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How To Play

lifthrasiir edited this page Jan 14, 2013 · 1 revision

How To Play

In the normal game play mode (see the next section for other modes), you will have the screen like this:

SCORE 0098304        |
--------------------'
    |  |  |  |  |  |
    |  |  |  |  |  |      +----------------+
____|__|__|__|__|__|      |                |
    |  |  |  |  |  |      |                |
    |==|GREAT|  |  |      |                |
====|  7 COMBO  |  |      |                |
    |  |  |  |  |  |      |                |
    |  |  |==|  |==|      |                |
    |  |  |  |  |  |      |                |
--------------------.     +----------------+
 3.0x     @  23.5604 |
          BPM  99.03 |
 _______v___________ |
         0:41 / 2:03 |
#############::::::::::::::

The game screen consists of the actual chart area (middle left), the information area (top/bottom left) and the BGA area (center). The BGA may not appear if the BMS file does not support it or you've disabled it.

The goal of the game is as other BMS players: to press the button (or spin the scratch etc.) according to the chart displayed as accurate as possible. The chart continuously flows from the top to the bottom (its rate may change however), and in each lane the note will move downwards. As the note touches the bottom of the area you should press the corresponding button. The accuracy is reported in the middle of the chart area: "COOL", "GREAT", "GOOD", "BAD" and "MISS". The last means that you have completely missed the note, and others are given according to the accuracy. If you have received a row of "GREAT" or better grades, the "combo" number will increase and your health gauge (the bottom of the screen) will also increase. "GOOD" does not affect the "combo" number, and "BAD" resets it and decreases the gauge. You have cleared the song when the gauge is above the threshold at the end of the song, and Angolmois will print the statistics like this to the console:

*** CLEARED! ***
COOL   697    GREAT  701    GOOD   149    
BAD     39    MISS    46    MAX COMBO 168
SCORE 0404681 (max 0732540)

If you didn't manage it (Angolmois does not support the notion of immediate death on depleted gauge), Angolmois will simply print:

YOU FAILED!

You can see the play speed (i.e. how fast the chart flows) at the bottom left of the screen (in this example, "3.0x"), and increase/decrease it by pressing F3 and F4. (See --speed and ANGOLMOIS_SPEED_KEYS for customization.)

The information area also displays the current score, the current measure position (useful for determining the parts of the song), the current BPM (i.e. how fast the song itself is) and the current song position along with the play speed.

The following facts will be useful for more serious players:

  • There are horizontal bars on the chart. This is called a measure bar, and does not affect the game play but identifies the parts of the song. Combined with the measure position, this will help you determine the speed of the song and chart. (Basically, if you don't see the measure bar at all it is very fast.)

  • Some songs have long notes, which are vertically expanded notes. You should press the button at the start of long notes and stop pressing it at the end. If you stop pressing too early or too lately you will get a "MISS" grade.

  • Many songs have multiple patterns, normally labelled "normal", "hyper" and "another" (comes from Beatmania IIDX rules). If you feel the chart too easy or too hard, search for other patterns in the same directory. If you are hardcore, you may even find a hidden pattern (disguised as other files)!

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