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** Starting with ''IIDX RED'', the game features social features such as assigning up to five other players as your "rivals" and using one of their scores as a "ghost score" to compare your score to in real-time when playing a song. While the [=PS2=] port of ''RED'' also has this feature, you have to get player data directly from other players onto your memory card, [[UnderusedGameMechanic which can be a problem if you don't live anywhere near another player you know or use third-party tools to share rival data on the internet]]. For the [=PS2=] ports from ''HAPPY SKY'' onwards, each game has the pre-compiled score data of thousands of ''IIDX'' players on the disc that you can assign for your rivals, without having to exchange player data in person or use the aforementioned third-party utilities.

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** Starting with ''IIDX RED'', the game features social features such as assigning up to five other players as your "rivals" and using one of their scores as a "ghost score" to compare your score to in real-time when playing a song. While the [=PS2=] port of ''RED'' also has this feature, you have to get player data directly from other players onto your memory card, [[UnderusedGameMechanic which can be a problem if you don't live anywhere near another player you know or use third-party tools to share rival data on the internet]]. For the [=PS2=] ports from ''HAPPY SKY'' onwards, each game has the pre-compiled score data of thousands of ''IIDX'' players (collected from the arcade version via the [=eAmusement=] network) on the disc that you can assign for your rivals, without having to exchange player data in person or use the aforementioned third-party utilities.
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The indentation before was correct. The "A word of advice..." example is meant to preface the next two examples.


** A word of advice to those playing on Double: Avoid most Double charts produced before ''GOLD''. Many early Double charts were designed with 2-player non-Battle play in mind, resulting in charts that are extremely awkward to play for one player, including patterns like forcing the player to hit the turntable and multiple keys on both sides, which is humanly impossible. The charts being designed for non-Battle 2P also means that the [=Light14=]/DPN and [=14Keys=]/DPH difficulty ratings [[note]]until ''HAPPY SKY'', Another charts did not have their own ratings[[/note]] will [[TheComputerIsALyingBastard not necessarily reflect their actual difficulty for DP]].
** 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 UnintentionallyUnwinnable.
** 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 word of advice to those playing on Double: Avoid most Double charts produced before ''GOLD''. Many early [[EarlyInstallmentWeirdness early]] Double charts were designed with 2-player non-Battle play in mind, resulting in charts that are extremely awkward to play for one player, including patterns like forcing the player to hit the turntable and multiple keys on both sides, which is humanly impossible. The charts being designed for non-Battle 2P also means that the [=Light14=]/DPN and [=14Keys=]/DPH difficulty ratings [[note]]until ''HAPPY SKY'', Another charts did not have their own ratings[[/note]] will [[TheComputerIsALyingBastard not necessarily reflect their actual difficulty for DP]].
**
DP]]. Some specific examples of problematic DP charts:
***
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 UnintentionallyUnwinnable.
** *** 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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** Starting with ''IIDX RED'', the game features social features such as assigning up to five other players as your "rivals" and using one of their scores as a "ghost score" to compare your score to in real-time when playing a song. While the [=PS2=] port of ''RED'' also has this feature, you have to get player data directly from other players onto your memory card, [[UnderusedGameMechanic which can be a problem if you don't live anywhere near another player you know or use third-party tools to share rival data on the internet]]. For the [=PS2=] ports from ''HAPPY SKY'' onwards, each game has the score data of thousands of ''IIDX'' players on the disc that you can assign for your rivals, without having to exchange player data in person or use the aforementioned third-party utilities.

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** Starting with ''IIDX RED'', the game features social features such as assigning up to five other players as your "rivals" and using one of their scores as a "ghost score" to compare your score to in real-time when playing a song. While the [=PS2=] port of ''RED'' also has this feature, you have to get player data directly from other players onto your memory card, [[UnderusedGameMechanic which can be a problem if you don't live anywhere near another player you know or use third-party tools to share rival data on the internet]]. For the [=PS2=] ports from ''HAPPY SKY'' onwards, each game has the pre-compiled score data of thousands of ''IIDX'' players on the disc that you can assign for your rivals, without having to exchange player data in person or use the aforementioned third-party utilities.

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* PolishedPort: ''9th Style'' on [=PS2=], which not only looks prettier than its predecessors and runs at a higher resolution, but also doesn't suffer from the same timing problems that its arcade counterpart is infamous for.

