Beatmania iidx

What is beatmania IIDX

beatmania IIDX redirects here. For the first entry in the series, please see its seperate arcade page.

beatmania IIDX (alternately beatmaniaIIDX or just IIDX, pronounced "two dee-ecks") is a series of rhythm video games introduced by KONAMI in 1999. It is the direct sequel to the beatmania game series, and part of the BEMANI line of music games.

Cabinet information

beatmania IIDX's controller layout consists of seven keys (four white, three black) along with one turntable on each player's side. The turntable for the left player's side, 1Player, is on the left of the keys, while the one on the right player's side, 2Player, is on the right.

Under the 16:9 wide display are the start button, both effector and VEFX buttons, and effector sliders (or the touch screen in the LIGHTNING cabinets). After 9th style, there is also a cardreader in order to use the magnetic/contact-less smart card of e-AMUSEMENT. Each series produced has a different mix of new songs and older returning songs; starting with beatmania IIDX 11 IIDX RED, each style has also had a different graphical theme.

beatmania IIDX features quite a few differences from beatmania, including: two extra keys, full-motion video, more powerful hardware, wide-screen display, and more powerful speakers. Three different models of the cabinet exist: a more standard one called beatmania II (hence why a lot of older games' generic videos have "beatmania II" in their background videos), a more advanced one named beatmania IIDX, and a cabinet with two screens named LIGHTNING MODEL (released on December 16th, 2019). Eventually KONAMI discontinued support for the beatmania II cabs, with the IIDX and LIGHTNING MODEL versions becoming the standard.

As of beatmania IIDX 25 CANNON BALLERS, two built-in cameras for hand-shooting have been added: one on the metal cage in front of the neon lights pointing at the controls, and one to the left of the screen pointing at the player(s). Initially the game would not boot up if the cameras were not attached; this was eventually patched out.

Home versions

KONAMI has released 18 home versions of beatmania IIDX: 15 on the Sony PlayStation 2 game console, one on PC, and two on mobile devices. The PS2 games are stored on DVD, and can be bought with a controller that matches the arcade version very closely. The controller's key insert is detachable, so the player may attach it as preferred on the left or the right side of the turntable. 14 home versions, from 3rd style through 16 EMPRESS+PREMIUM BEST, were released in Japan between 2000-2009. The series' sole North American release, simply titled beatmania (2006), loosely uses 9th style CS as the source of its interface and system BGM, but contains a completely different songlist.

The latest non-mobile version, beatmania IIDX INFINITAS (2020), is a PC release of beatmania IIDX. It uses a unique interface based on SPADA.


Songs in beatmania IIDX are measured by a difficulty level system, which varies from game to game. Here's a list of difficulty levels by game for reference:

The gameplay is still the same as in beatmania, with the addition of two extra keys. There are eight columns on the screen, corresponding to each of the keys and the turntable. While playing, small horizontal bars fall down these columns, and the player must press the right key corresponding to the lane as it reaches the red line. Keys 1, 3, 5, and 7 are white, 2, 4, and 6 are blue, and the scratch lane is red. Every time a key is pressed or the scratch is played, an instrument is played to complement the song. In order to hear the song correctly, the player must get the bars on the right timing. Depending on how accurate you hit the note, you will receive a rating of your performance in real time above that note, going from GREAT (a flashing one, officially known as JUST GREAT, meaning perfect timing, a regular GREAT meaning very close), GOOD, BAD, and POOR (the latter for not hitting a note at all).

The typical goal of the game is to clear the song by getting the groove gauge to 80% by song's end; clearing a song at exactly 80% is known as a "borderline". The gauge starts at 22%, and increases/decreases depending on your performance in a song. GREATs will increase the gauge quickly, GOODs will slowly increase it, BADs will decrease it slightly, and POOR will decrease it significantly. The lowest you can go on the gauge is 2%. However, depending on the game mode, gauge requirements can change, as explained below.

From beatmania IIDX 6th style onward, you will also receive a grade at song's end, pass or fail. Grade level is determined by EX-SCORE. EX-SCORE is measured by the amount of GREATs (just and regular) obtained in a song divided by two: two points for a JUST GREAT, one for a regular GREAT, and zero for everything else. You will also receive a letter grade, depending on your percentage of EX-SCORE:

  • F: anything lower than 2/9
  • E: 2/9
  • D: 3/9
  • C: 4/9
  • B: 5/9
  • A: 6/9
  • AA: 7/9
  • AAA: 8/9 and higher

There is no specific grade for achieving 100% EX-SCORE.

Clear Lamps

When playing on an e-amusement account, or on any console game/beatmania IIDX ULTIMATE MOBILE, the game will record your scores and clear status on each song. This will be shown on the song select screen as a glowing light next to the song's title, known as a clear lamp.

Clear lamps will glow depending on the best result you obtained playing that particular song.

Clear lamp HEROIC VERSE - present ULTIMATE MOBILE Earlier versions Info
NO PLAY No lightThe song has not yet been played.
FAILEDFlickering redFlickering blueFlickering Green/blue/yellow/red
The song was played, but failed.
ASSIST CLEAR Bright purpleThe song was passed with any ASSIST modifier or the ASSIST EASY groove gauge setting.
EASY CLEAR Bright greenThe song was passed using the EASY groove gauge setting.
CLEARED Bright blueBright green/blue/yellow/red
The song was cleared without any extra settings.
HARD CLEAR WhiteThe song was passed using the HARD groove gauge setting.
EX-HARD CLEAR Flashing red and yellowThe song was passed using the EX-HARD groove gauge setting.
FULL COMBO Strobing white, blue, and orangeFULL COMBO obtained on the song.


