THE COMPLETE UNOFFICIAL DRUMMANIA/PERCUSSION FREAKS 7TH MIX FAQ Version 0.1 - Ripped off from GurtyGurt's DM/PF FAQ. Yes he knows about it. - Jointly Compiled by the Members of the Team 'Ranking Task Force', typed and compiled together by GurtyGurt (gurtygurt@dancegames.com) - Later additions typed by Loserbait (loserbait@hotmail.com) - First Release: 20 November 2001 - Latest Update: 10 September 2002 - Ranking Task Force's homepage is at: http://rtf.genxer.net - Some of us also are in the Bemani Order of Madness: http://gurt.50g.com This FAQ covers Drummania/Percussion Freaks 7th Mix For information on previous releases of Drummania/Percussion Freaks: Drummania/Percussion Freaks (Arcade) Drummania/Percussion Freaks 2nd MIX (Arcade) Drummania (including Guitar Freaks 2nd MIX Session Mode) (PS2) Guitar Freaks 3rd MIX & Drummania Freaks 2nd MIX (PS2) Drummania 3rd MIX (Arcade) Guitar Freaks 4th MIX & Drummania 3rd MIX (PS2) aka Gitadora (PS2) Drummania 4th MIX (Arcade) Drummania 5th MIX (Arcade) Please refer to GurtyGurt's Complete Unofficial DM/PF FAQ. Contents: _____________________________________________________________________________ 0.0 Introduction 0.1 FAQ History 0.2 An Introduction to the Contributors 1.0 Basic Information 1.1 Frequently Asked Questions 2.0 Arcade Operation 2.1 Drum Layout 3.0 Manouverability and Techniques 3.1 Seat Position 3.2 Drum Rolls 3.3 The 'Bounce' Roll 3.4 Buying Your Own Drumsticks 3.5 Listen to the Music First! 3.6 Home vs. Arcade 3.7 The Learning Curve 3.8 Auto-Bass Mode 4.0 Score/Song Guide 4.1 Complete Songlist 4.2 Basic 4.3 Advanced 4.4 Extreme 5.0 Game Myths, Legends and Trivia 6.0 Codes and Cheats 6.1 Code List 6.2 Code Definitions 7.0 Outroduction 7.1 Credits 7.2 Disclaimer 7.3 Future Versions _____________________________________________________________________________ 0 . 0 I n t r o d u c t i o n _______________________________ Thank you for reading this FAQ! This guide was written due to two main reasons and several other smaller ones. The main reasons are that no other FAQ existed at the time of writing this for the series, and this game really could benefit a lot from a FAQ. Drummania/Percussion Freaks (hereto referred to only as 'Drummania') according to many has the highest learning curve in the Bemani series. This means it takes longer for a beginner to progress to an expert. The learning process of this game will take months if not assisted. Like I said in the opening of my (GurtyGurt) Dance Dance Revolution FAQ, it is completely possible to get good at this game without the assistance of a FAQ. However, like DDR, a FAQ will ensure you have more playability in this game. This time, I have invited several of my teammates in 'Ranking Task Force' to help me, for your maximum benefit. This means you can learn many different playing styles. This was a crucial descision in writing this guide and you, the player will benefit. Note I usually call the Excite Gauge the 'energy bar'. Excite gauge is a stupid name. It does not gauge my excitement at all! 0.1 FAQ History --------------- v0.0b1 > Initial private beta. Began July 01, 2001. v0.0b2 > Second private beta. Released August 01, 2001. v0.0rc1 > Secondary private beta. Began September 01, 2001. > FAQ past the 100kb mark. vLoserbait> Written by Loserbait regarding ONLY DrumMania 7th Mix. Began September 10, 2001. 0.2 An Introduction to the Contributors --------------------------------------- Note that on 'Current Skill Level', this is simply the highest song difficulty for a song that you can pass on a majority basis (ie 70% or better basically). 