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* PolishedPort: PolishedPort:
**
''9th Style'' on [=PS2=], which not only looks prettier than its predecessors and runs at a higher resolution, but also doesn't suffer from the same timing problems that its arcade counterpart is infamous for.for.
** Starting with ''IIDX RED'', the game features social features such as assigning up to five other players as your "rivals" and using one of their scores as a "ghost score" to compare your score to in real-time when playing a song. While the [=PS2=] port of ''RED'' also has this feature, you have to get player data directly from other players onto your memory card, [[UnderusedGameMechanic which can be a problem if you don't live anywhere near another player you know or use third-party tools to share rival data on the internet]]. For the [=PS2=] ports from ''HAPPY SKY'' onwards, each game has the score data of thousands of ''IIDX'' players on the disc that you can assign for your rivals, without having to exchange player data in person or use the aforementioned third-party utilities.
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Requires Word Of God confirmation


* 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 disabled, 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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* SelfImposedChallenge: Playing with one hand on the keys and the other on the turntable was a well-known challenge in the early 2000s, having been inspired by videos on the [=PS2=] version of ''6th Style'' of then-prominent player LISU. Nowadays it's not really common to see people doing this.
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* SeinfeldIsUnfunny: The [=PS2=] port of ''6th Style'' has a "Tatsujin Movie" mode in which the player can watch videos of then-top level players LISU and AGOP, with these videos in particular having multiple camera angles to show off their performances. This was a game released in 2002, before the advent of Website/YouTube and similar video-sharing sites made it easier to share and watch videos on the internet. Nowadays, this feature isn't really remarkable due to the relatively low video resolution and framerate, and the skill level shown off in these videos has long since been surpassed by other "topranker" players, with the only notable thing being that LISU's videos show him [[SelfImposedChallenge playing with only one hand on the keys and with no use of the Hi-Speed modifier]].

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* SeinfeldIsUnfunny: The [=PS2=] port of ''6th Style'' has a "Tatsujin Movie" mode in which the player can watch videos of then-top level players LISU and AGOP, with these videos in particular having multiple camera angles to show off their performances. This was a game released in 2002, before the advent of Website/YouTube and similar video-sharing sites made it easier to share and watch videos on the internet. Nowadays, this feature isn't really remarkable due to the relatively low video resolution and framerate, it's easy to find many, newer videos with both screen capture and hand views that are at much higher resolution and at 60 FPS, and the skill level shown off in these videos has long since been surpassed by other "topranker" players, with the only notable thing being that LISU's videos show him [[SelfImposedChallenge playing with only one hand on the keys and with no use of the Hi-Speed modifier]].
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* SeinfeldIsUnfunny: The [=PS2=] port of ''6th Style'' has a "Tatsujin Video" mode in which the player can watch videos of then-top level players LISU and AGOP, with these videos in particular having multiple camera angles to show off their performances. This was a game released in 2002, before the advent of Website/YouTube and similar video-sharing sites made it easier to share and watch videos on the internet. Nowadays, this feature isn't really remarkable due to the relatively low video resolution and framerate, and the skill level shown off in these videos has long since been surpassed by other "topranker" players, with the only notable thing being that LISU's videos show him [[SelfImposedChallenge playing with only one hand on the keys and with no use of the Hi-Speed modifier]].

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* SeinfeldIsUnfunny: The [=PS2=] port of ''6th Style'' has a "Tatsujin Video" Movie" mode in which the player can watch videos of then-top level players LISU and AGOP, with these videos in particular having multiple camera angles to show off their performances. This was a game released in 2002, before the advent of Website/YouTube and similar video-sharing sites made it easier to share and watch videos on the internet. Nowadays, this feature isn't really remarkable due to the relatively low video resolution and framerate, and the skill level shown off in these videos has long since been surpassed by other "topranker" players, with the only notable thing being that LISU's videos show him [[SelfImposedChallenge playing with only one hand on the keys and with no use of the Hi-Speed modifier]].
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None


* SeinfeldIsUnfunny: The [=PS2=] port of ''6th Style'' has a "Tatsujin Video" mode in which the player can watch videos of then-top level players LISU and AGOP, with these videos in particular having multiple camera angles to show off their performances. This was a game released in 2002, before the advent of Website/YouTube and similar video-sharing sites made it easier to share and watch videos on the internet. Nowadays, this feature isn't really remarkable due to the relatively low video resolution and framerate, and the skill level shown off in these videos has long since been surpassed by other "topranker" players, with the only notable thing being that LISU's videos show him playing with only one hand on the keys.

