IIDX DP hand positions – basics (by ereter)

Translator’s note: this is Korean -> English translation of ereter’s article here.

Before we begin

In this post, I have summarized the DP hand positions that I use. This post is not about “DP must be played this way” but it’s closer to “DP can be played this way”. I think that for DP hand positions, there is no one answer to rule them all, but I thought it would be useful to share a set of positions I use while I play.

This post is split into three parts. In this post – basics – I will talk about how each finger corresponds to button(s). Everything below is in reference to the right hand. ☆ refers to the IIDX scale, and ★ refers to the insane (発狂) BMS rating.

Thumb

Your right thumb hits #1 and #3.

In general, your thumb should be above #1 key, but when you see chords or streams that include #2+#3, the thumb should cover #3 to handle it sufficiently, so your thumb must handle both #1 and #3.

Index finger

Your index finger hits #2 and #3.

In general, the index finger should be on #2, but if there are things like #1+#3 chords, it should hit #3.

From the explanation above, #3 is covered by both the thumb and the index finger. In reality, out of all 7 buttons on one hand, #3 is the button that switches around what finger is covering it. Personally I believe that when you are able to handle #3 with both the thumb and the index finger, you have mastered the basics of DP position. When I started DP I only used my index finger to hit #3, but when #2+#3 patterns show up, I put an effort into using my thumb in order to learn this play style. It’s probably when you play ☆11s you’ll start to learn this play style, and when you are comfortable with low-mid ☆12s (= ★3) you’d be comfortable with hitting #3 with either finger.

Middle finger

The middle finger only hits #4.

When the other four fingers are on their home row, it’ll be really difficult to use your middle finger to hit #3 or #5, because it’s unnatural for your fingers to move that way. Therefore, fix your middle finger on the #4 key for stability.

Ring finger

The ring finger is responsible for #5 and #6 keys.

In practice, the ring finger is the most natural choice for pressing #5 and #6 keys. For #5+6 chords, drag (/slide) your ring finger down from #6 to #5. For #5 ->#6 16th notes, use the ring finger to rapidly hit them in succession. Among DPers, they refer to this as Ring Finger Slide or Ring Finger Hokuto (北斗, to hit individual keys rapidly).

Pinky

The pinky only hits #7.

Anatomically, the pinky can’t really hit anything other than #7; therefore, fix it on the #7 key. For bass rushes, this is one of the reasons for “bass on #7” being the easiest.

Summary

For high-density streams, other than #3 button, I use a static mapping of each key to one finger; the middle finger handles #4, ring finger hits #5 and #6, pinky is #7. Additionally, even for #3 key, for high-density streams I tend to use my thumb rather than my index finger. If you map (thumb, index, mid, ring, pinky) to (13, 2, 4, 56, 7), this minimizes the finger movement, so I believe this is the DP basic finger position.

(again, this is originally written by ereter, from https://ereterblog.wordpress.com/2016/11/19/dp-%EC%86%90%EB%B0%B0%EC%B9%98-%EA%B8%B0%EB%B3%B8%ED%8E%B8/)

beatmania IIDX23 Copula STEP UP mode explanation

This is a rough translation… but hope it helps.

TLDR of the story: you’re going around the city, visiting train stations, and helping out local business so you can make the ultimate parfait. Seriously.

Each station has one ingredient that you need in order to complete the story mode. The overworld map is a single “line” of subway line – you start in the middle station, and you can move one station to the left, or to the right, after each credit. When you collect all ingredients from each station, a final station appears next to the starting point, and once you clear that final station, you see the ending for STEP UP.

The map is the following:

  1. Strawberry
  2. Pineapple
  3. Pudding
  4. Watermelon
  5. Melon
  6. Orange (you start here)
  7. Parfait (this is the final boss station – only appears when you cleared all other stations)
  8. Cherry
  9. Banana
  10. Kiwi
  11. Cream

At each station, you see the leader character that you have to “defeat” on the left side. On the left there is a little picture (e.g., an orange) that’s grayed out. Each time you complete a song (without failing) you fill up that fruit-meter. For normal-clear or assisted-clear, you get 33%. For Hard gauge clear, you get 50%.