'Play Speed' indicates both the learning speed (first number) and highest playing speed _under_normal_circumstances_ (second number - this is not the fastest we can play the game at, it's the fastest we usually play the game at!) By the way, when we started the FAQ our skill levels were way different, with Kupster@RTF being in the higher Real songs and me and EBE@RTF around 5 star Real...just for those who wondered. Yes, I wrote down these ratings and that's why this section was started! Name: EBE@RTF Contribution to FAQ: Song tactic writer, play strategy writer (NOTE: Probably could use some padding for the above. Is the below right?) Current Skill Level: 67 (NOTE: Everyone please submit NEW ratings, PLUS DM4th ones based on what difficulty songs you do on average - see mine. Doesn't have to be accurate, it won't impress anybody :P) Play Speed: 2.5x/2.5x Favourite Song to Listen to: Stop Spinning Me In Circles, Giant Slug, Monkey Magic Favourite Song to Play to: Heaven Is A '57 Metallic Grey/Real, I'll Remember You/Expert Real, Giant Slug/Expert Real, Wanna Be Your Boy/Real Notes: * My uncle has been a drummer since I was young. He's played with a number of different Australian bands, and I always used to play around on his drumkit when I stayed at his place. So, it was a complete shock when I sucked majorly at this game! I found DM so hard that for 6 months after my first go, I didn't play it. After playing solidly for 9 months now, I've found that it's not hard to build up skills with a little practice and patience. Name: GurtyGurt@RTF Contribution to FAQ: Head writer, main design, initial concept, song tactic writer, proofreader and many other bits Current Skill Level: 10 Star/Expert Real / 93 DM4th Play Speed: 4.5x/5.0x Favourite Song to Listen to: Anything by Mutsuhiko Izumi or Thomas Howard Favourite Song to Play to: Fire In The Dark/Extreme, Carnival Day/Extreme, Jet World/Extreme, Day Dream/Advanced Notes: * Left handed - this affects my playstyle immensely, meaning it is much easier to do hi-hat/snare/kick patterns without arms crossed but it is harder to do tom rolls right-to-left and to do songs like Right On Time * I do insane stuff a lot (Carnival Day 7.0x, Day Dream/Extreme with no person on cymbal or auto-bass). Not that I pass! * Also has written a Dance Dance Revolution FAQ, and is writing a secret FAQ which will be out sometime before the end of the year! (_hopefully_) Name: Kupster@RTF Contribution to FAQ: Song tactic writer, play strategy writer (NOTE: I think all these need adding to...) Current Skill Level: 10+ Star/Expert Real / 93 DM4th Play Speed: 2.5x/3.5x Favourite Song to Listen to: Primal Soul (Long Ver.)/Dynamite Favourite Song to Play to: Least 100 Sec/Basic Notes: Name: Panda@RTF Contribution to FAQ: Song tactic writer, play strategy writer Current Skill Level: 10 Star/Expert Real Play Speed: Favourite Song to Listen to: Favourite Song to Play to: 1 . 0 B a s i c I n f o r m a t i o n _________________________________________ 1.1 Frequently Asked Questions ------------------------------ Q. Was Drummania ever released in North America? A. No, another company holds the US Patent for Drum Simulations. I was told this long ago and I forget who by, but they also said the drum sim that IS over there is really bad. It's probably too late for Konami anyway now - but the machine is about as common as imported DDR machines, perhaps slightly less so. Q. Is Day Dream possible? A. Yes. Q. Are there any cameo appearences from other Konami games in this game? A. One possible one - the moon in Classic Party 2 (see Other Notes for Classic Party 2). I've only spotted one penguin in the entire game! (see Cassandra) Q. Where can I find info on [such and such song]? A. Right here. As time progresses, I'll be adding in a lot of info regarding DM/PF 7th. - Loserbait 2 . 