Groove Coaster

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Groove Coaster
Groove Coaster.jpg
Developer(s) Matrix Software
Publisher(s) Taito Corporation
Platforms iOS
Release date(s) July 28, 2011
Genre(s) Rhythm game
Groove Coaster Zero
Developer(s) Matrix Software
Publisher(s) Taito Corporation
Platforms iOS
Release date(s) November 20, 2012
Genre(s) Rhythm game
Groove Coaster
Rhythmvaders
Developer(s) Matrix Software
Publisher(s) Taito Corporation
Platforms Arcade
Release date(s) November 5, 2013
Genre(s) Rhythm game
Groove Coaster EX
Rhythmvaders EX
Developer(s) Matrix Software
Publisher(s) Taito Corporation
Platforms Arcade
Release date(s) May 26, 2014
Genre(s) Rhythm game
Groove Coaster 2: Heavenly Festival
Rhythmvaders 2
Developer(s) Matrix Software
Publisher(s) Taito Corporation
Platforms Arcade
Release date(s) January 22, 2015
Genre(s) Rhythm game
Groove Coaster 2: Original Style
Developer(s) Matrix Software
Publisher(s) Taito Corporation
Platforms iOS / Android
Release date(s) July 1, 2015
Genre(s) Rhythm game
Groove Coaster 3: Link Fever
Developer(s) Matrix Software
Publisher(s) Taito Corporation
Platforms Arcade
Release date(s) March 10, 2016
Genre(s) Rhythm game

Groove Coaster is a iOS rhythm game developed by Matrix Software and released by Taito Corporation on July 28, 2011.[1] Groove Coaster Zero is a free-to-play updated version of the game.[2]

An arcade version of Groove Coaster (known as Rhythmvaders in some areas outside Japan) is released in 2013, with the touchscreen replaced by two giant controllers called "BOOSTER" with a white button on each. Groove Coaster EX (known as Rhythmvaders EX in some areas outside Japan) is an updated version of the arcade version of Groove Coaster.

Groove Coaster 2: Heavenly Festival (known as Rhythmvaders 2 in some areas outside Japan) was released on January 22, 2015, in which LEVEL system was removed and was replaced by a new system call GROOVE COIN system, in which player can get GROOVE COINs according to their performance.

On July 1, 2015, Groove Coaster 2: Original Style was released on iOS and Android platform. In this version, stage maps from arcade version are added for some tracks, which makes two-finger play available. A new input mode is introduced, in which player plays the stages by making sound instead of touching the screen.

Groove Coaster 3: Link Fever is released on March 10, 2016, in which online multiplayer system is added and MUSIC PANEL system is removed. A fictional navigator, Linka (リンカ, voiced by Moe Toyota in Japanese version and Jennifer Skidmore in overseas version), who will guide the player throughout the whole play, is introduced as well.

Gameplay

When the avatar reaches the target, input the command that the target requires. After a target is hit, a judgment is received, from the highest to lowest: GREAT, COOL, GOOD and MISS, depending on the timing of hitting the target. GREAT, COOL and GOOD fill the GROOVE gauge on the top of the screen, while MISS depletes it. The player is required to fill up at least 70% of the GROOVE gauge to clear the stage (the gauge will flash in white in iOS version, yellow in arcade version) when the song ends, otherwise fails it.

As the player continuously hits the target successfully, the CHAIN count will increase. FEVER is activated when CHAIN count reaches 10, and CHAIN amount acquired from each successful hit will be doubled in FEVER. In arcade version, TRANCE is activated when CHAIN count reaches 100, and CHAIN amount acquired from each successful hit will be quadrupled in TRANCE. However, if the player misses a target, the CHAIN count will be reset and FEVER or TRANCE will end.

After the player finished a song, a RATING (RATE in arcade version) is given, from lowest to highest, E, D, C, B, A, and S (two higher RATING, S+ and S++, are added in the EX and 2OS versions), according to the performance.

The player selects the song first, then the mode to play. Each song contains EASY (SIMPLE in arcade version), NORMAL, and HARD mode. In the EX version, there is an EXTRA mode for some songs, and the player can unlock it by getting S-Rate in SIMPLE, NORMAL, and HARD mode for the song.

Target

There are various targets in the game. The command required will differ, depending on the target.