This difficulty was added as a game mode in 9th style (5th style CS for home version). Designed for newcomers to the game, the BEGINNER difficulty uses alternative note charts that are rated from levels 1 to 3. Not all songs have BEGINNER charts.
Prior to copula, BEGINNER MODE was separate from the rest of the game modes. As of HEROIC VERSE, BEGINNER charts can now appear in level folders and select Dan courses.
A degree of difficulty lower than HYPER. Was named LIGHT7 prior to HAPPY SKY. Near every song since 3rd style has a NORMAL chart.
This is the standard difficulty. Was named 7KEYS prior to HAPPY SKY. All songs have HYPER charts.
The highest difficulty, ANOTHER charts range from as low as level 3 to as high as level 12, the maximum level. ANOTHER charts are near always more difficult than HYPER; even simple songs on HYPER can become notoriously difficult on ANOTHER. Prior to HAPPY SKY, ANOTHER charts were chosen in arcade installment by pressing the VEFX button when choosing a song. Also prior to HAPPY SKY, ANOTHER charts did not have individual ratings; they displayed the same difficulty level as their 7/14KEYS counterpart instead. Not all songs have ANOTHER charts.
LEGGENDARIA charts debuted in SPADA and cost 4 V-Discs (or one on certain days) to play. These are generally harder versions of ANOTHER charts or ported versions of Black ANOTHER charts from CS versions. Before HEROIC VERSE, LEGGENDARIA charts had a "†" or "†LEGGENDARIA" moniker after the song title and were displayed as separate songs. Not every song has a LEGGENDARIA chart, and some songs have only either Single or Double LEGGENDARIA charts.

Note that some tracks have certain charts that sound different from the original song.

Game modes

Note: These are the default settings for each mode. They might be changed by the arcade operator.

Mode Duration Repeat songs Hidden mode Switch Single/Double Comments
STEP UP 3 songs Yes No Yes This mode gives the player a song list depending on their performance on each stage, with the range of difficulty becoming easier or harder. Three songs are guaranteed as well.
STEP UP is unavailable for two players.
(Asian/Korean cabinets, or earlier versions)
Up to 3 songs, plus EXTRA STAGE No No Yes Select a song per stage and try to clear it. Some versions may also include ONE MORE EXTRA STAGE.
(Japanese cabinets)
Up to 3 songs No No Yes EXTRA STAGE is not accessible in this mode.
(Japanese cabinets)
Up to 3 songs, plus EXTRA STAGE No No Yes Like STANDARD mode, but requires PASELI. Accessing PREMIUM in all modes, except PREMIUM FREE, adds 7 V-Discs to the account.
EXPERT Up to 4 songs N/A No No Play a course of set songs in a row without stopping. Players start with a gauge at 100%; if it drops to 0%, the game is over.
It uses the HARD gauge, but it drops at a much slower rate. Up through Lincle, EXPERT courses had five songs, instead of the now standard four.
FREE 2 songs (3, if there are two players) Yes No Yes Like STANDARD mode, except that players can play to the end of a song without failing, and there's no level restriction.
TIME FREE / PREMIUM FREE 5 minutes (7 for 2 players and 6-30 in PREMIUM FREE) Yes No Yes TIME FREE is only available certain days, replacing FREE mode, or if online ARENA MODE only detects CPU players.
It works like FREE mode, except with a timer instead of stages.
PREMIUM FREE is only available in Japanese cabinets, requires PASELI and, on certain days, adds an additional minute.
HAZARD 4 songs Yes Yes Yes Added in EMPRESS, GROOVE GAUGE lines are turn yellow, and breaking combo will result in instant stage failure.
A POOR with no notes on its line will drop the gauge by a minimal amount (2%).
TIME HAZARD 8 minutes Yes Yes Yes Like HAZARD mode, except with a timer instead of stages. Only available on certain days, replacing HAZARD.
TIME HELL 8 minutes Yes Yes Yes Like TIME FREE mode, except that the Groove Gauge cannot be recovered while playing. Only available on certain days, replacing HAZARD.
CLASS / DAN Up to 4 songs N/A No Yes This is basically the same as EXPERT, but only HI-SPEED, EX GAUGE (yellow lines) and MIRROR can be chosen. Each course has up to four songs.
The song sets differ for every difficulty.
ARENA 4 songs N/A No No An online matching mode where four players compete against each other on a four song set.
If only CPU players are detected, the player can choose TIME FREE instead. ARENA is unavailable for two players.

HAZARD, TIME HAZARD and TIME HELL are available by highlighting (TIME) FREE mode and pressing the three black keys.

The availability of the modes is the following:

Country/Game Cabinet
JapanJapaneseYes3 songsPASELI onlyYes2 songs
(3 for 2 players)
5 minutes (7 for 2 players)YesPASELI onlyYes
KoreaKoreanYes3 songs + 1NoYes2 songs
(3 for 2 players)
5 minutes (7 for 2 players)YesNoYes
North America※U.S.Yes3 songs + 1NoYes2 songs
(3 for 2 players)
5 minutes (7 for 2 players)YesNoYes
OtherAsianYes3 songs + 1NoYes2 songs
(3 for 2 players)
5 minutes (7 for 2 players)YesNoYes
EVENT MODEN/ANoNoNoNoSet in operator menuNoYesNoLocal Match only
Home versionsN/ANo3 songs + 1NoYesInfiniteNoHAZARD onlyNoNo

※LIGHTNING MODEL cabinets only. Older cabinets use the Japanese release.

Gameplay modifiers

[NOTE: Due to the sheer number of modifiers available in beatmania IIDX, this section will divide the modifiers according to the category that each is placed in-game (as of BISTROVER). Older modifiers no longer seen in recent arcade games are also described here.]


From tricoro onwards, these modifiers are displayed first for guest players or new e-amusement pass users. Beginning with BISTROVER, this screen can also be disabled in the e-amusement website.

  • HI-SPEED - change the Hi-Speed value. (see below)
  • ASSISTED EASY - a variation of the EASY gauge (see below). This lowers the Groove Gauge passing requirement from 80% to 60%. Introduced in copula.
  • AUTO-SCRATCH - When enabled, this automatically plays all scratch notes in a chart.
  • LEGACY NOTE - Introduced in SIRIUS, this converts all Charge Notes and Backspin Scratches into regular notes. If there are no Charge Notes in a chart played with this modifier enabled, that counts as a normal clear rather than an Assist Clear.


