Editing Music Stage

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;Controls
;Controls
{{tab|o}}{{tab|PlayStation}}
*{{button|x}}, {{button|l1}}, and {{button|r1}}: Attack
*{{button|x}}, {{button|l1}}, and {{button|r1}}: Attack
*{{button|triangle}}: Activate ability crystals
*{{button|triangle}}: Activate ability crystals
*{{button|circle}}: Jump (hold to glide)
*{{button|circle}}: Jump (hold to glide)
*{{button|stickl}}: Move left and right while gliding
*{{button|stickl}}: Move left and right while gliding
{{tab|c}}{{tab|Xbox}}
*{{button|xboxa}}, {{button|xboxlb}}, and {{button|xboxrb}}: Attack
*{{button|xboxy}}: Activate ability crystals
*{{button|xboxb}}: Jump (hold to glide)
*{{button|stickl}}: Move left and right while gliding
{{tab|c}}{{tab|Nintendo Switch}}
*{{button|switcha}}, {{button|switchl}}, and {{button|switchr}}: Attack
*{{button|switchx}}: Activate ability crystals
*{{button|switchb}}: Jump (hold to glide)
*{{button|stickl}}: Move left and right while gliding
{{tab|c}}{{tab|Keyboard}}
*{{button|keyf}}, {{button|keyg}}, {{button|keyh}}, and {{button|keyctrl}}: Attack
*{{button|keyt}}: Activate ability crystals
*{{button|keyspacebar}}: Jump (hold to glide)
*{{button|keywasd}} and {{button|keyarrows}}: Move left and right while gliding
{{tab|c}}{{tab|c}}


===Memory Dive===
===Memory Dive===
In '''Memory Dives''', the party glides down a music sheet as cutscenes from across the series play. Instead of defeating enemies, the player must hit floating targets. In addition to the ordinary hit targets, there are hold targets that must be held and released in time and slide targets that require tilting the analog stick. Any combination of hit targets, the start or end of hold targets, and slide targets may appear simultaneously.
In '''Memory Dives''', the party glides down a music sheet as cutscenes from across the series play. Instead of defeating enemies, the player has to land on the correct notes, using {{button|x}}, {{button|l1}}, and/or {{button|r1}}. For hold notes, the player needs to hold at least one of the buttons.
 
;Controls
{{tab|o}}{{tab|PlayStation}}
*{{button|x}}, {{button|l1}}, and {{button|r1}}: Activate hit targets (hold and release for hold targets)
*{{button|stickl}} and {{button|stickr}}: Activate slide targets
{{tab|c}}{{tab|Xbox}}
*{{button|xboxa}}, {{button|xboxlb}}, and {{button|xboxrb}}: Activate hit targets (hold and release for hold targets)
*{{button|stickl}} and {{button|stickr}}: Activate slide targets
{{tab|c}}{{tab|Nintendo Switch}}
*{{button|switcha}}, {{button|switchl}}, and {{button|switchr}}: Activate hit targets (hold and release for hold targets)
*{{button|stickl}} and {{button|stickr}}: Activate slide targets
{{tab|c}}{{tab|Keyboard}}
*{{button|keyf}}, {{button|keyg}}, {{button|keyh}}, and {{button|keyctrl}}: Activate hit targets (hold and release for hold targets)
*{{button|keywasd}} and {{button|keyarrows}}: Activate slide targets
{{tab|c}}{{tab|c}}


===Boss Battle===
===Boss Battle===
'''Boss Battles''' pit the party against a boss. Gameplay is mostly identical to Memory Dives, with the addition of ability crystals from Field Battles. During a Boss Battle, the track may sometimes enter a '''Dark Zone'''. When a Dark Zone is cleared, the boss will perform a powerful "special attack" that the party will defend against or evade; the player's performance affects the party's defense against the attack.
'''Boss Battles''' pit the party against a boss. Gameplay is mostly identical to Memory Dives, though with the addition of ability crystals from Field Battles. During a Boss Battle, the track my sometimes enter a '''Dark Zone'''. When a Dark Zone is cleared, the boss will perform a powerful attack that the party will defend against or evade; the player's performance affects the party's defense against the attack.
 
