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Sound Voltex

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Genres
  
Publishers
  
Genre
  
Music video game

Developers
  
Platform of origin
  
Arcade

Sound Voltex httpsiytimgcomviO31ZusubqAmaxresdefaultjpg

First release
  
Sound Voltex BoothJanuary 18, 2012

Latest release
  
Sound Voltex IV: Heavenly HavenDecember 21st, 2016

Games
  
Sound Voltex III: Gravity W, SOUND VOLTEX II ‑ infinite inf

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Sound Voltex (stylized as SOUND VOLTEX, often shortened as SDVX) is a series of music games by KONAMI. It was tested on various cities in Japan starting on August 26, 2011 until September 19, 2011. It was then released on January 18, 2012.

Contents

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SOUND VOLTEX II - infinite infection - , SOUND VOLTEX III GRAVITY WARS and SOUND VOLTEX IV - HEAVENLY HAVEN are updated versions of SOUND VOLTEX, released on June 5, 2013, November 20, 2014, and December 21, 2016 respectively. It has since appeared, though more limited, in arcades outside of Japan (including some locations in the US and elsewhere).

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SOUND VOLTEX overview

Sound Voltex Sound Voltex Wikipedia

Sound Voltex consists of two different parts that relate to each other: Sound Voltex Booth and Sound Voltex Floor. Sound Voltex Booth is the main game, while SOUND VOLTEX FLOOR is a system wherein game content is created by Japanese artists and musicians. Content chosen from SOUND VOLTEX FLOOR will be inserted into SOUND VOLTEX BOOTH and become available in the game.

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Unlike other rhythm arcade games, SOUND VOLTEX does not require the players to play the music correctly, but to make various effects on the existing music.

Objects

Sound Voltex SOUND VOLTEX III GRAVITY WARS Konami Product Information

Various objects come towards player on the course lane, which consists of 6 columns of rails. The player is required to input corresponding commands when the object reaches the Critical Line at the bottom of the screen. The command required will differ, depending on the objects.

BT Objects (for upper row of buttons)

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These are white objects that come toward the player. Each BT object is one column wide.When these objects reach the Critical Line, the player must hit the BT button corresponding to the rail where the object sits.For chip objects, the player simply hits the buttons. For long objects, the player presses and holds the buttons until the end of the object.

FX Objects (for lower row of buttons)

These are orange objects that come toward the player. Each FX object is two columns wide.When the objects reach the Critical Line, the player must hit the FX button corresponding to the rail where the object sits.For chip objects, the player simply hits the buttons. For long objects, the player presses and holds the buttons until the end of the object.From IV, there are yellow chip FX objects when being hit, a special sound effect is displayed.

Analog Device Lines (for control knobs)

These are blue and pink lines that flow from the inside to the outside of the course lane.When the line(s) reach the Critical Line, the player must turn the corresponding analog knob(s) to make the Markers stay inside the Device line.For sloping parts, the player must turn the knobs slowly. For right-angle parts, the player must turn the knob suddenly.

Rate systems

As the player hits the objects, a judgment is received—from highest to lowest: CRITICAL, NEAR, and ERROR—depending on the timing of hitting the objects. (For long objects and Analog Devices, CRITICAL and ERROR only.) CRITICAL fills the rate gauge, while ERROR depletes it. (From SDVX II onward, NEAR also fills the gauge, but only 1/4 of the amount that CRITICAL fills.) The player is required to fill the rate gauge a certain amount by the time the stage ends to clear it; otherwise the player fails it, and the play session will be over. The amount required to fill the gauge will differ, depending on the rate system the player is using.

Effective Rate

This is the default rate system. Its initial value is 0%.The player is required to fill 70% of the rate gauge before the stage ends to clear the stage.When playing multiplayer, if at least one player clears the stage those who fail will instead be SAVED, and they can continue the play session.

Excessive Rate

This is the rate system added in SDVX II. Its initial value is 100%.The player is required to finish the stage without letting the rate energy fall to 0%. If the rate gauge is fully depleted before the stage ends, it's an instant TRACK CRASH.The player receives a different clear medal when clearing a stage with this rate.Since the player is instantly retired from the match when receiving TRACK CRASH, the SAVED system is unavailable when using this rate.

Permissive Rate

This is the rate system used in Skill Analyzer mode. Its initial value is 100%.

Blastive Rate

This is the rate system used for Blaster stages. Its initial value is 100%.

Results Screen

After the stage ends, a result screen is shown with following statuses and statistics included.

Clear Status

Track Complete
Track Crash
Saved
Ultimate Chain (UC)
Perfect Ultimate Chain (PUC, or simply Perfect)

Play Score

This is the player's score for the stage. The formula for score is Score = (Critical + Near/2) ÷ Total Chain × 10,000,000

Clear Mark

The grade for the stage—from highest to lowest: S, AAA+, AAA, AA+ ,AA , A+, A, B, C, and D, depends on your score.If the player clears the stage with AAA for the first time, a special animation will be played known as a "Shining Grade".

Clear Medal

The medal received will differ depending on the clear status and rate systems.
Track Played (Dark Green C)
SAVED (Blue S)
Effective Complete (Green C)
Excessive Complete (Purple C)
Ultimate Chain (Red U)
Perfect (Golden P)

Rate Energy

This is the amount of the energy left in the Rate gauge.