Tap (Hit in AC version)
A circle-shaped target.
When the avatar reaches it, tap the screen. In arcade version, hit either button on the BOOSTERS.
Some Hit notes will jump in from outside of the course line.
Hold
A circle-shaped target, followed by a colored line traced on the course line.
When the avatar reaches it, tap and hold the screen until the end of the target. In the arcade version, press and hold either button on the BOOSTERS.
Beat
A target that contains certain amount of diamond-shaped dots chained together on the course line. The Beat target won't appear in EASY/SIMPLE mode.
When the avatar reaches it, tap the screen rapidly until the end of the target. In arcade version, tap the button on both BOOSTERS rapidly.
Scratch
A circle-shaped target, followed by a colored spiral line behind. The Scratch target won't appear in EASY/SIMPLE mode.
When the avatar reaches it, rub the screen as fast as possible until the end of the target. In arcade version, move the controller back and forth rapidly, without switching BOOSTERs.
Flick (Slide in arcade version)
A diamond-shaped target attached with an arrow. The Flick target won't appear in EASY/SIMPLE mode.
When the avatar reaches it, flick the screen into the direction where the arrow points at. In arcade version, move either BOOSTER into the direction where the arrow points at.
Like Hit notes, some Flick notes will jump in from outside of the course line.
AD-LIB
There are invisible targets called "AD-LIBs". If the player hit the AD-LIB successfully (at least GOOD judgment), "AD-LIB" will be shown beside your avatar and bonus points will be rewarded. It won't count as a MISS if the player misses the AD-LIBs. However, if the player wants to get FULL CHAIN status for the stage, the player has to hit all the targets and AD-LIBs successfully. If any AD-LIB is missed but all the targets are successfully hit, it will be a NO MISS status.
If the player hits the button when no targets around but doesn't hit any AD-LIB, it's a blank hit and a different sound will be heard. A blank hit doesn't affect the play score, but it will affect the reward in multiplayer match.

In the arcade version, new targets are added.

Dual Tap (Critical in arcade version)
A target with a dot surround by an eight-angle star, noticeably bigger than the Hit target.
When the avatar reaches it in 2OS, tap the screen with two fingers, and in the arcade version, hit both BOOSTER buttons at the same time.
Like Hit notes, some Dual Tap notes will jump in from outside of the course line.
Dual Hold
A target that starts with a Critical target, followed by two colored lines behind. The Dual Hold target won't appear in EASY/SIMPLE mode.
When the avatar reaches it, tap the screen and hold it with two fingers until the end of the target.
In arcade version, press and hold both BOOSTER buttons until the end of the target.
Dual Flick (Dual Slide in arcade version)
A target with two Flick / Slide targets combined. The Dual Flick target won't appear in EASY/SIMPLE mode.
When the avatar reaches it, flick the screen with two fingers to the directions the arrows point at, at the same time.
In arcade version, move both BOOSTERs into two directions the arrows point at.
If there is a Dual Flick with arrows that point in a similar direction, moving both BOOSTERS in the same direction will suffice.
Like the Slide target, some Dual Slide notes will jump in from outside of the course line.
Slide Hold
A target that starts with a Flick/Slide target, followed by a thick trail behind. The Flick Hold target won't appear in EASY/SIMPLE mode.
When the avatar reaches it, flick the screen into the direction where the arrow points at, and hold it until the end of the target.
In arcade version, move either BOOSTER into the direction where the arrow points at, and hold it until the end of the target.

In 3LF, if the player managed to clear the stage with full score of 1,000,000, a special clear status, PERFECT, will be rewarded to the player for the stage.

Contents

Note: To unlock all the unlockable contents in arcade version, a NESiCA IC Card is necessary.