0 A r c a d e O p e r a t i o n _______________________________________ 2.1 Drum Layout --------------- An arcade drumkit is generally laid out like this...pardon my crude diagram: C H T L S This would indicate the height, in other words this diagram is of a side on view, not a birds eye view. H is Hi-Hat, C is Cymbal, L is Lo- Tom, T is Hi-Tom and lastly S is Snare. No need for indicating a Bass Pedal here. Note this appears very similar to the PS2 controller here, except for the fact that the ride cymbal is higher. This is half true. In the arcade, the ride cymbal is at a 65ø angle roughly, the toms are at 45ø angles, the snare is at 15-20ø and the hi-hat is at 30-45ø. Also, the bass pedal is fixed to the middle-right side of the machine. There are only two place it can be installed, either there or on the middle left. If it is on the middle left, it covers up some text on the machine. Also, the drums can be fixed at any position - however these are the correct ones. Unfortunately at our local arcade the ride cymbal is too low and this often results in is habitually over-reaching and hitting the much less sensitive black thing attached to it! You should consider how the arcade has set up the drums to find the optimum position to sit. It isn't often in the middle an inch back. For those drummers out there who are wondering, there is no floor tom, although the arcade model is based on the Yamaha DTXpress electronic drum kit (I think). Also, the drums aren't really adjustable (although our hi-hat has a habit of snapping off, and the cymbal can be set elsewhere too I believe), and they're more laid out for neatness and appearance than for convenience. This may take some getting used to, but if you find it a poor simulation of a real drumkit, you're looking at it the wrong way - because it's still an excellent game. The patterns in the game are rarely in the style that most drummers play, too, and they have a lot more flair in them. 3 . 0 M a n o u v e r a b i l i t y a n d T e c h n i q u e s ___________________________________________________________________ 3.1 Seat Position ----------------- The first thing to do is find the perfect stool position. Most people will find it's roughly in the middle. For me, I position the stool about 1 foot back from the pedal and, if there were a vertical line running straight away from the machine on the top of the padding for the stool right along the middle, that line would be parallel to the right side of the pedal. Basically I position myself a foot back and a few inches to the right. But I'm left handed - this may not suit everybody. The key things are, you must be able to manouver freely on all drums and you must be comfortable with the kick pedal. It is easier to do rolls on snares than toms, so position yourself close to the toms if you need to. Do not go too close to the ride cymbal or you'll hurt yourself hitting just about everything but the cymbal. Of course, if you're using the PS2 version, you only have to worry about where to place the pedal. You should place it slightly to the right of the middle area under the drumkit (this is where it would be in the arcade). 3.2 Drum Rolls -------------- Drum rolls are always hard to get used to. They can be mastered, though. If you can, I suggest you learn to more or less flip and bounce the sticks into the drums lightly from the outset, but if like most people you like to play the game with more force, then you need to know a few things. First of all, the main mistake beginners make is they roll too fast (and mess up anyway). You only need to roll at the speed indicated - fast rolls are used in PPR/Normal and later in Double Orbit/Real, but for most songs, you can do slow ones. On this topic, also if you can, know which drumstick to -start- with if you have to come out of it fast. EG, in Break Out/Normal, you will find it easiest to do rolls on the hi-hat towards the ends, but there are snare beats in between sometimes. You don't have time to stop, hit and resume rolling. The solution? Start rolling with your RIGHT drumstick, as the snare is to the right. When it comes up, hit out to it, then hit back in with your left stick and it flows that simply. Sometimes it is hard to perform