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* SeinfeldIsUnfunny: The [=PS2=] port of ''6th Style'' has a "Tatsujin Video" mode in which the player can watch videos of then-top level players LISU and AGOP, with these videos in particular having multiple camera angles to show off their performances. This was a game released in 2002, before the advent of Website/YouTube and similar video-sharing sites made it easier to share and watch videos on the internet. Nowadays, this feature isn't really remarkable due to the relatively low video resolution and framerate, and the skill level shown off in these videos has long since been surpassed by other "topranker" players, with the only notable thing being that LISU's videos show him [[SelfImposedChallenge playing with only one hand on the keys.keys and with no use of the Hi-Speed modifier]].
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None


* SeinfeldIsUnfunny: The [=PS2=] port of ''6th Style'' had a "Tatsujin Video" mode in which the player can watch videos of then-top level players LISU and AGOP, with these videos in particular having multiple camera angles to show off their performances. This was a game released in 2002, before the advent of Website/YouTube and similar video-sharing sites made it easier to share and watch videos on the internet. Nowadays, this feature isn't really remarkable due to the relatively low video resolution and framerate, and the skill level shown off in these videos has long since been surpassed by other "topranker" players, with the only notable thing being that LISU's videos show him playing with only one hand on the keys.

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* SeinfeldIsUnfunny: The [=PS2=] port of ''6th Style'' had has a "Tatsujin Video" mode in which the player can watch videos of then-top level players LISU and AGOP, with these videos in particular having multiple camera angles to show off their performances. This was a game released in 2002, before the advent of Website/YouTube and similar video-sharing sites made it easier to share and watch videos on the internet. Nowadays, this feature isn't really remarkable due to the relatively low video resolution and framerate, and the skill level shown off in these videos has long since been surpassed by other "topranker" players, with the only notable thing being that LISU's videos show him playing with only one hand on the keys.
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None

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* SeinfeldIsUnfunny: The [=PS2=] port of ''6th Style'' had a "Tatsujin Video" mode in which the player can watch videos of then-top level players LISU and AGOP, with these videos in particular having multiple camera angles to show off their performances. This was a game released in 2002, before the advent of Website/YouTube and similar video-sharing sites made it easier to share and watch videos on the internet. Nowadays, this feature isn't really remarkable due to the relatively low video resolution and framerate, and the skill level shown off in these videos has long since been surpassed by other "topranker" players, with the only notable thing being that LISU's videos show him playing with only one hand on the keys.
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* {{Woolseyism}}: ''beatmania'' USA renamed the flashing "Great" mark to "Perfect", as in VideoGame/DanceDanceRevolution. This makes it stand out better than simply "GREAT" flashing in multiple colors.

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* {{Woolseyism}}: ''beatmania'' USA renamed the flashing "Great" mark to "Perfect", as in VideoGame/DanceDanceRevolution. This makes it stand out better than simply "GREAT" flashing in multiple colors.colors, especially when this judgement is worth twice as many points as a regular "GREAT". This has never been adapted back into the arcade releases, with the closest it's gotten being to name the flashing "GREAT" judgement as "PGREAT" or "PERFECT GREAT", and even then only in statistics and not on the gameplay interface itself.

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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]]
** ''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''. Again, ''III'' has been out of production for years.

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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
UnderusedGameMechanic: ''PENDUAL'' introduced the Expand-Judge modifier, which are no longer in production. Given that ''beatmania IIDX'' is increases 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 timing windows, for players in arcades that are noisy (which is to say, ''almost all of them''). Even when Konami designed a new ''IIDX'' cabinet to coincide who don't like ''IIDX''[='=]s famously-strict timing windows. However, as scores achieved with ''beatmania IIDX 20 tricoro''[='=]s release, they still neglected it are not saved at all, not even as separate score records (in a manner similar to add any headphone jacks![[note]]It is possible how ''VideoGame/PopNMusic'' up to [[GameMod modify]] the cabinet to add headphone jacks, but you 19th main installment 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 separate scores for COOL-on and COOL-off), it begs the staff modifying cabinets is a more acceptable practice.[[/note]]
** ''III'' is also known for its high degree
question of effector customization, having why the mod even more extensive options, knobs, and sliders for altering exists in the game audio than ''IIDX''. Again, ''III'' has been out of production for years.first place.
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Not that fleshed out of an example, so I'm deleting


* 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 I'm Screaming LOVE.
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** Round and Round shares a lot (almost the same song, in fact) with composer Masayoshi Minoshima's earlier work, the more famous Bad Apple!