From tricoro onwards, this can be accessed by pressing the EFFECT button while on the Beginner Options screen.

STYLE MODIFIERS / Note Chart Position
Modifier All modes CLASS only Info
OFFYesYesDefault notechart position.
RANDOMYesNoEach column of notes is assigned to a random key. Scratch notes are unaffected, however.
S-RANDOMYesNoSame as above, but individual notes are scrambled instead.
R-RANDOMYesNoMeasures of notes are frequently rotated.
MIRRORYesYesThe notechart is flipped horizontally.
GAUGE MODIFIERS / Groove Gauge Reduction
OFFYesYesNoNoYesYesNormal Groove Gauge.
EASYYesNoNoNoYesYesThe Groove Gauge refills faster and depletes slower. Same passing requirement as the normal gauge.
HARDYesYes (EXPERT)NoYesYesYesThe Groove Gauge starts at 100%. POORs/BADs deplete much faster, and the song is failed instantly at 0%. All lines turn red.
NoYesYesYesSame as HARD, but with a greater penalty on missed notes, roughly 16% for each miss. All lines turn yellow.
ASSIST MODIFIERS / Assisted Play Feature
  • This includes the AUTO-SCRATCH and LEGACY NOTE modifiers, which can be enabled individually or in unison, but are disabled in CLASS mode.
RANGE MODIFIERS / Note Chart Display Area
Modifier Info
OFFNotes are fully visible.
SUDDEN+A lane cover is placed at the top of the screen. To adjust the range, hold the START button then turn the turntable in the corresponding direction.
HIDDEN+A lane cover is placed at the bottom of the screen. Adjusting method is the same as SUDDEN+.
SUD+ & HID+Combines the last two modifiers. The shutter window can be adjusted in the same fashion as the individual modifiers.
LIFTThis moves the judgment line up the screen.
LIFT & SUD+Combines the LIFT and SUDDEN+ modifiers.


From tricoro onwards, this can be accessed by pressing the VEFX button while on the Game Options screen.

Options Arcade Console / INFINITAS ULTIMATE MOBILE Info
Ghost Score Display PositionYesYesNoThis enables a display of the difference between the current score and a previous high score as well as the position of the number in the gameplay screen. The color of the ghost display can also be changed.
Judge ModeYesYesNoWhen enabled, this displays a small table counting the number of judgments (PGREAT, GREAT, GOOD, BAD, POOR, and COMBO BREAK) obtained in a current stage.
Judgment Name DisplayYesYesNoThis adjusts the distance of the judgment name from the judgment line.
Judgment Timing Indicator DisplayYesYesYesWhen enabled, this shows the FAST/SLOW indicator as well as the position of said indicator.
Timing AdjustmentYesYesYesThis sets the delay offset between the screen visuals and player's input for better accuracy and/or to suit a player's preference.
Target Score DisplayYesYesNoIf a TARGET SCORE is enabled, this changes the display method of the target score difference.
Auto-Scratch Note DisplayYesNoNoShows or hides scratch notes if AUTO-SCRATCH is used.
Groove Gauge DisplayYesNoNoShows or hides the Groove Gauge bar and/or percentage number.
Lane BrightnessYesNoNoAdjusts the opacity of the player's note lanes.
DisplayYesYesNoChanges the display method of the footage recorded from a cabinet's built-in cameras (if applicable) or video (for CS releases) in-game.


The following options can be enabled by using the numerical keypad installed in e-amusement connected cabinets.

  • M-RAN [6] - If on 2-Player Mode, both sides' charts receive the same RANDOM note column order. However, the 2P side's chart is also mirrored.
  • BATTLE [7] - If on Double Play, this uses the Single Play notecharts instead on both sides.
  • H-RAN (SAMURAI S-RANDOM) [8] - Same as S-RANDOM, but repeat notes on the same key are less likely to occur.
  • EXPAND-JUDGE [9] - Introduced in PENDUAL. When enabled, the timing windows for PERFECT GREATS and GREATS are quadrupled. Scores and clear lamps are not saved with this enabled, but EXTRA STAGE, Tran Medals, and in-game currency are still obtainable.

Other Modifiers:

  • HI-SPEED - increases the scroll rate of the note chart. The actual notes do not have to be pressed any more quickly; the scroll speed is simply increased, and the notes become further apart. Most versions of beatmania IIDX have more than one Hi-Speed setting, differentiated by numbers (a higher number means a faster speed.) The Hi-Speed modifier is traditionally abbreviated HS with the number immediately following. For example, Hi-Speed 2 is abbreviated HS2. From beatmania IIDX DistorteD11 IIDX RED CS in the arcade and consoles respectively onward, HI-SPEED can be changed in-game. .5 mods were added in HAPPY SKY and 10th style CS for arcade and home respectively. Starting with tricoro, the HI-SPEED settings go from x0.50 to x4.00 in 0.25 increments. Since SPADA, the HI-SPEED setting can only be changed on the main gameplay screen. Rootage introduced a new HI-SPEED system, temporally replacing the old one. There are 10 HI-SPEED settings, and the chart will now scroll at the same speed on a given HI-SPEED setting regardless of the song BPM, but BPM changes will still affect the scroll speed. HEROIC VERSE re-enables CLASSIC HI-SPEED and expands Rootage's HI-SPEED option to 20 settings.
Hi-Speed is traditionally adjusted by holding the START button during gameplay and hitting either a black or white key. tricoro introduces the Floating Hi-Speed, in which adjustments are done by one-hundredth decimal intervals by spinning the turntable in a corresponding direction. A player can switch between the classic, Rootage and Floating Hi-Speed by pressing the EFFECT button or [0] on the keypad while the Hi-Speed window is open.
  • TARGET SCORE - Adjust the graphs mode with a turntable. Unavailable when two people play. ARENA target score is exclusive in ARENA mode.
  • RANDOM+ - introduced in IIDX RED and 8th style CS, this is similar to RANDOM, except that the scratch column is included in the randomization process, so the scratches usually end up assigned to a key, and a key gets assigned to the scratch. Scores don't save when this is on.
  • MIRROR+ - introduced in 9th style CS, this is like MIRROR, except the scratch column is included. Scores don't save when this is on.
  • SUDDEN (old) - notes only become visible when they enter the lower portion of the screen. The visible portion is approximately a third of the screen. It can be enabled at the same time as HIDDEN, causing the notes to briefly blink in the middle of their respective lanes.
  • HIDDEN (old) - notes are only visible in the upper portion of the screen (again, approximately a third of the screen). It can be enabled at the same time as SUDDEN, causing the notes to briefly blink in the middle of their respective lanes.
  • REGUL-SPEED - Introduced as a secret modifier in GOLD, this negates the effect of tempo changes by setting the scroll speed to a constant 150 BPM. The player can then select an appropriate Hi-Speed mod accordingly. To enable this option, open the options menu by holding Start and press the keys "2-3-5-7-4-6". Scores obtained using this modifier are not recorded.
  • 5-KEYS - This assist modifier disables the two farthermost keys of the player's side, thus essentially making it a 5-key chart akin to the original beatmania. Removed in Rootage.
  • ASSIST NOTES / MOBILE ASSIST - reduces chords to one or two simultaneous note(s). Exclusive to ULTIMATE MOBILE, using this option counts as an ASSIST CLEAR.

Beatmania IIDX

Video game series

For the first game in the series, see Beatmania IIDX (video game).

Video game series

Beatmania IIDX[a] is a series of rhythm video games, that was first introduced by Konami in Japan on February 26, 1999.[2]IIDX has since spawned 30 arcade releases and 14 console releases on the Sony PlayStation 2.[3] It is the sequel to the beatmania game series,[4] and part of the Bemani line of music games.[5] A PC release titled beatmania IIDX INFINITAS has been released, beginning alpha testing in September 2015,[6] and was heavily updated to a new version in 2020.[7]


Gameplay in general[edit]

A person wearing a hat is seen at the center of the screen, depicted with monochrome colors over a black background. The left and right sides of the screen contain lanes for notes heading toward the controller's seven keys and turntable. The player's score and groove gauge are at the bottom side of the screen alongside a percentage accounting for the player's overall performance, a red dancer, the song's bpm, "surround", and "0/1 coin(s)".
Gameplay of the original Beatmania IIDXduring the M-Flosong "The Theme from Flo Jack".

Beatmania IIDX tasks the player with performing songs through a controller consisting of seven key buttons and a scratchable turntable.[8] Hitting the notes with strong timing increases the score and groove gauge bar, allowing the player to finish the stage. Failing to do so depletes the gauge until it is empty, abruptly ending the song.[9]

Starting from beatmania IIDX 17 SIRIUS, two new note types are added. Charge Notes is a note that must be pressed and released on the right time, while Backspin Scratch is a scratch note which require the player to spin the disc in a direction, then spinning it in the opposite direction at the end. Both are valued two combos; one for the beginning note and one for the ending note. beatmania IIDX 23 copula introduced a variation called Hell Charge Notes, which refill the gauge when held down but rapidly deplete it when not. Unlike regular Charge Notes, they can be pressed at any time, though missing the timing window will still break the player's combo.


From beatmania IIDX to beatmania IIDX 4th Style, song difficulty ranged from Level 1 to Level 7. beatmania IIDX 5th Style introduced flashing Level 7s as the new top difficulty. Flashing 7s gave way to Level 8 difficulty in beatmania IIDX 10th Style, and Level 8+ was added in beatmania IIDX 11 IIDXRED. The version immediately after, beatmania IIDX 12 HAPPY SKY, introduced a new difficulty scale, from Level 1 to Level 12, which has remained the standard.


Like most BEMANI titles, Beatmania IIDX has Extra Stage and One More Extra Stage songs, commonly known as ES and OMES respectively. When Extra Stage was introduced in beatmania IIDX 3rd Style, there was no new song to unlock, and the player simply got to play an extra song. beatmania IIDX 7th Style was the first to have an unlockable song only available on Extra Stage, and also introduced the One More Extra Stage. Obtaining the secret ES and OMES required meeting certain requirements during a session of play. beatmania IIDX 13 DistorteD was the first title with an Extra Stage system exclusive to players using an e-AMUSEMENT pass; it also included multiple Extra Stages that had to be cleared under certain requirements to unlock the One More Extra Stage.

beatmania IIDX 14 GOLD saw the return of the standard ES and OMES songs, alongside another multiple Extra Stage system. The setup of having two systems per game (standard system and e-AMUSEMENT system) continued until beatmania IIDX 18 Resort Anthem, where the standard ES and OMES stood alongside a new song unlock system tied to a player's e-AMUSEMENT pass. beatmania IIDX 19 Lincle brought back the multiple Extra Stage system, in the form of Lincle Kingdom, while retaining the standard ES and OMES setup. beatmania IIDX 20 tricoro replaces the standard Extra Stage with "LIMIT BURST", which allows seven different Extra Stage songs to be played. There are no One More Extra Stages for LIMIT BURST, and so far, the only OMES was Plan 8, part of tricoro's first song unlock system, LEGEND CROSS.

Most Extra Stage songs debut in their respective Beatmania IIDX games, but there are some Extra Stage songs (esp. from the multiple Extra Stage systems) that are crossovers from other BEMANI titles; for example, tricoro's LIMIT BURST system is largely made up of notably difficult songs from other games. Examples include "neu" from pop'n music 15 ADVENTURE, "JOMANDA" from jubeat copious, and "New Decade" from Dance Dance Revolution X2, which got a specially cut version of the song for its IIDX chart.