Songs
In iOS version, the songs are automatically added into selection as the player levels up.
In arcade version, most of the songs that are unlockable can be purchased with GROOVE COINs, while some of them can be unlocked by achieving certain conditions.
Avatar
New Avatar will be automatically added as the player levels up.
In arcade version, the player can also gets new avatars by completing certain requirements for Events.
Items
There are various items players can select before playing the song. Each item has its own effects on the stages.
Only a type item can be used per stage. Extra EXP points (Groove Coins in 2HF and 3LF) will be rewarded when the player clears a stage with certain items.
In arcade version since 2HF, due to the LEVEL system replaced by Groove Coin system, some items were replaced into something else. The player can now buy it at the ITEM SHOP in MYPAGE, though some of the items are unavailable to buy.
Item Effect Description iOS Version ZERO Arcade Version EX 2HF 2OS 3LF
FOLLOW / SAFE Cover a MISS up to GOOD for 10 times.
SAFE is shown beside the avatar when the effect is activated.
(However, the GOOD covered by FOLLOW / SAFE worth 0 points.)
Yes(FOLLOW) Yes(FOLLOW) Yes(SAFE) Yes(SAFE) Yes(SAFE) Yes(FOLLOW) Yes(SAFE)
FLICK CHANGE Convert the Flick targets or some special long notes into Tap.
However, this will deplete maximum score.
Yes Yes No No No Yes No
VISIBLE Show the timing of AD-LIB. Yes Yes No No No Yes No
EASY TARGET Convert targets into Hit, Critical, and Hold.
However, maximum play score is depleted.
PERFECT is unavailable if any target is converted.
No No Yes Yes Yes No Yes
MUSIC PLAYER Play the music correctly regardless of the performance. Yes (Avatar Effect) Yes (Avatar Effect) Yes Yes Yes Yes (Avatar Effect) Yes
MIRROR Flip the screen horizontally. Yes (Avatar Effect) Yes (Avatar Effect) Yes Yes Yes Yes Yes
NO WAY Course line will be invisible. No No Yes Yes Yes Yes Yes
REVERSE Flip the screen vertically and horizontally. No No Yes Yes Yes No Yes
HIDDEN Targets disappear just before touching the avatar. No No Yes Yes Yes Yes Yes
SUDDEN Targets only appear just before touching the avatar. No No Yes Yes Yes Yes Yes
JUST All but GREAT judgment become MISS.
GREAT will be shown as JUST.
No No Yes Yes Yes Yes Yes
STEALTH All targets become invisible. No No Yes Yes Yes Yes Yes
NOTHING Course line and targets become invisible. No No No Yes Yes No Yes
IMPOSSIBLE All targets become invisible and all but GREAT judgment become MISS. No No No Yes Yes No Yes
PERFECT PLAYER Plays the music correctly and display the sound of AD-LIBs regardless of performance. No No No No Yes No Yes
ALONE Make other players' avatar disappear.
Can only be used in Multiplayer mode.
No No No No Yes No Yes
ONE HAND Convert two-handed targets into one-handed targets.
However, maximum play score is depleted.
PERFECT is unavailable if any target is converted.
No No No No Yes No Yes
NO INFO Displays such as judgment, score, Groove Gauge, player data become invisible. [3]
Effect of ALONE is included in multiplayer mode.
No No No No Yes No Yes
BREAK The stage is instantly ended and failed when the player make 10 mistakes.
[4]
Can only be used in Solo Play mode.
No No No No Yes No Yes
Reward for Event on Arcade version only
EXP BOOSTER Doubles the EXP points rewarded for the song. No[5] Yes (Avatar Effects)[5] No Yes(since ver. 1.51) No No No
MAX BOOSTER Quintuples the EXP points rewarded for the song. No[5] No[5] No Yes(since ver. 1.51) No No No
SUPER SAFE Cover a MISS up to GOOD for 20 times. No No No Yes Yes No Yes
GC BOOSTER Doubles the Groove Coins rewarded for the song. No No No No Yes No Yes
MAX BOOSTER Quintuples the Groove Coins rewarded for the song. No No No No Yes No Yes
Skin
When a target is successfully hit, visual effects are displayed.
Usually the visual effect is default, but the player can change the effect before playing a song by selecting Skins.
New Skins will be automatically added into selection as the player levels up. In 2HF, the player can buy Skins with GROOVE COINs in Skin Shop at MyPage of Groove Coaster.
Title (Arcade version only)
The player can set the title when selecting Avatars.
New titles will be rewarded as the player completes certain achievements.
The player can also acquire new titles according to the performance of the Events.
In 2, a new titles system is added, in which player can get certain title by getting enough scores in SIMPLE, NORMAL and HARD mode of a song.
(However, the songs released under Game Music Triangle and AOU are not available for this system)
Trophy (Arcade version only)
The player can receive Trophies by playing and getting higher standings in an Event.
Certain Avatars, Songs, and Title can be unlocked with enough amount of Trophies.
Sound effects (Arcade version only)
The player can change the sound of AD-LIBs and blank hits in mode selecting screen.
Various of the content can be purchased with GROOVE COINs in Sound Effects Shop at MyPage of Groove Coaster.

Multiplayer Matching (Arcade version only)

In arcade version, the multiplayer match is separated into two types --- Local Matching and Online Matching.

Local Matching (Multiplayer Mode)

The player can starts the play in multiplayer mode. Once a player starts recruiting, a 90-second countdown will start. Other players (up to 3 more, which can make a 4-player match) can join the match before the countdown ends. The recruiting player can also end the recruitment by pressing the BOOSTER button.