Once you beat all stations, Parfait station will appear. Note that its location may be left of Orange, or right of Orange; it shows up closer to your current location. Once you clear the final station, you get ending credits.

Dokimeki meter (the little heartrate monitor thing on the top right) – if you choose the Dokimeki folders, which has a list of songs you cleared previously, you fill up the Dokimeki meter. Easy clear fills up the gauge by 1/6, normal is ¼, hard clear / full combo is 1/3. If you fill up this meter, you get the avatar for that station. It will ask you Yes/No – if you choose yes, you equip the items right away, if you do no, you still get them but they’ll go to your inventory.

Quests – they are random. They are things like, get less than 500 GOODs over 3 songs, etc. If you clear quests twice, you can move up to THREE stations left or right.

 

 

Completely Useless Rhythm Game Trivia: Extravaganza

Here’s some useless trivia for Pump It Up.

Pump It Up, a DDR clone by Korean company Andamiro, was released in October 1999.  Couple months later in December, Andamiro released a 2nd version, Pump It Up: The 2nd Dance Floor. The sequel contained a hidden song called Extravaganza.

Here’s how to access it:

  1. On the machine, get a S-Rank on song Hate (Korean title: 싫어) 100 times. Full combo gives you an S-Rank.
  2. When #1 is done, a hidden song Koul will appear in 2nd stage. S-rank this song 100 times.
  3. Extravaganza will now appear in 4th stage.

Yeah, it’s pretty crazy. Not many people knew at the time that PIU2 had hidden songs at all – I didn’t either. At the time, it was considered to be the hardest song on Pump It Up! That is, of course, until 3rd Stage (OBG) came out in May of 2000.

Anyways, here’s the actual trivia for Extravaganza: it’s a complete rip off.

Continue reading “Completely Useless Rhythm Game Trivia: Extravaganza”

State of Rhythm Games in Seattle Gameworks

After several months in Canada, I’m back in Seattle. I searched a lot to find out how Gameworks has changed since last year, but I found nothing, so here’s a post after a visit so people can find their way through search engines. This post is about Gameworks in downtown Seattle, WA.

  • Gameworks has DJMAX Technika 3, running in perfect condition. It’s connected to the web, and accepts IC cards. It’s 4 credits, which works out to be about 50 cents – an amazing deal considering places like SVGL charge $1. The volume level is average, and it’s not helped by the fact that Taiko and pop’n are right near it. But you can always work around it by using headphones.
  • They also sell Technika 3 IC cards at the counter. They had 5 different designs. They don’t actually have it at the cashier, so just ask them and they’ll bring it up for you. It’s $6 + tax.
  • pop’n music FEVER (14) is running. The buttons are in very good condition, and the screen is okay (although slightly CRT-morphed) Last year, the buttons were complete crap, but according to people at pnwbemani.net it’s been fixed a couple months ago. It’s 8 credits, which is about $1. It’s also a couple meters away from Technika 3 and speakers are really loud, so it’s easy to hear.
  • guitarfreaks & drummania is still running 11th/10th mix. The screen on guitarfreaks is very blurry, and the drums are in typical “abused” condition (i.e., the symbals don’t register 100%). The effectors knobs on guitars are, of course, missing.
  • Dancemaniax is moved to upstairs where Technika 3 is. I can’t comment on sensor quality but I think it works as intended
  • Taiko was also moved, placed between Technika and Dancemaniax. The drums are abused by hell by children playing it, so don’t expect much. I forgot which version it is, but if I had to guess it’s between 6~8 (2005~2006 era) because it was playing Anpanman as default selection, and most people don’t know how to switch songs (or how to even hit blue notes – I’ve seen people hit the plastic side of the drum really hard, that can’t be good for the machine)
  • There are still a bunch of DDR machines downstairs in a room. I saw X2 and Extreme, and there are other versions as well. I wouldn’t expect the panels to be in good quality, since it’s Gameworks.