a drum roll when coming out of long strings of patterns, eg hi-hat/snare/kick patterns. This is because you are holding the drumsticks really tight - loosen up your grip on them (not completely! Just a bit) and it should be better. Practice a little with this. One way to tell if you're holding it tight is simple as the result of a typical drumroll (ie not Sunny Day Sunday or something slow like that). If you miss most of the roll because you cannot move fast enough, or your drumstick 'sticks' to the drum, you are holding it too tight. Ideally, the drumsticks should bounce lightly in your hand. (this is slightly different with the smaller PS2 drums and drumsticks as if these are held loosely, they bruise your index fingers quite badly!) Basically the best way to loosen grip is by not holding the drumsticks with your whole hand, only with the fingers. If they're firm enough (the fingers that is), they should give the drumsticks enough freedom to do movements like those nasty hi-hat/snare/kick patterns AND drum rolls. Finally, sometimes if the drums don't need to be rolled on, it is less risky to just hit them fast. This is the case in some parts in the Classic Party songs, and probably Break Out/Extreme as well. 3.3 The 'Bounce' Roll --------------------- Although I call it many names in the FAQ, this is not really a roll anyway. In a few songs - Ska Ska No 1/Real and Sunny Day Sunday/Real, for example - you need to hit the same drum twice quickly. You MIGHT be okay on Sunny Day Sunday doing it with one stick, but you're deadmeat if you try that in Ska Ska No 1. The trick is similar to 'skipping' in Dance Dance Revolution - one drumstick must hit it, then the other must hit it immediately after. This motion should be fairly gentle, and gravity should be used to clear the first drumstick out of the way. These kinds of rolls are especially common in Real mode. 3.4 Buying Your Own Drumsticks ------------------------------ A lot of people hate it how arcades tie up the drumsticks to the machine. Obviously the solution is to buy your own. They're very cheap to start off with - about $5 US is the starting price...but if weight is a problem, be wary. My cheapo drumsticks were pretty heavy and whilst it was easier to hit things, it slowed me down on songs with fast patterns. Also, in experiments with my PS2 drumsticks I have found that the shorter drumsticks supplied can be better or worse depending on the song. Shorter drumsticks make rolls infinitely easier, as well as odd patterns. However, longer sticks help out when you need to move around a lot. Shorter sticks are a big help on Sunny Day Sunday/Real, for example, but a hinderance on Depend On Me/Real. It all depends on whether you're playing at home or on the arcade machine though! Ultimately, though, you can get the same effect of a short drumstick by holding a normal one halfway down the stick. This technique is especially useful in songs like Newspaper or Dynamite/Expert Real. 3.5 Listen to the Music First! ------------------------------ If you don't know how the music goes, songs can be amazingly hard, unlike in DDR or Guitar Freaks. Try to watch other people play the songs first, or if you can, find the MP3. Knowing the song makes it infinitely easier, because you know what to expect. Also, in the case of REALLY hard stuff, try to find the patterns on the internet first! 3.6 Home vs. Arcade ------------------- The PS2 versions (and the PC simulators) are good for practicing on if you play in the arcade regularly. However, keep in mind the drumkits for these are a lot smaller! Also, the foot pedal is just foam. This can be hard on songs like Spring/Expert Real, so if you have problems with it, either ignore the problem or turn on auto bass and just use the pedal anyway. Also, some songs are infinitely easier on the PS2/PC drumkits, especially Depend On Me/Real it seems. Songs like Cutie Pie/Real are harder due to the location of the toms. Despite the overall lameness of the foot pedal for the PS2, I strongly recommend using it whether it works or not, or at least tapping when appropriate because it is by far the easiest way to master tricky kick patterns for harder songs! 