Stage selecting are almost the same, only with a little difference. Any player can decide the song that will be played in the match, and each player selects his/her own modes, items, or skins. However, EXTRA mode selecting goes in a very different way. If the songs that contains EXTRA mode were selected by the player that has already unlocked the mode, then all the player can select EXTRA mode. If not, then only the player who has already unlocked the mode can select it.

Online Matching (Event Play)

The system will recruit players from all over the world. Usually, the match begins when the 4th player is recruited. However, a 3-player or a 2-player will also be triggered when the system cannot find enough players in a period of time.

Each player selects the song he/she wants to play in this tune in a set list. When all players finished selecting, the system will start a roulette. The song chosen by the player hit by the roulette will be the one play in this tune. The player then select their own mode, items, and skins. One thing to be mentioned is that the EXTRA mode will be unavailable if the player has not yet unlocked it.

Gameplay

In the stage, the player's own avatar will shown on the course line, while other players will shown beside it. Also, the player's own rank will be shown right below the avatar. As the stage goes, the relative position of the players' avatars will differ, depending on their own play score.

When the stage ends, a match result screen will be shown. From 2, the player competes with each other with total amount of stars earned from 3 tunes. The player with most stars wins the match. In 3LF, for some rewards, the star given to players will increase in later Tunes, making the game easier to be reversed if any mistake is made. The reward is shown below.

Description Star Rewarded Extra Details
Tune 1 Tune 2 Tune 3
ALL CLEAR ☆1 Triggered when all players clears the stage, regardless of the mode and the clear status.
CLEAR SIMPLE ☆1 Depending on the mode the player is playing.
NORMAL ☆2
HARD ☆3
EXTRA ☆4
NO MISS ☆1 ☆2 ☆3
FULL CHAIN ☆2 ☆3 ☆4 Cannot be compounded with NO MISS.
PERFECT ☆3 ☆4 ☆5 Cannot be compounded with NO MISS and FULL CHAIN.
Play Score No. 1 ☆4 ☆6 ☆8
No. 2 ☆3 ☆4 ☆5
No. 3 ☆2
No. 4 ☆1
Play Score 0 ☆0
Max CHAIN No. 1 ☆4 Depending on the absolute amount of CHAIN counts.
No. 2 ☆3
No. 3 ☆2
No. 4 ☆1
0 ☆0
AD-LIB No. 1 ☆4 Depending on the percentage rate of hit AD-LIB.
However, the star rewarded will be ZERO if the player misses all the AD-LIBs.
No. 2 ☆3
No. 3 ☆2
No. 4 ☆1
ALL MISS ☆0
ITEM CLEAR Depending on the item used the player clears the stage with.
Will be displayed as XXX CLEAR, with XXX being the item used.
☆1 Cleared when MIRROR / NO WAY / REVERSE is used.
☆2 Cleared when HIDDEN / SUDDEN is used.
☆3 Cleared when STEALTH / NOTHING is used.
☆4 Cleared when JUST is used.
☆5 Cleared when IMPOSSIBLE is used.
Most right-handed ☆1 Triggered when certain amount of percentage of targets were hit with one side of BOOSTERs.
Most left-handed
Best right-left balanced performer ☆2 Triggered when the difference between the percentages of right-handed input and left-handed input commands is the least, which is less than a certain amount.
Most Efficient ☆2 Triggered when the player finished a tune with least blank hits, which is less than a certain amount.
Most Frenetic ☆1 Triggered when the player finished a tune with most blank hits, which is more than a certain amount.
First Play ☆1 Triggered when the player plays the mode for the first time.
Will NOT be triggered if the player starts the play without NESiCA IC Card.
Bonus ☆2 Triggered when the player received less than 4 ☆s in one tune.
Rewards in Online Matching Only
The song you had chosen was not selected. ☆1 Triggered when the player was not selected by the roulette.
Excluded when triggering Bonus reward.
Event Final Ranking Bonus No. of Players Depending on the final standings of the match.
4 Players 3 Players 2 Players
No. 1 ☆8 ☆6 ☆4
No. 2 ☆6 ☆4 ☆2
No. 3 ☆4 ☆2 --
No. 4 ☆2 -- --

Playing in multiplayer mode lets the player receive bonus EXP reward (GC reward in 2) and one extra MUSIC PANELs.