;Controls
{{tab|o}}{{tab|PlayStation}}
*{{button|x}}, {{button|l1}}, and {{button|r1}}: Activate hit targets (hold and release for hold targets)
*{{button|stickl}} and {{button|stickr}}: Activate slide targets
*{{button|triangle}}: Activate ability crystals
{{tab|c}}{{tab|Xbox}}
*{{button|xboxa}}, {{button|xboxlb}}, and {{button|xboxrb}}: Activate hit targets (hold and release for hold targets)
*{{button|stickl}} and {{button|stickr}}: Activate slide targets
*{{button|xboxy}}: Activate ability crystals
{{tab|c}}{{tab|Nintendo Switch}}
*{{button|switcha}}, {{button|switchl}}, and {{button|switchr}}: Activate hit targets (hold and release for hold targets)
*{{button|stickl}} and {{button|stickr}}: Activate slide targets
*{{button|switchx}}: Activate ability crystals
{{tab|c}}{{tab|Keyboard}}
*{{button|keyf}}, {{button|keyg}}, {{button|keyh}}, and {{button|keyctrl}}: Activate hit targets (hold and release for hold targets)
*{{button|keywasd}} and {{button|keyarrows}}: Activate slide targets
*{{button|keyt}}: Activate ability crystals
{{tab|c}}{{tab|c}}


==Styles==
==Styles==
===Basic===
===Basic===
{{nihongo|'''Basic'''|ノーマル|Nōmaru|lit. "Normal"}} style is the default, standard gameplay. All mechanics function normally.
The {{nihongo|'''Basic'''|ノーマル|Nōmaru|lit. "Normal"}} style is the default, standard gameplay. All mechanics function normally.


===One Button===
===One Button===
{{nihongo|'''One Button'''|ワンボタン|Wan Botan}} style is a significantly easier mode of play. As the name suggests, only one button is required to clear Music Stages with this style. To accommodate this simple control scheme, horizontal movement when gliding and team members' attacks are automatic. High scores and Excellent Bars earned in the One Button style are recorded separately from Basic style scores, and progress toward many [[Records]] will not be counted.
The {{nihongo|'''One Button'''|ワンボタン|Wan Botan}} style is a significantly easier mode of play. As the name suggests, only one button is required to clear Music Stages with this style. To accommodate this simple control scheme, horizontal movement when gliding and team members' attacks are automatic. High scores earned in the One Button style are recorded separately from Basic style scores, and progress toward many [[Records]] will not be counted.


===Performer===
===Performer===
{{nihongo|'''Performer'''|パフォーマー|Pafōmā}} style is a more challenging mode that adds additional performer targets. Performer targets must be hit in time using additional buttons, with the appropriate button being displayed over the performer target. There is no penalty for missing performer targets. Successfully hitting performer targets will not increase the score or increment the chain, but instead start a performer combo, which will contribute to the Performer Bonus for extra Rhythm Points.
The {{nihongo|'''Performer'''|パフォーマー|Pafōmā}} style is a more challenging mode that adds additional performer targets. Performer targets must be hit in time using {{button|square}}, {{button|l2}}, and {{button|r2}}, with the appropriate button being displayed over the performer target. There is no penalty for missing performer targets. Successfully hitting performer targets will not increase the score or increment the chain, but instead start a performer combo, which will contribute to the Performer Bonus for extra Rhythm Points.
 