3.7 The Learning Curve ---------------------- Most Bemani games have tricky learning curves and Drummania is no exception. The learning curve for this game, from start to being able to do most songs in Expert Real, is 3 months. This may be slightly higher or lower depending on your own skills and how often you play it - I played it 3 times weekly and quite heavily myself. This means the learning curve is similar to DDR. Unfortunately, it is also much more jagged: BEGINNER Beginners typically struggle to pass songs, so I would recommend using Easy mode to get the hang of the game. Skip practice, though. This first hurdle will be slightly easier to get over if you've played other Bemani games (I had a hard time, being left handed). NORMAL So named because of Normal mode. This learning curve basically extends up to about 4 or 5 stars on Normal mode. You will not be able to do Real at first, but one day, you will suddenly gain the ability...literally, it's that sudden and unexpected. Nobody gradually works their way up to Real that I know of. REAL Real mode has a steady learning curve until you reach 5 star songs. Then you get horribly stuck (nasty, isn't it?). The only way I managed to break this was by learning two songs harder than I could manage; Wanna Be Your Boy/Real (which wasn't too hard) and Stop Spinning Me In Circles/Real (which was). This is probably the longest phase because you have to learn all sorts of complex things in your mind to make hard stuff easier. EBE@RTF says he's been told that the only way to beat the '5 star Real' barrier is to play easier Expert Real songs, as they use different patterns to Real. This is true - Spring, Hypnotica, Ultimate Power and Sunny Day Sunday are some of the ones that are easiest to pick up on. EXPERT REAL (A) After a while, once again you will 'suddenly' gain the ability to do complex kick patterns. That mental block which confuses kicks with other drums disappears totally, once and for all. You may still have trouble doing REALLY nasty kick patterns, hence the 'A'. EXPERT REAL (B) Same but after you get the complex kick patterns. This might take practice to reach, or it might just unlock in your mind again - it depends on your own mentality, really. Songs in this category include Stop Spinning Me In Circles/Expert Real and Jet World/Expert Real. This usually unlocks in your mind rather quickly. EXPERT REAL (C) This is when you can do Day Dream/Expert Real or similar stuff. This takes time to reach, but if you just play a heap, you'll get there very quick. Once you reach this point, I guess you've masted the game, haven't you? Honestly, it isn't anywhere near as impossible as it appears to beginners. One week before moving onto Real mode, I tried Real mode and believed Spring to be nigh on impossible. Ditto when I was on Real and I tried Stop Spinning Me In Circles/Real. Ditto when I saw people do anything on Expert Real. It always appears impossible, but once you know half of it...and can do similar stuff, it's just a matter of filling in the gaps. And that is basically where the learning curve comes from. Do as many songs as possible if you get stuck, even go back to old ones that you've done from time to time to measure your progress - usually you soar through old songs when you're ready to move up a level. That's all - you don't need heaps of practice, but it helps. Make sure you DO get heaps of practice on kicks when you move from Real to Expert Real, though. It makes it so much simpler! 