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** Round and Round shares a lot (almost the same song, in fact) with composer Masayoshi Minoshima's earlier work, the more famous Bad Apple!Music/BadApple
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* UncannyValley: [[https://www.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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Moving some tropes around, keeping it alphabetical


* PolishedPort: ''9th Style'' on [=PS2=], which not only looks prettier than its predecessors and runs at a higher resolution, but also doesn't suffer from the same timing problems that its arcade counterpart is infamous for.



* {{Sequelitis}}: ''9th Style'', the first IIDX game to use Windows-based hardware, is riddled with timing problems, as well as a GameBreakingBug in which attempting to play the song "quasar" will sometimes crash the game. However, these issues appear to have been ironed out in ''10th Style''.
** Additionally, ''9th Style'' is notorious for charts with song-ending {{Difficulty Spike}}s. While this sort of gimmick is common throughout the serious, it's very much pronounced in ''9th Style'' charts, to the point where some players [[NonIndicativeDifficulty use Hard Gauge to circumvent the 80% Grooge Gauge requirement]].
** PolishedPort: ''9th Style'' on [=PS2=], which not only looks prettier than its predecessors and runs at a higher resolution, but also doesn't suffer from the same timing problems that its arcade counterpart is infamous for.

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* {{Sequelitis}}: ''9th Style'', the first IIDX game to use Windows-based hardware, is riddled with timing problems, as well as a GameBreakingBug in which attempting to play the song "quasar" will sometimes crash the game. However, these issues appear to have been ironed out in ''10th Style''.
**
Style''. Additionally, ''9th Style'' is notorious for charts with song-ending {{Difficulty Spike}}s. While this sort of gimmick is common throughout the serious, it's very much pronounced in ''9th Style'' charts, to the point where some players [[NonIndicativeDifficulty use Hard Gauge to circumvent the 80% Grooge Gauge requirement]].
** PolishedPort: ''9th Style'' on [=PS2=], which not only looks prettier than its predecessors and runs at a higher resolution, but also doesn't suffer from the same timing problems that its arcade counterpart is infamous for.
requirement]].
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Said "some reason" is a security feature; it's to prevent other players from being able to guess the player's PIN from the fingerprint smudges if they play multiple sessions in a row (and therefore input their PIN several times).


** For some reason, this game (and a few other bemani games) requires a player with an [=eAmusement=] card to log in with a PIN. For the most part this used a standard keypad layout. But when the Lightning cabinet was introduced, the keypad was on the touch screen. Which wouldn't be a bad thing, but for some reason the game ''randomizes'' the layout of the pad each time the player has to log in.
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* TheyChangedItNowItSucks: Some complaints came about when ''SIRIUS'' introduced Charge Notes and Backspin Scratches, with common concerns being that the game was "turning into" ''[=O2Jam=]'' (a similar rhythm game notorious for FakeDifficulty-laden charts, with hold notes being a common source of that difficulty), [[VindicatedByHistory though complaints about these note types have mostly faded since then]].

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* TheyChangedItNowItSucks: Some complaints came about when ''SIRIUS'' introduced Charge Notes and Backspin Scratches, with common concerns being that the game was "turning into" ''[=O2Jam=]'' (a similar rhythm game ''VideoGame/O2Jam'' (itself notorious for FakeDifficulty-laden charts, with hold notes being a common source of that difficulty), [[VindicatedByHistory though complaints about these note types have mostly faded since then]].
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** Almost nobody plays [[VideoGame/DanceDanceRevolution "MAX 300"]] because it starts 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 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. This track was removed in ''Rootage'', with virtually nobody missing it.
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** Elisha on SP Hyper is level 10, but is laughably easy for one; it's an easy 9 or a difficult 8 at worst. While this could be excused as the development team overestimating how difficult Charge Notes would be at the time, the song debuted in ''SIRIUS'', which released in 2010, and much more difficult Charge Note charts rated level 10 have since been released.