In 1997, Konami distributed its Games & Music Division's (G.M.D.) Beatmania in Japan as a DJ-themed arcade title, significantly influencing rhythm games. Its surprise success influenced the developer to rename itself Bemani, a portmanteau of "Beatmania", and the studio made several spinoffs following its release, including Pop'n Music and Dance Dance Revolution.[9][10]: 54–58 [11]: 297  Bemani initially conceived and developed Beatmania IIDX as a sequel to Beatmania, and Konami released it in Japan in 1999. The development team designed the game to simulate the experience of an actual DJ performing music at a real venue, and gave it a "club Visual Jockey feel."[12] While its predecessor used five keys, IIDX's controller had seven of them.[13] The controller was integrated into the game's Benami Twinkle cabinet along with a large 40-inch widescreen monitor, massive speakers, and eight spotlights.[12]

The original IIDX gained a post-release reception from video game publications. Neil Foster, writing for the website Hardcore Gaming 101, stated that with the addition of a widescreen monitor, the upper keys were made easier to identify. He called the game "a rocky start" for the Beatmania IIDX series, since it had music from Beatmania's first two iterations (1st Mix and 2nd Mix) paired with new tracks and remixes. According to Foster, many players were initially not impressed with performing old songs on upgraded hardware, so they switched to Beatmania 4th Mix.[8] Bryn Williams of GameSpy found IIDX to be harder than the original Beatmania, because songs that take advantage of its seven keys have more notes than those made for five keys.[13]IGN's Chris Roper wrote that it was successful because of its distinctive and responsive controller. He opinioned that the controller was imperfectly designed, yet its implementation made the game a rare experience.[9]

Bemani developed several updates to the game after its release. Konami decided to link Beatmania IIDX Club Version (later Substream) cabinets with Dance Dance Revolution 2ndMix machines for simultaneous play, leading to increased success. In late 1999, the publisher hired artist Goli to design graphics and characters for Beatmania IIDX 2nd Style.[8] The next game in the IIDX series, 3rd Style, featured a new aesthetic and was ported to the PlayStation 2.[14] In 2002, 8th Style was released after the discontinuation of the original five-key Beatmania. Foster said the updates popularized the game to the point that it overshadowed Beatmania, and IIDX earned more new songs and became known for being very difficult.[8] A sequel with a five-key controller, Beatmania III, was released in 2000.[15]

A video game named Beatmania was released in North America in 2006.[9] In 2015, a PC release titled beatmania IIDX INFINITAS was announced, and began alpha testing in September.[6] On January 29, 2020, Heroic Verse's LIGHTNING MODEL cabinets received a North American release.[16] On August 5, 2020, a new version of Infinitas was released.[7] This new version is similar to the Lightning upgrade for arcade releases, having support for 120 Hz displays and an improved engine.[17]


Effector controls and led ticker detected in a standard cabinet (Track Volume slider is replaced by Filter since 9th Style)

The beatmania IIDX cabinet has many standard features that are found in traditional arcade cabinets such as a widescreen display, powerful speakers, and start buttons. Also, unique to IIDX cabinets are the effector buttons and sliders, a bass platform transducer, marquee, and DJ simulating controller. The effector buttons and sliders allow the player to control the volume levels within the game and manipulate the music by adding additional sound effects. The bass platform vibrates beneath the player's feet to the beat of the music being played. The marquee is a series of sixteen-segment displayLEDs, used to display game information and scores during gameplay.[12]

Controller information[edit]

A turntable at the right side of the cabinet's "Player 2" controller.
Seven keys; four white ones in the bottom half, and three blacks ones on the top.

Beatmania IIDX's controller has seven keys and a turntable.

beatmania IIDX controls consist two sets of seven keys on each player's side, along with two turntables. The turntable for the left player's side is to the left of the keys, while the one on the right player's side is to the right.[12]

Each set of keys is arranged in a pattern of four white keys beneath three black keys. The black keys are offset from the white keys so that each pair of adjacent white keys has a black key above and in between them. This arrangement mimics the F, F#, G, G#, A, A#, B keys on a musical keyboard, though beatmania keys, being about twice as long as they are wide, do not resemble piano keys. The keys are commonly numbered 1 through 7, from left to right. The four white keys are numbered 1, 3, 5, and 7; the three black keys are numbered 2, 4, 6.

As of Cannon Ballers, two cameras are installed, one on the metal cage pointing to the controls and other at left pointing to the players. Initially the game would not boot up if the cameras weren't attached; this was fixed after initial release. As of Rootage, the left camera can read QR codes.

With the release of beatmania IIDX 27Heroic Verse, a new cabinet called LIGHTNING MODEL was introduced. The effect sliders, LCD marquee and keypads have been replaced with a touchscreen called the Premium Area, located under the screen where the sliders used to be. Due to the removal of the slider panel, the start buttons have been relocated to the upper-left and upper-right of the 1P and 2P keys respectively, and the VEFX and EFFECT buttons are located above the coin slot, as with 5-key beatmania machines. The front of the cabinet also features 3.5mm headphone jacks on each side, although this does not mute the speakers.[18]

As of beatmania IIDX 28 Bistrover, the Premium Area can be used to search for and bookmark specific songs, and can also provide more detailed information about player scores during the current credit.


Main article: e-Amusement § e-AMUSEMENT in Beatmania IIDX

Since 9th Style, the game has featured integration with Konami's e-amusement platform, which uses a card inserted at the beginning of the game to save stats, scores, allow customization, and track scores in comparison to previous plays and against others over the internet. From 9th Style to Happy Sky (12th), this was by way of a magnetic card and reader.[19] From Distorted onwards the newer type Contactless smartcard Konami e-amusement Pass system has been used. 9th Style did not require an internet connection to use a subset of the e-amusement functionality, but 10th and on required an internet connection to function, which must be provided by a subscription from Konami. Some versions can customize frames, BGM in SELECT MUSIC screen, notes, etc.. e-amusement is not available outside of the primary markets for IIDX (Japan, Asia, and the United States), which has left imported machines outside of Asia without full access to hidden songs and extra stages due to the increasing functionality and integration of e-amusement in more recent styles. However, new songs from e-amusement enabled styles can still be accessed on console versions (which can be imported from Japan) or in INFINITAS. As of Tricoro, required an internet connection to startup instead. As of Rootage, offline kits are returned.

