts that are much better-quality for Double Play.
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** The Random modifier. If you're not using it, you're apparently a {{Scrub}} who's preventing themselves from practicing optimally. If you're using it, you're apparently a cheater for trying to make charts easier (especially charts with scale patterns) and relying on [[LuckBasedMission luck]] to get easy patterns.

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** The Random modifier. If you're not using it, you're apparently a {{Scrub}} who's preventing themselves from practicing optimally. If you're using it, you're apparently a cheater for trying to make charts easier (especially charts with scale patterns) and relying on [[LuckBasedMission luck]] to get easy patterns. Unlike other old rhythm game arguments such as using speed modifiers (''VideoGame/GuitarHero'', ''VideoGame/DanceDanceRevolution'') or using the bar (''DDR''), this has ''not'' died out and people still argue about using Random to this day.
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* ViewerGenderConfusion: Rche. Konami knows this and deliberately keeps Rche's gender obscure, going as far as to censor references to it in [[AllThereInTheManual supplementla material]].

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* ViewerGenderConfusion: Rche. Konami knows this and deliberately keeps Rche's gender obscure, going as far as to censor references to it in [[AllThereInTheManual supplementla supplemental material]].
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* WinBackTheCrowd: For years, American ''IIDX'' players had been growing increasingly pessimistic about playing in the United States due to the rather complicated regional settings locking them out of a number of features that other regions have...until January 2020, when Konami brought over Lightning Model cabinets ''with US-specific builds''.
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* EarWorm: Well, [[SugarWiki/AwesomeMusic obviously]]. The song "smooooch・∀ ・" in particular has spawned its own addictive internet meme on Nico Nico Douga.
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Fixing dead Youtube links. If anyone finds a BGA for Answer or a Youtube link for Kigonshu, please replace mine with those.


* SugarWiki/MomentOfAwesome: Hoshino Kanako kicking ass in [[https://www.youtube.com/watch?v=spfLnPX_Poc Answer's video]].

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* SugarWiki/MomentOfAwesome: Hoshino Kanako kicking ass in [[https://www.youtube.com/watch?v=spfLnPX_Poc com/watch?v=7w3YrP8r60k Answer's video]].



** [[https://youtu.be/E8aYEdkaJ-g BroGamer]] is practically built around this. It is littered with cheesy gamer lingo, and the genre is "Super Ultimate Hyper Core". It is also a ''very kickass'' song.

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** [[https://youtu.be/E8aYEdkaJ-g [[https://www.youtube.com/watch?v=GgMzavgfyJY BroGamer]] is practically built around this. It is littered with cheesy gamer lingo, and the genre is "Super Ultimate Hyper Core". It is also a ''very kickass'' song.



* UncannyValley: [[https://www.youtube.com/watch?v=FICwXRB5Xkw Kigonshu's video from IIDX Gold]] may be found to be [[NightmareFuel more than just a little creepy.]]

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* UncannyValley: [[https://www.youtube.com/watch?v=FICwXRB5Xkw bilibili.com/video/av23000687/ Kigonshu's video from IIDX Gold]] may be found to be [[NightmareFuel more than just a little creepy.]]
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*** ''10th Style''[='=]s 8th Dan course is That One Dan Rank due to [[GameBreakingBug the tracks using the Another charts instead of the Hyper charts by mistake.]]
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** Almost nobody plays [[VideoGame/DanceDanceRevolution "MAX 300"]] because it starts offf at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track.

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** Almost nobody plays [[VideoGame/DanceDanceRevolution "MAX 300"]] because it starts offf off at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track.
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** Almost nobody plays [[VideoGame/DanceDanceRevolution "MAX 300"]] because it starts offf at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track.
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Grammar edits


** [=TOKAGUSHI=]'s SP Another chart, a 12, is also not as difficult as other boss charts, for mostly the same reason as Elisha. Considering how Echidna's SP Another chart is a 12, debuted in the same game and also uses quite a few hold notes, it's becomes more noticeable.

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** [=TOKAGUSHI=]'s SP Another chart, a 12, is also not as difficult as other boss charts, for mostly the same reason as Elisha. Considering how Echidna's SP Another chart is a 12, debuted in the same game and also uses quite a few hold notes, it's it becomes more noticeable.



** Most songs ported from ''VideoGame/DanceDanceRevolution'' keep the [=BPM=] changes, with the stops being a quarter of the [=BPM=] instead of stop since IIDX can't handle stops. As such, you have to memorize the [=BPM=] shifts all over again. This makes Fascination [=MAXX=] an [=OMES=] difficult song despite it's low note count and simple patterns, while [=POSSESSION=] becomes even more harder to time right than in [=DDR=] thanks to weird slowdowns. New Decade IIDX Edition fortunately doesn't feature its signature tempo changes, running at a constant 200 BPM, but that just means you'll be getting genuine difficulty instead of FakeDifficulty.