3.8 Auto-Bass Mode ------------------ Auto-Bass is in the PS2 versions of Drummania, and Drummania 4th MIX and later. It is useful and a lot of people use it, but I recommend not using it where reasonable. The fact is, Extreme mode is pointless with it and it ruins it. Jet World becomes weak, Double Orbit becomes weak, Carnival Day is the same as on Advanced and the Classic Parties become too easy. It's best to accept that you will fail sometimes, but practicing the bass pedal will help you improve - eventually. Nobody is any good at it at first, and you probably won't be until you're well into the Advanced songs. But deal with it. Also note it nullifies your high scores. I only use it on songs like Day Dream Extreme, Fire In The Dark Extreme -maybe-, The Least 100 Sec/Extreme, and so on. Basically if the drums themselves are extremely hard, use it, elsewise do not. 4 . 0 S c o r e / S o n g G u i d e _______________________________________ 4.1 Complete Song List ------------------ NEW STANDARD SONGS LIST SONG TITLE ARTIST BPM DIFFICULTIES Robinson Spitz ??? 11-25-39 Hitoni Yasasiku ??? 12-20-58 Another World Gackt 201 12-24-55 Power Helloween 220 13-29-55 Bre\-/k Down B4U 190 14-39-58 I Fought The Law The Clash 152 14-32-57 Romance penicillin 146 14-30-53 HOME GIRL THE & SCANTY 165 14-26-40 Sweet Feline Anna Vieste 157 15-28-43 The Ocean For You Motoaki Furukawa 128 15-32-46 Russian Roulette Tomoyasu Hote 154 16-34-53 Momoiro Kataomoi Matsuura Aya 145 16-36-64 Mei Li De Jia Xiang Liu Feng 173 16-39-54 Homesick Pt. 2 & 3 Orange Noise Shortcut 178 16-33-70 Chocolate Philosophy Yuu Tokiwa 110 16-44-68 Mind Your Step! Snail Ramp 204 17-29-65 The Sun Shines Through Rain Haruyuki Takano & New Big 5 146 18-24-39 Too Late Two Des-ROW ??? 21-38-60 To The 1st Glancer 099 22-42-56 * Candy Yajuh-ohkoku 114 24-53-77 Kiss Me Goodbye! Taeko 120 31-63-69 Keiko My Love Jimmy Weckyl 120 32-50-67 cachaca Mokky de Yah Yah's 128 32-52-66 sotto Suzuki AI 296 35-77-79 EXTRA STAGE Mikeneko Rock Anettai Maji-Ska Bakudan ENCORE Model DD3 Mutsuhiko Izumi 230 60-81-90 NEW BONUS TRACK SONGS LIST SONG TITLE ARTIST BPM DIFFICULTIES Heaven Inside Stephen McKnight 155 18-40-57 Suzy and the Time Machine Thomas Howard Lichtenstein 190 18-31-56 Sweet Illusion vivi (from Iyiyim) ??? 22-27-37 Family Restaurant Bomber Sex Machineguns ??? 29-52-66 EXTRA STAGE she said... asaki 153 50-77-83 ENCORE Infinite Parallel Floaters 170 38-54-72 PAST DM STANDARD SONGS LIST SONG TITLE (DM Mix first in) ARTIST BPM DIFFICULTIES Centaur (2) Jimmy Weckyl ??? - -72 Depend On Me (1) Thomas Howard Lichtenstein 135 - -54 Day Dream (3) Mutsuhiko Izumi ??? -90-99 Say What You Mean Monorail Heads ??? -71-79 Herring Roe (5) Jimmy Weckyl 135 -59-96 Carnival Day (3) Paula Terry & Fu Fu's 148 -59-62 Sea Anemones (3) Jimmy Weckyl 115 -56-67 Newspaper (Vocal Version) (4) Yoshiko Sakai 163 -55-58 Stop Spinning Me In Circles (2) Thomas Howard Lichtenstein ??? -52-67 Complete Conquest (5) LED vs. Guhroovy fw/ 45 113 -48-70 Waza (1) Jimmy Weckyl 117 -46-59 Children's Sketchbook (5) Hirofumi Sasaki 140 67-88-97 Concertino In Blue (6) Hirofumi Sasaki ??? 59-79-95 Model DD2 (6) Mutsuhiko Izumi 136 58-83-92 Least 100 Seconds (4) Hirofumi Sasaki 264 56-81-99 Sanagi (6) asaki 192 47-77-83 Brazilian Anthem (5) Berimbau '66 260 46-66-80 Seiron (5) Suzuki AI 284 41-63-66 Secrets Of Your Heart (3) Taeko 144 40-57- Midnight Sun (5) Mutsuhiko Izumi 215 40-55-75 Across The Nightmare (1) Jimmy Weckyl 300 38- -59 Classic Party 3 (4) Hideyuki Ono ??? 38-45-58 Fireball (5) Sweet Little 30's 240 38-51-63 Cosmic Cowgirl (2) Toshio Sakurai 145 34-57-85 Mikan no Uta (6) ??? 34-56-59 One Phrase Blues (6) Hideyuki Ono 300 33-58-78 Under Control (6) Kevin Vacchione 210 31-64-89 Jet World (1) Mutsuhiko Izumi 276 30-43-48 Smile For You (6) Motaki Furukawa 190 29-51-72 You Elevate Me (3) Voo Doo 162 29-54-55 Rockin' Paradise (6) Thomas Howard Lichtenstein 230 29-44-79 Getaway (6) Takashi Urata & Kumiko Hirata 125 28-30-67 Swimmers (6) Anettai Maji- Ska Bakudan feat. Maki 160 27-40-59 Right On Time (3) Robbie Danzie 136 26-55-57 Ultimate Power (1) Vaccines 172 26- -49 Arigatone (4) Maki 100 25-48-67 Can't Help Fall In Love (6) 211 25-39-61 Double Trouble Thomas Howard Lichtenstein ??? 