Internal Hardware[edit]

Each game since 9th style runs on a Bemani PC, a custom PC based system designed specifically for Bemani's games. Games prior to 9th style use PlayStation-based hardware called the Bemani Twinkle.[20] As of the newest cabinet model for the "Lightning" cabinet introduced with Beatmania IIDX 27: Heroic Verse, there is an NvidiaGTX 1660, an Intel Core i5 9400F, 8GB of DDR4 RAM, and a 256GB SATA SSD. The cabinets also use a custom amplifier in addition to an Asus Xonar XE sound card, and run a limited version of Windows 10. There is also a 120 Hz main display and a touchscreen second display.[21][22] Older versions of the cabinets running PC based hardware generally were significantly weaker as they did not have to power 2 displays. The final revision prior to the Lightning Model use Bemani PC ADE-6291, that is powered by an AMD RX-421BD, an R7 Radeon GPU and has 4GB of RAM.[23]

Home versions[edit]

Konami turntable controllers.
Aftermarket arcade style controllers are readily available.

Konami also released home versions of IIDX for the PlayStation 2 console in Japan.[14] The home versions are known as CS (consumer software or console) styles, while the arcade versions are known as AC (arcade cabinet or arcade) styles. The CS games can be played with a DualShock controller or with a special controller from Konami that recreates the arcade experience. Konami manufactures two forms of home controllers, which are known as Konami Official Controllers (KOC) and Arcade Style Controllers (ASC). The KOC, pictured above, is much cheaper than the ASC, but is smaller than the ASC. In addition, KOCs look very different from ASCs and have a smaller space between the turntable and the keys. Konami purports the ASCs to be "arcade-accurate," in that they both resemble and feel like a controller on an arcade machine. For example, the controller itself is much larger and has the turntable further away from the keys. Both styles have a detachable key panel that can be placed to the left or the right of the turntable as the player desires. Aftermarket controllers are also readily available, often containing lit turntables and keys, as well as including microswitch based keys which are meant to closely mimic or be exactly like the ones used in the arcade.

Each CS style corresponds to an AC style of the game and usually contains every song that debuted on its respective AC style. However, some songs have copyright issues with CS, mobile or Infinitas' releases. In addition, CS styles may feature a selection of "revivals" - songs that appeared on previous AC or CS styles, "preview songs" - songs that appear on AC styles that do not yet have corresponding CS styles, and "CS exclusive" songs that appear only on CS styles. As of October 2009, CS versions of 3rd Style through Empress have been released (note that 3rd CS contains songs from 1st through 3rd AC; thus, there are no 1st style, 2nd style, or Substream CS titles); additionally, there is a PC title, Beatmania IIDX Infinitas, that doesn't correspond to any AC style however, is very closely related to Sirius in look and feel.[6]Infinitas was initially released in 2015, and upgraded in 2020 to a new version with 120 Hz capabilities.[7]

From October 1998 to March 31, 2007, Beatmania's PlayStation ports sold more than one million copies.[24]


Music is an integral part of the beatmania IIDX series. Featuring a wide selection of genres and artists, both licensed and in-house, the Beatmania IIDX series is well known for its original music.[14] Konami produces an original soundtrack of each game, usually a few months after release, due to the appeal of the music. Konami also releases original albums by Beatmania IIDX artists through its online store, Konamistyle. It's also a tradition that Konami crossovers some songs from and into other Bemani games such as Pop'n Music,Dance Dance Revolution and Sound Voltex.

Each new AC release typically features around 60-100 new songs (+100 since Rootage), with a selection of songs returning from previous versions and some songs have LEGGENDARIA charts. The current release, beatmania IIDX 28 Bistrover, features a library of over 1000 songs. Some songs are split across difficulties or styles. CS releases feature all of the new songs of their corresponding AC versions (with limited exceptions), 5-10 CS exclusive songs, around 25 "revival" (returning) songs, and 1-3 preview songs, for a total of around 60-100 songs (Empress uses 2 discs, each with 99 songs per disc). Arcade versions since 9th Style run on Bemani PC, rather than the PlayStation-based Bemani Twinkle, allowing them to have more songs with higher quality sound due to larger hard drives and higher end hardware.

Songs often include music videos when played, although only some songs contain dedicated videos. Some songs contain generic videos shared by multiple songs, and some of these have additional animated graphics overlaid atop them. Beginning with beatmania IIDX 19 Lincle, players can select Qpro characters or customize them, and some songs show Qpros as part of overlays (exc. in beatmania IIDX Infinitas, due to Qpros being unsupported). Beginning with beatmania IIDX 20 tricoro, overlays of some songs were removed, and in beatmania IIDX 9th Style, the effector system is not available, both due to hardware limitations. Beginning with beatmania IIDX 25 CANNON BALLERS, the effector system is expanded to 8 effect options, adjunt with EQ ONLY. In mobile games and in beatmania IIDX Infinitas (2015), the effector system is disabled.