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** Most songs ported from ''VideoGame/DanceDanceRevolution'' keep the [=BPM=] changes, with the stops being a quarter of the [=BPM=] instead of stop since IIDX can't handle stops. As such, you have to memorize the [=BPM=] shifts all over again. This makes Fascination [=MAXX=] an [=OMES=] difficult song despite it's its low note count and simple patterns, while [=POSSESSION=] becomes even more harder to time right than in [=DDR=] thanks to weird slowdowns. New Decade IIDX Edition fortunately doesn't feature its signature tempo changes, running at a constant 200 BPM, but that just means you'll be getting genuine difficulty instead of FakeDifficulty.
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** The first Chinese release of ''IIDX'' is not well-liked amongst [[DoublePlay Double]] players, since it makes the player 1 side a turntable-on-right side, and most if not all Double charts (at least ones that are indeed designed around Double Play and not 2-player non-Battle play) rely on the player 1 turntable being on the left.

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** The first Chinese release of ''IIDX'' is not well-liked amongst [[DoublePlay Double]] players and left-side players, since it makes the player 1 side a turntable-on-right side, and most side. Most if not all Double charts (at least ones that are indeed designed around Double Play and not 2-player non-Battle play) rely on the player 1 turntable being on the left.left, and since there's no Center mode like in 5-key ''beatmania'', left-side players are forced to relearn how to play or use Auto-Scratch with [[EasyModeMockery the Assist Clear status and scoring penalty that follows]].
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* SurpriseDifficulty: Before "5.1.1." got its new Hyper charts in ''HAPPY SKY'' (until then, the Normal and Hyper charts were near-identical except for the piano roll at the start having less notes on Normal), many players would try its Another charts and promptly crapped their pants at seeing a surprisingly complex chart.

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* SurpriseDifficulty: Before "5.1.1." got its new Hyper charts in ''HAPPY SKY'' (until then, the Normal and Hyper charts were near-identical except for the piano roll at the start having less notes on Normal), many players would try its Another charts and promptly crapped their pants at seeing a surprisingly complex chart. chart given that the Normal and Hyper charts were beginner-class charts.
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* SurpriseDifficulty: Before "5.1.1." got its new Hyper charts in ''HAPPY SKY'' (until then, the Normal and Hyper charts were near-identical except for the piano roll at the start having less notes on Normal), many players would try its Another charts and promptly crapped their pants at seeing a surprisingly complex chart.
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** "THE SAFARI" has a main melody that has a striking resemblence to [[https://youtu.be/cJCmbipfnyA?t=67 this part]] of [[VideoGame/FZero "Silence"]].
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*** [=THE=] [=SAFARI=], notorious for dashing the hopes of those trying to achieve 7th Dan and having been the final song of the 7th Dan course for many versions now. It has only 900 notes, pretty low for a level 10 chart, but those 900 notes are arranged in very difficult "mash" patterns that will [[GradualGrinder gradually chip away at your Groove Gauge until you likely die]], even if you enter the chart with 100%. It's to the point where some players will just skip straight to 8th Dan, finding even "gigadelic" on Hyper (which by the way is rated a ''12''[[note]]more due to the ending than anything else[[/note]]) to be easier than THE SAFARI.

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*** [=THE=] [=SAFARI=], notorious for dashing the hopes of those trying to achieve 7th Dan and having been the final song of the 7th Dan course for many versions now. It has only 900 notes, pretty low for a level 10 chart, chart even considering the song's relatively short length of 90 seconds, but those 900 notes are arranged in very difficult "mash" patterns that will [[GradualGrinder gradually chip away at your Groove Gauge until you likely die]], even if you enter the chart with 100%. It's to the point where some players will just skip straight to 8th Dan, finding even "gigadelic" on Hyper (which by the way is rated a ''12''[[note]]more due to the ending than anything else[[/note]]) to be easier than THE SAFARI.
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*** [=THE=] [=SAFARI=], notorious for dashing the hopes of those trying to achieve 7th Dan and having been the final song of the 7th Dan course for many versions now. It's to the point where some players will just skip straight to 8th Dan, finding even "gigadelic" on Hyper (which by the way is rated a ''12''[[note]]more due to the ending than anything else[[/note]]) to be easier than THE SAFARI.
*** gigadelic is a pain in the ass no matter what chart you play. Even on Normal, the chart has a few annoying drumroll sections, and an ending with repeated uses of the 7 key and the turntable, and of course a [[LastNoteNightmare Last Note]] DifficultySpike. It's also rated a 9, making it one of the hardest Normal charts in the entire series. Its Hyper chart is rated a 12 simply because of the ridiculous ending, and has killed many potential 8th Dan players, being the final stage of the 8th Dan course in every arcade IIDX version since ''RED''. ''Rootage'', however, [[RunningGagged is a different story]], substituting it for the first time with [=S!CK=]