24-43-55 O Jiya (6) ASMAT & emi 151 24-43-? Bobby Sue and Skinny Jim (5) Raj Ramayya 133 24-63-? P.P.R (2) Handsome JET 178 23-39-? Destiny Lovers (6) Miyuki Kunitake 170 23-59-? Shiritori (4) Fantastic Factory 187 23-46-? Balalaika, Carried With The Wind (5) Julie Ann Frost 134 22-27-? Midnight Special (2) Love Machineguns ??? 21-48-? Mr. Moon (4) Julie Ann Frost 150 20-43-? My First Kiss (6) 146 19-37-? Rebirth (6) Maki 132 19-32-? Kimino Heart ni Dokyun (6) Tomohiko Tuya 120 18-31-? Innocent World (6) Mr. Children 120 17-20-? Moonlight Walking (6) Nabumitsu Irio with Yah Yah's 079 17-37-? Who? (6) Handsome JET Project 198 17-33-? Captain's Voyage (3) Motoaki Furukawa 156 15-44-? Jet Coaster * Girl (6) Tomosuke feat. Three Berry Ice-Cream 177 14-39-? I'm Gonna Get You (3) Kelly Cosmo 160 14-31-? E-Mail Me (5) Paula Terry 140 14-48-? Stop This Train (5) Thomas Howard Lichtenstein 275 14-31-? Rocket Dive (6) 183 13-38-? Sunflower Girl (5) Shortcuts 153 13-38-? Tentaikansoku (5) Bump of Chicken 165 12-22-? Johnny Surfer 138 12-26-? Boyfriend (5) 120 11-24-? Ai no Shirushi (3) 130 10-21-? PAST DM BONUS TRACK SONGS LIST SONG TITLE (DM Mix first in) ARTIST BPM DIFFICULTIES Primal Soul (Long version) (3) Thomas Howard Lichtenstein 124 -64-70 Classic Party Triathlon (5) Hideyuki Ono ??? 32-58-59 Riff Riff Orbit (6) Mutsuhiko Izumi ??? 30-49-75 Departure (6) Akino Lee 200 30-47-74 High (5) Nitza Meles 187 27-47-64 Miss You (5) Miyuki Kunitake 136 20-40-68 Potpourri d'orange (6) Orange Lounge 175 15-26-53 Fire (Love version) (4) Mutsuhiko Izumi 184 13-43-53 KEY H - Hi-Hat S - Snare K - Bass Pedal (Kick) T - Hi Tom L - Lo Tom R - Ride Cymbal Actual Difficulty: How hard the song is rated. Song Hints: Song hints provided by that person, ending with a difficulty percentage which they believe represents the song (overall, not for the difficulty level (eg Expert Real)). Eg, a 50% rated song means you'll learn it about halfway through the entire song list (for that mix or otherwise). 100% would be Daydream or The Least 100 Sec. Basic Expert Real Pattern B-Type: Involves HH/Snares/Kicks. Goes roughly like this: H+K K H+S K H K H (kicks are more messed up and this pattern varies slightly) 4.4 Extreme ---------------- Please wait for future updates. 5 . 0 G a m e M y t h s , L e g e n d s a n d T r i v i a ___________________________________________________________________ * A Normal version of Depend On Me existed in the test version which was similar, but the verse pattern went kick, hi-hat+snare, repeat instead, as well as the verse tom rolls being much simpler. There were no kicks in the chorus. * An Advanced (Real) version of Centaur was in early Drummania 4th MIX test versions but was removed from the final version. * Long versions of Newspaper, Don't Hide Your Mind, Jet World, Heaven Is A '57 Metallic Gray, Stop Spinning Me In Circles and Welcome To The Jungle _may_ have been in Drummania test versions at several points. * Jimmy Weckl is credited for the 'shout's in Na-Na-Na! 6 . 0 C o d e s a n d C h e a t s _______________________________________ KEY H - Hi-Hat S - Snare K - Bass Pedal (Kick) T - Hi Tom L - Lo Tom R - Ride Cymbal 6.1 Code List ------------- Drummania 7th MIX (Arc): Regular Codes: On the Title screen (after inserting money, before pushing start): Options Menu: Hold selection button and push (allows you to change game speed, toggle hidden, sudden, dark, judgement setting, combo display, automatic play and branch and/or reverse modes. On the Title screen (after inserting money, before pushing start): Disable Session Play: Hold selection button and push On the