Main article: List of Beatmania IIDX games

The beatmania IIDX series has been released in the home video game market in addition to its arcade releases. To date, the only video game system to have seen a IIDX game is the Sony PlayStation 2. There are currently fourteen games that have been released for the Japanese PlayStation 2, 3 mobile games, one PC game (beatmania IIDX Infinitas)[6] and one game for the American PlayStation 2 (beatmania).[9]

Arcade versions of beatmania IIDX have been imported to the United States from Japan during its lifetime. However, beginning with beatmania IIDX 27 HEROIC VERSE in LIGHTNING MODEL cabinet format, the game has seen a dedicated North American build specifically for use in the United States, due to the increasing presence of Round One arcades.[16]


Beatmania IIDX11: IIDXRED (with RED standing for "Revolutionary Energetic Diversification") is the 11th game in the beatmania IIDX series of music video games. It was released in arcades by Konami in 2004. The game features many new songs, some of which are unlocked over Konami's e-Amusement platform. As suggested by the title, IIDXRED's color scheme is red and black, and was one of the first versions to not use the word "style" to denote its version and have a legitimate theme (a pattern that would continue on later versions).

Beatmania IIDX tasks the player with performing songs through a controller consisting of seven key buttons and a scratchable turntable.[8] Hitting the notes with strong timing increases the score and groove gauge bar, allowing the player to finish the stage. Failing to do so depletes the gauge until it is empty, abruptly ending the song.[12]

The core gameplay remains the same in IIDX RED. A new rating, a flashing 8 was added to the difficulty scale. The unused side of the screen during single-player play is now used to house a score graph, containing a real-time comparison of the current player against the high scores.

Home version[edit]

The PlayStation 2 version of IIDX RED was released in Japan on May 18, 2006. It was First Title that Developed by Konami Digital Entertainment. It contains all the new songs, plus a selection of new songs and revivals from other mixes. The game also features 2 songs from the US Beatmania game (Toxic and You Really Got Me) with new Another charts. One of the revivals, Gambol, received another chart, although it is rated an 8 - it is exactly the same as the Light7 and 7-keys charts, with the only differences between the difficulty levels being increasingly strict timing windows, with Another containing very strict timing windows. It is considered to be a tribute to previous issues with the song's timing windows in previous versions (Gambol's problems were however fixed on Beatmania IIDX 12: Happy Sky).

IIDX 12: Happy Sky[edit]

Beatmania IIDX 12: Happy Sky (stylized as beatmania IIDX12: HAPPY SKY) was released in arcades by Konami in 2005. The game features over 45 new songs, some of which are unlocked over Konami's e-Amusement platform. Happy Sky introduced several small but significant changes to the series, such as a new difficulty scale, and a new boss song.

If the player gets AA's on all stages (with all 3 stages being played on Hard Mode and on Another difficulty, and the final stage being a 10), the player is awarded a chance to play the extra stage, where Scream Squad by Calf is offered. If a AAA is scored and the stage is played on Hard Mode, the player gets to play One More Extra Stage, (Mei) by Amuro vs Killer, a song rated 12 on Another.

Noted songs[edit]

Mei, the OMES of Happy Sky, is known for its Another chart, which is rated 12 on Another and contains exactly 2000 notes. It was once considered one of the most difficult songs in IIDX history, and is still notoriously difficult to clear in HARD mode due to the slowdown and speed up in the middle portion. Xepher gained more exposure outside of IIDX when it was one of several new IIDX crossovers featured in Dance Dance Revolution SuperNOVA, and later as part of a set of Bemani crossover unlocks in Toy's March 2 (which also included Mei). Scripted Connection sounds slightly different on each difficulty level, thus having 3 different "versions". DJ Murasame stated in a "bio" page for the song on Konami's Happy Sky microsite, that the 3 different versions could be played together one after the other at once, and suggested a situation where all 3 versions could be played sequentially using 3 IIDX cabinets next to each other.[25] The console version of Happy Sky would later include all 3 variations playable separately, and a long mix of all 3.

IIDX 13: Distorted[edit]

Beatmania IIDX 13: Distorted (stylized as beatmania IIDX13: DistorteD) was released in arcades by Konami in 2006. The game features a total of 55 new songs, some of which are unlocked over Konami's e-Amusement platform. Distorted's interface is a refresh of Happy Sky's interface, but using a monotone color scheme with orange wireframe patterns in menu backgrounds.

Cardinal Gate[edit]

Unlike previous versions of IIDX, Distorted features 4 different extra stages in a setup known as the Cardinal Gate. The system is based on the Four Symbols in Chinese mythology. The 4 main songs are identified by their artists in the menu, and are done under aliases of the main IIDX artists. The 4 songs are Contract by 朱雀 (Suzaku), Ganymede by 玄武 (Genbu), waxing and wanding by 青龍 (Seiryuu), and 華蝶風雪 (Kachoufuusetsu) by 白虎 (Byakko). The One More Extra Stage for Distorted is 嘆きの樹 (Nageki no Ki) by 金獅子 (Kinjishi). The OMES is accessed by A'ing all the other songs on Another with Hard Mode enabled.

To access it, one must get a B or higher on the first stage, and get another B or higher on the second stage (with the second song being of equal or higher difficulty than the first). On the last stage, the player must either full combo a 5 or 6-leveled song, finish a level 7 song with a full Groove Gauge, or pass any song with an 8 or higher.

The system is not used on machines in "beat#2" mode (which unlocks all songs). All of the Cardinal Gate song feature different frames for the gameplay interface. When a Cardinal Gate song was beaten, its corresponding frame would be unlocked to use in regular play using Konami's IIDX mobile site.

IIDX 14: Gold[edit]

Beatmania IIDX 14: Gold (stylized as beatmania IIDX14: GOLD), the 14th game, was released in arcades by Konami Digital Entertainment on February 21, 2007. The game features over 45 new songs, some of which are unlocked over Konami's e-Amusement platform. The game instituted another hardware change for IIDX, now running on more powerful hardware using Windows XP Embedded as its operating system. The user interface features a predominantly metallic appearance, with gold and silver accents throughout.

North American location test[edit]

Gold was the first version of Beatmania IIDX to have a dedicated English build for the North American market. As with other music video games, Japanese IIDX machines have been imported by some arcades, but are still considered rare. This is not the first time a Beatmania IIDX game has been released in North America though, as a Beatmania game based on 9th Style, featuring songs from IIDX, and the original Beatmania games, were released for the PlayStation 2 in 2006. These did not have an arcade counterpart.