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** Elisha on SP Hyper is level 10, but is laughably easy for one; it's an easy 9 or a difficult 8 at worst. While this could be excused as the development team overestimating how difficult Charge Notes would be at the time, the song debuted in ''SIRIUS'', which released in 2010, and much more difficult Charge Note charts rated level 10 have since been released.released, yet this particular chart has never been re-rated.
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* OlderThanTheyThink: For all the accusations ''VideoGame/EZ2DJ'' gets of copying ''beatmania'', a few features in ''IIDX'' actually existed in the former game first. Changing speed multiplier mid-song was in ''[=EZ2DJ=] [=2ndTRAX=]'' in 2000, six years before it would be introduced to the ''IIDX'' series in ''[=DistorteD=]''. ''[=EZ2DJ=]'' also had "continuously spin the turntable" notes well before they were added the ''IIDX'' series in ''SIRIUS'', though unlike ''IIDX'' Backspin Scratch notes, ''[=EZ2DJ=]''[='=]s turntable long notes don't require spinning the turntable in the opposite direction at the end.
Tabs MOD

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moving from trivia

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* FanNickname:
** Amongst Japanese-speaking players, the game is also known as "nidera" (弐寺). ''Ni'' is one pronunciation for the number 2, and ''dera'' is short for "deluxe" / "derakkusu" (デラックス).
** Amongst less-wholesome English-speaking players, the game is known as "Two Dicks".
** Players who can complete the single-play [[KyuAndDanRanks 8th Dan]] course [[NonIndicativeDifficulty but not 7th Dan]] are known as ''Safari nanmin'' (サファリ難民), or "[[ThatOneBoss Safari]] Refugees".
** Another difficulty is sometimes known simply as ''ana'' (穴). It happens to be a DoubleEntendre, as the character is sometimes used to mean "butt".
** Rche is known amogst Japanese fans as 傲慢ちゃん (''gouman-chan'', or "Pride-[[UsefulNotes/JapaneseHonorifics chan]]"), after his status as Lincle Kingdom's representative of {{Pride}}.
** ''Anmitsu'' (あんみつ) is used to refer to the technique of treating 1/16th-note rolls as 1/8th-note chords, sacrificing accuracy for lower likelihood to miss notes.
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* CultClassic: ''IIDX'', while not a commercial success outside of Japan due to its [[NoExportForYou lack of exports]], is one of ''the'' most talked-about games in English-speaking BEMANI communities due to its [[VideoGameLongRunners long 25-game history]], high skill ceiling, and focus on SimpleYetAwesome controls and interface.

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* CultClassic: ''IIDX'', while not a commercial success outside of Japan due to its [[NoExportForYou lack of exports]], is one of ''the'' most talked-about games in English-speaking BEMANI communities due to its [[VideoGameLongRunners long 25-game 29-game history]], high skill ceiling, and focus on SimpleYetAwesome controls and interface.
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Removing entries that don't mention creator preferred ones, which is needed to count as a Fan Preferred Couple. Feel free to add back if there is ones.


* FanPreferredCouple: Rche is often paired up with fellow ''Lincle Kingdom'' characters Cuvelia or Ashemu. Or [[OT3 both at once]].
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* NarmCharm: A couple songs are liked by the Western fandom for their SoBadItsGood {{Engrish}}:

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* NarmCharm: A couple songs are liked by the Western fandom for their SoBadItsGood {{Engrish}}:GratuitousEnglish:
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** For some reason, this game (and a few other bemani games) requires a player with an [=eAmusement=] card to log in with a PIN. For the most part this used a standard keypad layout. But when the Lightning cabinet was introduced, the keypad was on the touch screen. Which wouldn't be a bad thing, but for some reason the game ''randomizes'' the layout of the pad each time the player has to log in.
Is there an issue? Send a MessageReason:
None


** Elisha on SP Hyper is level 10, but is laughably easy for one; it's an easy 9 or a difficult 8 at worst. While this could be excused as the development team overestimating how difficult Charge Notes would be at the time, the rating has never changed since the chart's debut and many charts with Charge Notes since have gotten more accurate ratings.

to:

** Elisha on SP Hyper is level 10, but is laughably easy for one; it's an easy 9 or a difficult 8 at worst. While this could be excused as the development team overestimating how difficult Charge Notes would be at the time, the rating has never changed since the chart's debut song debuted in ''SIRIUS'', which released in 2010, and many much more difficult Charge Note charts with Charge Notes rated level 10 have since have gotten more accurate ratings.been released.
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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.

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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.UnintentionallyUnwinnable.
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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.

to:

* 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, disabled, 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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