Judgment Counts

This is the number of CRITICAL, NEAR, and ERROR judgments.For the NEAR counts, the system also shows EARLY and LATE counts for the player, similar to Beatmania IIDX.

Maximum Chain

This is the max chain count acquired in the stage.

Achievement gauge

This is the achievement rate for 3 different objects: VOL for analog device lines, LONG for FX objects, and BTN for BT objects.

Stage Reward

The player is awarded with Packets and Blocks, according to performance.

Skill Analyzer

Skill Analyzer mode is a mode added in SDVX II, which can let the player test their Skill Level. The player first selects the course to play, and the course will immediately begin after selection. The course is harder, as the Skill Level required is higher. Each Skill Level contains 3 different courses for the player to select.

The Skill Levels (in SDVX III) are listed below:

  • Lv.01 岳翔 (Bronze)
  • Lv.02 流星 (Blue)
  • Lv.03 月衡 (Yellow)
  • Lv.04 瞬光 (White)
  • Lv.05 天極 (Water Blue)
  • Lv.06 烈風 (Emerald Green)
  • Lv.07 雷電 (Red)
  • Lv.08 麗華 (Pink)
  • Lv.09 魔騎士 (Silver)
  • Lv.10 剛力羅 (Gold)
  • Lv.11 或帝滅斗 (Crimson)
  • Lv.∞ 暴龍天 (Purple)
  • When playing in Skill Analyzer mode, the rate system will be locked in Permissive Rate system. Starting with the initial value of 100%, the player is required to finish the course without letting the rate energy fall to 0%. The rate energy left in each previous stage will be brought to the next stage. If the rate gauge is fully depleted before the course ends, it's an instant TRACK CRASH.

    The results screen for each stage will still be shown, and the player can still receive the reward, but the clear medal will remain as Track Played unless a UC or a PUC status is acquired.

    After the course is over, the achievement rate and the course result will be shown.

  • If the player received TRACK CRASH, the course result will be ANALYZING FAILURE (分析失敗), and the achievement rate will be the percentage of the finished course.
    (e.g. A player completed 2 stages and received TRACK CRASH in the middle (50%) of the 3rd stage, then the achievement rate will be 2.5 ÷ 3 × 100% = 83%)
  • If the player completed the course, the course result will be ANALYZING SUCCESS (分析成功), and the formula for the achievement rate will be Achievement Rate = (Average Score for 3 stages - 9,000,000) ÷ 1,000,000 × 100% + 100%. However, if the average score is below 9,000,000 then the rate will be 100%. Also, the player can get the plate for the Skill Level and corresponding titles, as well as extra Packet and Block rewards.
  • Infinite Blaster (Since SDVX II)

    Each track usually contains three types of effects—from easiest to hardest: NOVICE, ADVANCED, EXHAUST and MAXIMUM. For those song that does not originally contain MAXIMUM, mostly songs released until III, it will be added later. However, there are also GRAVITY, INFINITE, and HEAVENLY effects for some tracks. These effects are harder than EXHAUST or are at the same level but completely different from EXHAUST. The player cannot simply unlock them in SOUND VOLTEX STATION, and instead they can only be unlocked by playing Blaster stages.

    To unlock GRAVITY, INFINITE or HEAVENLY types for the track, the following is required:

    1. Charge the Infinite Blaster
    2. Select the Blaster stage
    3. Play the Blaster stage

    This cycle is repeated until the Target Life is reduced to 0 and the player can get the effect.

    The player can also play the Blaster stages by simply starting a play session with Blaster Start, regardless of the Blaster energy.

    From SOUND VOLTEX IV onwards, the INFINITE BLASTER unlock system has been renamed to BLASTER GATE.

    Unlocks

    Like all of the BEMANI games, SOUND VOLTEX BOOTH also has its own unlocks. SOUND VOLTEX STATION is the main unlocking system in the game. Each time players play SOUND VOLTEX BOOTH, they will receive a certain amount of Blocks and Packets. Blocks are required to unlock music and Packets are used to unlock Appeal Cards, which are basically Avatars.

    One of the unlocking methods is the APPEND TRAVEL event, where players clear songs from Jubeat, saving their results and gameplay in an e-Amusement card when playing other BEMANI games with the card inserted. APPEND TRAVEL has the song candii unlocked, as well as its own Appeal Cards.

    Music

    SOUND VOLTEX's music is mainly produced by independent artists; most of the artists are VOCALOID producers. Song jackets are also created by independent artists, and some songs may have different jackets for different difficulties, like EZ2DJ.

    Hardware

    The specifications of SOUND VOLTEX BOOTH are listed below.

  • CPU: Intel Celeron M 440 1.86 GHz
  • GPU: ATI Radeon HD 2400
  • RAM: DDR2 533 2GB Dual Channel
  • DISK: Intel SSD 320 Series 80GB SSDSA2CW080G3
  • OS: KONAMI Windows XP Embedded System ver6.13
  • Display: Runs in 720 x 1280
  • BIOS: Phoenix AwardBIOS
  • Sound Voltex Floor

    Sound VOLTEX FLOOR is a series of contests where players compete to make audio or visual content for inclusion in SOUND VOLTEX BOOTH. Contests being held include making original songs, remixing a BEMANI song, designing a CD jacket, and designing an APPEAL CARD. The participants that are allowed to compete are Japanese residents. New contests are announced periodically, each with their own theme.

    References

    Sound Voltex Wikipedia