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* NintendoHard: The majority of custom levels are far harder than the base game.

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* ScrappyMechanic: There's an option in the settings menu that helps guide your color wheel semi-automatically to the correct color when spinning it, which is a big help in accessibility for players who use keyboard controls exclusively. However, on the harder difficulties where there's more notes clustered together, this mechanic has a tendency to erratically snap back and forth between differing colored notes if you turned more quickly, resulting in a lot of dropped combos.

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* ScrappyMechanic: ScrappyMechanic:
** The way the game counts a combo as dropped can be a little inconsistent. If you accidentally hit the tap note button where there isn't one, nothing happens, but if you do the same but with a beat note, then your combo ends and your multiplier gets dropped by one. Additionally, if you accidentally let go of a hold note too early, then nothing happens either (though if you had a ''Perfect'' Full Combo up to this point it does get marked down to a normal FC for the rest of your run).
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There's an option in the settings menu that helps guide your color wheel semi-automatically to the correct color when spinning it, which is a big help in accessibility for players who use keyboard controls exclusively. However, on the harder difficulties where there's more notes clustered together, this mechanic has a tendency to erratically snap back and forth between differing colored notes if you turned more quickly, resulting in a lot of dropped combos.
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* BrutalBonusLevel: [=RemiXD=] mode is an optional, unlockable difficulty that [[HarderThanHard goes beyond even what XD brings to the table]]. The step charts are community-made and handpicked by the developers, and they feature patterns and note formations totally unseen in XD.
** For reference: The highest chart rating for Expert is 23, and then the highest rating for XD is 30. What's the highest rating for [=RemiXD=]? '''''50.'''''
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* BrokenBase: One of the updates to the game made changes to the scoring system where even if you hit a note with "perfect" judgment timing, the amount of points you would get for that perfect note hit would actually vary depending on a hidden, ''secondary'' scoring mechanic that gives extra points depending on how close you were to hitting the note frame-perfect. While some players welcomed this because it would help diversify the leaderboards and make it so it wasn't always the same few players with a 100% note score on top, many other players criticized it because not only did it invalidate the idea of hitting notes with "perfect" timing (like most mainstream rhythm games did, such as [[VideoGame/DanceDanceRevolution DDR]]) but because the fixes were so game-changing, the developers had to reset the leaderboards completely after it was implemented, effectively wiping every player's scores and forcing them to start over.

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* BrokenBase: One of the updates to the game made changes to the scoring system where even if you hit a note with "perfect" judgment timing, the amount of points you would get for that perfect note hit would actually vary depending on a hidden, ''secondary'' scoring mechanic that gives extra points depending on how close you were to hitting the note frame-perfect. While some players welcomed this because it would help diversify the leaderboards and make it so it wasn't always the same few players with a 100% note score on top, many other players criticized it because not only did it invalidate the idea of hitting notes with "perfect" timing (like (unlike most mainstream rhythm games did, such as [[VideoGame/DanceDanceRevolution DDR]]) but because the fixes were so game-changing, the developers had to reset the leaderboards completely after it was implemented, effectively wiping every player's scores and forcing them to start over.
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* BrokenBase: One of the updates to the game introduced changes to the scoring system where even if you hit a note with "perfect" judgment timing, the amount of points you would get for that perfect note hit would actually vary depending on a hidden, ''secondary'' scoring mechanic that gives extra points depending on how close you were to hitting the note frame-perfect. While some players welcomed this because it would help diversify the leaderboards and make it so it wasn't always the same few players with a 100% note score on top, many other players criticized it because not only did it invalidate the idea of hitting notes with "perfect" timing (like most mainstream rhythm games did, such as [[VideoGame/DanceDanceRevolution DDR]]) but because the fixes were so game-changing, the developers had to reset the leaderboards completely after it was implemented, effectively wiping every player's scores and forcing them to start over.

to:

* BrokenBase: One of the updates to the game introduced made changes to the scoring system where even if you hit a note with "perfect" judgment timing, the amount of points you would get for that perfect note hit would actually vary depending on a hidden, ''secondary'' scoring mechanic that gives extra points depending on how close you were to hitting the note frame-perfect. While some players welcomed this because it would help diversify the leaderboards and make it so it wasn't always the same few players with a 100% note score on top, many other players criticized it because not only did it invalidate the idea of hitting notes with "perfect" timing (like most mainstream rhythm games did, such as [[VideoGame/DanceDanceRevolution DDR]]) but because the fixes were so game-changing, the developers had to reset the leaderboards completely after it was implemented, effectively wiping every player's scores and forcing them to start over.
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Added DiffLines:

* BrokenBase: One of the updates to the game introduced changes to the scoring system where even if you hit a note with "perfect" judgment timing, the amount of points you would get for that perfect note hit would actually vary depending on a hidden, ''secondary'' scoring mechanic that gives extra points depending on how close you were to hitting the note frame-perfect. While some players welcomed this because it would help diversify the leaderboards and make it so it wasn't always the same few players with a 100% note score on top, many other players criticized it because not only did it invalidate the idea of hitting notes with "perfect" timing (like most mainstream rhythm games did, such as [[VideoGame/DanceDanceRevolution DDR]]) but because the fixes were so game-changing, the developers had to reset the leaderboards completely after it was implemented, effectively wiping every player's scores and forcing them to start over.
* ScrappyMechanic: There's an option in the settings menu that helps guide your color wheel semi-automatically to the correct color when spinning it, which is a big help in accessibility for players who use keyboard controls exclusively. However, on the harder difficulties where there's more notes clustered together, this mechanic has a tendency to erratically snap back and forth between differing colored notes if you turned more quickly, resulting in a lot of dropped combos.

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