The build was first seen at a location test at Brunswick Zone Naperville in Naperville, Illinois. Most of the instructions in the interface were translated into English, though Dan mode was untranslated, and song titles were not translated or romanized (although the LED marquee does show titles in a romanized format on all styles by default).[26] The English build of IIDX Gold was never released.

IIDX 15: DJ Troopers[edit]

Beatmania IIDX 15: DJ Troopers, the 15th game, was released in arcades by on December 19, 2007, and a version for the PlayStation 2 was released on December 18, 2008. The game features over 50 new songs, some of which are unlocked over Konami's e-Amusement platform. The overall motif of DJ Troopers is a military themed style, containing rustic greens, grays, and camouflage patterns.

  • Titlescreen of the CS version of IIDX 11 IIDXRED

  • Titlescreen of the CS version of IIDX 12: Happy Sky

  • Titlescreen of the CS version of IIDX 13: Distorted

  • Titlescreen of the CS version of IIDX 14: Gold

  • Titlescreen of the CS version of IIDX 15: DJ Troopers

See also[edit]

Notes and references[edit]



  1. ^"Beatmania IIDX 28 BISTROVER".
  2. ^"beatmania IIDX - beatmania IIDX for JP Arcade Game Information". Archived from the original on 2008-01-09. Retrieved 2009-05-25.
  3. ^"beatmania IIDX GATEWAY" (in Japanese). Konami. Archived from the original on 9 June 2009. Retrieved 2009-05-26.
  4. ^Roper, Chris (March 28, 2006). "beatmania - There isn't a whole lot of rhythm in Konami's latest music game". IGN. Retrieved 2009-05-25.
  5. ^"BEMANI Portal" (in Japanese). Konami. Archived from the original on 9 June 2009. Retrieved 2009-05-25.
  6. ^ abcd"PC版『beatmania IIDX』発表、急遽αテストがスタート…9月2日20:00まで". インサイド. September 2, 2015.
  7. ^ abc"Beatmania IIDX INFINITAS". Archived from the original on 2020-08-06.
  8. ^ abcdeFoster, Neil (April 1, 2013). "Beatmania (page 8)". Hardcore Gaming 101. Kontek. Archived from the original on July 23, 2019. Retrieved March 5, 2020.
  9. ^ abcdeRoper, Chris (March 28, 2006). "beatmania". IGN. Ziff Davis. Retrieved March 7, 2020.
  10. ^Ashcraft, Brian; Snow, Jean (2008). Arcade Mania! The Turbo-Charged World of Japan's Games Centers. Kodansha International. ISBN .
  11. ^Cook, Nicholas; Pettengill, Richard (May 16, 2013). Taking It to the Bridge: Music as Performance. University of Michigan Press. ISBN .
  12. ^ abcde"overall on beatmania IIDX". Konami. Konami. 1999. Archived from the original on February 6, 2007. Retrieved March 5, 2020.
  13. ^ abWilliams, Bryn (April 5, 2006). "beatmania - Page 1". GameSpy. IGN Entertainment, Inc. Retrieved March 7, 2020.
  14. ^ abc"BeatMania IIDX 3rd Style - PlayStation 2". GameSpy. IGN Entertainment, Inc. November 2, 2000. Retrieved March 15, 2020.
  15. ^"beatmania III". Konami. Konami. 2000. Archived from the original on December 4, 2004. Retrieved March 15, 2020.
  16. ^ ab"IIDX LIGHTNING MODEL arrives at Round1 USA with region specific build". 30 January 2020.
  17. ^"beatmania IIDX INFINITAS". beatmania IIDX INFINITAS 公式サイト. Retrieved 2021-01-12.
  18. ^
  19. ^"BeatmaniaIIDX 9th style".
  20. ^" - beatmania IIDX". Retrieved 2021-01-12.
  21. ^"beatmaniaIIDX LIGHTNG MODELのPCBスペックとかモニターの情報など" (in Japanese). Retrieved 2021-01-12.
  22. ^"beatmania IIDX 27 HEROIC VERSE". beatmania IIDX 27 HEROIC VERSE. Retrieved 2021-01-12.
  23. ^" - Twinkle". Retrieved 2021-01-12.
  24. ^"SEC Info - Konami Corp - '20-F' for 3/31/07". SEC Info. Fran Finnegan & Company. March 31, 2007. Archived from the original on February 2, 2009. Retrieved March 5, 2020.
  25. ^"Scripted Connection song bio" (in Japanese). Konami. Retrieved 2008-12-15.
  26. ^"Beatmania IIDX Gold to go on test in an American arcade". Archived from the original on 2007-12-18. Retrieved 2008-04-02.


  • Ashcraft, Brian (2008). Arcade Mania! The Turbo-Charged World of Japan's Games Centers. Kodansha International. ISBN .
  • Cook, Nicholas; Pettengill, Richard (May 16, 2013). Taking It to the Bridge: Music as Performance. University of Michigan Press. ISBN .

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Welcome to - a guide for beatmania IIDX

This is a guide written mainly for new players getting into beatmania IIDX. Over time more advanced topics may be added.

This is part of an effort to provide a friendly introduction to the game for the English-speaking audience. Too much of English-language IIDX content is:

  • not friendly to beginners new to the game,
  • too verbose, documenting the entire history of IIDX instead of focusing on the current version,
  • extremely outdated, or
  • locked up behind walled-garden communities like members-only websites and Discord servers

This guide aims to resolve these issues by pulling from various established resources written in other languages (mostly Japanese and Korean), with a bit of original English content as well. References will be provided whenever possible.

The guide assumes that you are either playing on:

  • beatmania IIDX Infinitas (2020 version)
  • beatmania IIDX 28 BISTROVER

Infinitas-specific sections will be denoted with [INF], and arcade-specific sections will have [AC].

Continue reading by picking an item from the menu.

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Copyright © 2021

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