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*** [=THE=] [=SAFARI=], notorious for dashing the hopes of those trying to achieve 7th Dan and having been the final song of the 7th Dan course for many versions now. It has only 900 notes, pretty low for a level 10 chart, but those 900 notes are arranged in very difficult "mash" patterns that will [[GradualGrinder gradually chip away at your Groove Gauge until you likely die]], even if you enter the chart with 100%. It's to the point where some players will just skip straight to 8th Dan, finding even "gigadelic" on Hyper (which by the way is rated a ''12''[[note]]more due to the ending than anything else[[/note]]) to be easier than THE SAFARI.
*** gigadelic is a pain in the ass no matter what chart you play. Even on Normal, the chart has a few annoying drumroll sections, and an ending with repeated uses of the 7 key and the turntable, and of course a [[LastNoteNightmare Last Note]] DifficultySpike. It's also rated a 9, making it one of the hardest Normal charts in the entire series. Its Hyper chart is rated a 12 simply because of the ridiculous ending, and has killed many potential 8th Dan players, being the final stage of the 8th Dan course in every arcade IIDX version since ''RED''. ''Rootage'', however, [[RunningGagged is a different story]], substituting it for the first time with [=S!CK=][=S!ck=].
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** ''III'' is also known for its high degree of effector customization, having even more extensive options, knobs, and sliders for altering the game audio than ''IIDX''. None of which was carried over to ''IIDX'', not even the newer ''tricoro'' cabs, although it isn't as much of an impact as headphone jacks.

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** ''III'' is also known for its high degree of effector customization, having even more extensive options, knobs, and sliders for altering the game audio than ''IIDX''. None Again, ''III'' has been out of which was carried over to ''IIDX'', not even the newer ''tricoro'' cabs, although it isn't as much of an impact as headphone jacks.production for years.
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** ''III'' is also known for its high degree of effector customization, having even more extensive options, knobs, and sliders for affecting the game sound than ''IIDX''. None of which was carried over to ''IIDX'', not even the newer ''tricoro'' cabs, although it isn't as much of an impact as headphone jacks.

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** ''III'' is also known for its high degree of effector customization, having even more extensive options, knobs, and sliders for affecting altering the game sound audio than ''IIDX''. None of which was carried over to ''IIDX'', not even the newer ''tricoro'' cabs, although it isn't as much of an impact as headphone jacks.

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* UnderusedGameMechanic: In spite of being a "DJ simulation" game, only two out of six types of ''beatmania'' cabinets offer headphone jacks: ''beatmania III'' and ''beatmania II'' (not ''IIDX'', just ''II''), both of which are no longer in production. Given that ''beatmania IIDX'' is the MorePopularSpinoff and the ''IIDX'' cabinet is by far the most common of the ''beatmania'' cabinets in circulation, this is rather glaring, given that headphones can be very beneficial to RhythmGame players in arcades that are noisy (which is to say, ''almost all of them''). Even when Konami designed a new ''IIDX'' cabinet to coincide with ''beatmania IIDX 20 tricoro''[='=]s release, they still neglected to add any headphone jacks![[note]]It is possible to [[GameMod modify]] the cabinet to add headphone jacks, but you have virtually no chance of encountering a cabinet modified as such unless you or a friend own a private cabinet or you go to Japan where the staff modifying cabinets is a more acceptable practice.[[/note]]

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* UnderusedGameMechanic: UnderusedGameMechanic:
**
In spite of being a "DJ simulation" game, only two out of six types of ''beatmania'' cabinets offer headphone jacks: ''beatmania III'' and ''beatmania II'' (not ''IIDX'', just ''II''), both of which are no longer in production. Given that ''beatmania IIDX'' is the MorePopularSpinoff and the ''IIDX'' cabinet is by far the most common of the ''beatmania'' cabinets in circulation, this is rather glaring, given that headphones can be very beneficial to RhythmGame players in arcades that are noisy (which is to say, ''almost all of them''). Even when Konami designed a new ''IIDX'' cabinet to coincide with ''beatmania IIDX 20 tricoro''[='=]s release, they still neglected to add any headphone jacks![[note]]It is possible to [[GameMod modify]] the cabinet to add headphone jacks, but you have virtually no chance of encountering a cabinet modified as such unless you or a friend own a private cabinet or you go to Japan where the staff modifying cabinets is a more acceptable practice.[[/note]][[/note]]
** ''III'' is also known for its high degree of effector customization, having even more extensive options, knobs, and sliders for affecting the game sound than ''IIDX''. None of which was carried over to ''IIDX'', not even the newer ''tricoro'' cabs, although it isn't as much of an impact as headphone jacks.

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