Song Select screen: Change Speed: K K (increases the scroll speed 0.5x, from 1.0x to 7.0x maximum. Will loop around if done past 7.0x. Must be done in about 1 second or the game ignores the command) Change Difficulty: H H (difficulty increases to the next level up. Will wrap around if done past the highest available) Automatic Play Mode: T H T T When command is entered: Once: Bass pedal (kick) is automatically done Twice: Hi-hat is automatically done Thrice: Cymbal is automatically done Four times: Disables Automatic Play Mode Order Songs: T K T T When command is entered: Once: Songs are sorted alphabetically Twice: Songs are ordered by default (New Songs, Past Songs) In the game: Change Speed: Start+Selection Arrow (slows down or speeds up the scroll speed 0.5x like the code above) 6.2 Code Definitions -------------------- Speed: The speed of which the notes move down the screen. Runs from 1.0x to 7.0x speed and is increased/decreased by user every 0.5x Available = 1.0/1.5/2.0/2.5/3.0/3.5/4.0/4.5/5.0/5.5/6.0/6.5/7.0 Hidden: Notes fade away after moving one-third of the screen. Available = Off On Sudden: Notes appear for final one-third of the screen before being played. Available = Off On Dark: Only the notes (not even the 'Note Guide Line') are visible during play. Available = Off On Branch: Much like DDR's Unison mode. All notes appear in the center (Bass Drum) and very close to the 'Note Guide Line' separates into the normal notes which must be hit. Available = Off On Reverse: Again, based on another DDR feature. All notes move across the screen from bottom to top, instead of top to bottom. Available = Off On Judgement: When turned on, extra notes the player hits will be counted as a "MISS" - therefore losing health in the Energy Bar and breaking the player's combo. Available = Off On Combo: Toggles where the combo will be displayed on the screen. Default is "LEFT" Available = Left Center Right Auto: Toggles automatic play between Bass Drum, Hi-Hat and Cymbal Available = Off Bass Hi-Hit Cymbal The player can select as little or as many of these codes as they wish, however only Speed and Auto can be changed during Song Select. 7 . 0 O u t r o d u c t i o n _______________________________ 7.1 Credits ----------- Thank you to GurtyGurt for allowing me to heavily edit this FAQ to my likings. A big thanks to everyone who has supported me through this trial run of FAQing. 7.2 Disclaimer -------------- This FAQ is copyright 2001 by Ranking Task Force. Nor this document or any part of it may be printed in magazines or sold for profit either by itself or on a form of media bundled with other things (ie CD-ROMs) without my written permission. You may, however, put this FAQ on websites, give it to friends, or use it for your own personal use. This FAQ may only be distributed if it is un-edited - nothing may be replaced or removed. And you don't need my permission to put this on websites. And feel free to print it out if you don't mind carrying several hundred pages to the arcade with you. I suggest you edit out the bits you don't want. Anyway, SPREAD THIS FAQ! But not for commercial purposes - you may not sell this FAQ, give it free with something you sell, or otherwise trade it for goods or services! This FAQ is free. If someone is breaching this rule, tell us! We also cannot inform FAQ site operators of new versions, so we apologise. This edition of the FAQ, consider it a subsidiary, was written by Loserbait with assistance and permission from GurtyGurt. DrumMania/Percussion Freaks is a trademark of Konami Computer Entertainment Japan inc. Konami is a registered trademark of Konami of some country. At this stage we cannot help with specific problems and songs, however in the future this is likely to change... 7.3 Future Versions ------------------- Coming soon: * Expanded song info * New song info * New techniques * More play strategies