;Additional controls
{{tab|o}}{{tab|PlayStation}}
*{{button|square}}, {{button|l2}}, and {{button|r2}}: Activate performer targets
{{tab|c}}{{tab|Xbox}}
*{{button|xboxx}}, {{button|xboxlt}}, and {{button|xboxrt}}: Activate performer targets
{{tab|c}}{{tab|Nintendo Switch}}
*{{button|switchy}}, {{button|switchzl}}, and {{button|switchzr}}: Activate performer targets
{{tab|c}}{{tab|Keyboard}}
*{{button|keyb}}, {{button|keye}}, and {{button|keyu}}: Activate performer targets
{{tab|c}}{{tab|c}}


==Special modes==
==Special modes==
===Co-op===
===Co-Op===
{{nihongo|'''Co-op'''|ダブルプレイモード|Daburu Purei Mōdo|lit. "Double Play Mode"}} is a cooperative variant of Field Battles in which two players share the field. The first player plays as Sora on the left half of the field, and the second plays as Riku on the right half, both in their ''{{c|Kingdom Hearts|game}}'' outfits. In addition to their normal abilities, both players have access to [[Friend Curaga]]. There are a total of 21 Co-op stages. No rewards are given for completing a stage in Co-op mode.
{{nihongo|'''Co-Op'''|ダブルプレイモード|Daburu Purei Mōdo|lit. "Double Play Mode"}} is a cooperative variant of Field Battles in which two players share the field. The first player plays as Sora on the left half of the field, and the second plays as Riku on the right half, both in their ''{{c|Kingdom Hearts|game}}'' outfits. In addition to their normal abilities, both players have access to [[Friend Curaga]]. There are a total of 21 Co-Op stages. No rewards are given for completing a stage in Co-Op mode.
 
The charts for Co-op tracks are structured so that both players have roughly the same amount of enemies, ability crystals, and gliding sections. Instead of having one player press two buttons at once, simultaneous enemies require both players to attack in unison. Because the width of the field is smaller for each player than a normal Field Battle, all glide targets can be collected without moving from side to side (although horizontal movement is still allowed).


===VS Battle===
===VS Battle===
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==Mechanics==
==Mechanics==
===Scoring===
===Scoring===
Earning a high score depends on the timing of hitting each note; for the maximum score, hit the note when the outer circle of the timing guide aligns with the inner circle. The score of a note has four different ratings: "Miss" (which does not add any points), "Good", "Excellent", and rainbow "Excellent". Successfully dodging a ranged projectile or hitting a glide target in a Field Battle will always result in a rainbow "Excellent." The score value of each note changes depending on the note type, enemy type, and total notes in the song. Because they do not contribute to the score, performer targets have their own rating, "Cool".
In all stages, each note is worth a score that varies depending on timing; for higher scores, hit the note when the outer circle of the timing guide aligns with the inner circle: The score has four different ranks: "Miss" (which does not add any points), "Good", and either a gold or rainbow "Excellent".
 
{{sec-stub}}
A "Full Chain" can be achieved by clearing a song without a single "Miss" rating, and an "All Excellent" can be achieved by clearing a song with only "Excellent" and rainbow "Excellent" ratings. Each Music Stage also has an Excellent Bar, which can be filled by hitting all notes with at least an "Excellent" rating over multiple attempts.
 
At the end of a successfully cleared Music Stage, a rank is awarded based on the total score.


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{{MOM}}
{{MOM}}
{{MOMStages}}
{{MOMStages}}
 
<!--[[Category:Kingdom Hearts Melody of Memory]]
[[Category:Kingdom Hearts Melody of Memory]]
[[Category:Kingdom Hearts Melody of Memory Memory Dives| ]]
[[Category:Kingdom Hearts Melody of Memory Memory Dives| ]]
[[Category:Kingdom Hearts Melody of Memory Field Battles| ]]
[[Category:Kingdom Hearts Melody of Memory Field Battles| ]]
[[Category:Kingdom Hearts Melody of Memory Boss Battles| ]]
[[Category:Kingdom Hearts Melody of Memory Boss Battles| ]]
[[Category:Kingdom Hearts Melody of Memory Co-op Field Battles| ]]
[[Category:Kingdom Hearts Melody of Memory Co-Op Field Battles| ]]-->

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