Critical reception

The game has a Metacritic rating of 87% based on 21 critic reviews.[6]

SlideToPlay said " We don't know what Space Invaders are doing in a rhythm game, but we like it. "[7] IGN wrote " Nearly perfect. The music is great. The visuals are great. The rhythm action itself feels tight and perfectly matches each tune. Best of all, this is an experience that would be very hard to replicate on a traditional platform – this is a game built from the ground-up for iPhone, and it shows. "[8] The AV Club said " Its elegance surpasses some of its antecedents, like Osu! Tatke! Ouendan! "[9] AppSafari wrote " The bigger screen is nice, but the levels scales so well, you won't miss out by using a smaller one. "[10] GamePro said " Groove Coaster is a textbook example of how to make an iOS game correctly. Simple one-finger controls and quick play sessions belie a game with a considerable amount of depth and replay value. "[11] DaGameboyz wrote " It's definitely one of the "must plays" of the iOS, and at only $2.99 on the App Store, you should go grab it right now! "[12] PocketGamerUK said " Gorgeous, challenging and thrillingly different, Groove Coaster is a treat for the eyes, the ears, and the soul. "[13] Gamezebo said " The only real complaint to be had with Groove Coaster is that there isn't more of it. "[14] 148Apps said " Just as crazy-awesome a game as one would expect to get from the people who brought us Space Invaders-Infinity Gene. "[15] Multiplayer.it said " Groove Coaster is another little masterpiece by Reisuke Ishida; a great rhythm game that fits perfectly on the Apple devices and that any lover of the genre should check out. "[16]

Eurogamer said " Groove Coaster still lacks enough of a challenge to be interesting, and it's only when you play each song on hard that the game's potential reveals itself. Even then, it's unlikely that hardcore rhythm action fiends will care much for its casual approach. "[17] MetroCentral said " One of the best marriages of gameplay, graphics and music ever seen on a portable and a triumphant return to the roots of rhythm action. "[18] Modojo wrote " A wonderful fusion of stimulating graphics, music and touch based play, making it an essential download for iPhone and iPad users. Great job, Taito. "[19] VideoGamer said " Groove Coaster isn't as ambitious a project as Space Invaders Infinity Gene, but it's certainly more fun while it lasts. Whether it's flying along at juddering right angles, or gently cruising around a relaxing curve, Groove Coaster is a consistently enjoyable audiovisual experience. "[20] TouchArcdae said "Groove Coaster is a good game with a fundamental flaw. It also has a few nit-picky problems, too, like it's spectacularly abrupt ending and horrible "How To," but the strength of its presentation, music, and RPG-lite systems make up for anything that could sour the experience. "[21] AppSpy said " While it's not the first time we've seen this blending of visual style and rhythm-based gameplay, Groove Coaster is none-the-less a unique experience that constantly rewards players for delving in again and again. "[22] TouchGen wrote " It doesn't quite offer the same originality in gameplay as Bit Trip beat, but it's attack on your senses will knock your socks off, and more than makes up for it. Beautiful! "[23]

References

  1. Lua error in package.lua at line 80: module 'strict' not found.
  2. http://toucharcade.com/2012/11/19/free-to-play-groove-coaster-zero-now-available-offers-exclusive-tracks-for-owners-of-the-original/
  3. The staff roll displayed in "The Beginning", "Play merrily NEO" and "LINK LINK FEVER!!!" will also become invisible.
  4. Each mistake decreases the BREAK counter by 1, making it work in a different way from MISS counter
    (MISS counter is increased by 2 when both Slide notes in a Dual Slide are missed.) .
  5. 5.0 5.1 5.2 5.3 There are avatars which can multiplies the EXP points rewarded.
  6. http://www.metacritic.com/game/ios/groove-coaster
  7. http://www.slidetoplay.com/review/groove-coaster-review/
  8. http://au.ign.com/articles/2011/07/29/groove-coaster-review
  9. http://www.avclub.com/article/august-8-2011-60002
  10. http://www.appsafari.com/games/17314/groove-coaster/
  11. http://www.pcworld.com/#gpr
  12. http://www.gameboyzonline.com/content/node/18223
  13. http://www.pocketgamer.co.uk/r/iPad/Groove+Coaster/review.asp?c=32010
  14. http://www.gamezebo.com/2011/07/31/groove-coaster-review/
  15. http://www.148apps.com/reviews/groove-coaster-review/
  16. http://multiplayer.it/recensioni/92595-groove-coaster-ritmo-in-punta-di-dito.html
  17. http://www.eurogamer.net/articles/2011-08-15-mobile-games-roundup-review?page=2
  18. http://metro.co.uk/2011/08/04/groove-coaster-review-103228/
  19. http://www.modojo.com/reviews/groove_coaster
  20. http://www.videogamer.com/iphone/groove_coaster/review.html
  21. http://toucharcade.com/2011/07/27/groove-coaster-review/
  22. http://www.appspy.com/review/4983/groove-coaster-review
  23. http://www.touchgen.net/groove-coaster-review

External links