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SOUND VOLTEX: knobs, gauges & volforce

2 min read

back to index · see also IO protocols, rating cheat sheet

konami's knob game. 4 buttons, 2 FX, 2 lasers, one very loud cab. notes on input, gauges, scoring, and volforce.

1. the hardware#

  • BT-A, BT-B, BT-C, BT-D: the 4 white buttons
  • FX-L, FX-R: the two wide orange buttons below
  • VOL-L (blue), VOL-R (pink): the knobs, optical encoders. lasers are the coloured lines you track with them
  • START: menus, also hold for... nothing useful mid-song
  • valkyrie model cabs have a bigger vertical screen, better speakers, and a subwoofer under the seat. regular cabs are fine but tiny

2. note types#

note input
CHIP tap a BT or FX
LONG hold a BT or FX
LASER follow with the matching knob
SLAM (right-angle laser) snap the knob hard in the direction. timing barely matters, direction does
LASER + FX combos the pain, basically

3. judgement#

  • S-CRITICAL (only counted for EX score / valkyrie "S-CRITICAL" judgement)
  • CRITICAL
  • NEAR (early or late; the game tells you which, use it)
  • ERROR (miss)

holds and lasers are judged in "ticks" across their length; you get CRITICAL ticks as long as you're holding/tracking.


4. scoring#

  • max score: 10,000,000
  • every chip and tick is worth the same share of 10M
  • CRITICAL = full, NEAR = half, ERROR = 0
  • EX score is a separate counter (S-CRITICAL = 5? Verify) that rewards exact timing; used for leaderboards, not grade

grades#

grade score ≥
S 9,900,000
AAA+ 9,800,000
AAA 9,700,000
AA+ 9,500,000
AA 9,300,000
A+ 9,000,000
A 8,700,000
B 7,500,000
C 6,500,000
D below

clear marks#

from worst to best:

  1. PLAYED (failed)
  2. COMPLETE (normal gauge clear: ended with ≥70%)
  3. EXCESSIVE COMPLETE (hard gauge survived; starts at 100%, fail at 0)
  4. MAXXIVE COMPLETE (newer even-harder gauge, depending on version) Verify
  5. ULTIMATE CHAIN (no errors)
  6. PERFECT (all criticals, 10,000,000)

5. volforce#

per-chart volforce:

vf = floor( level × 2 × (score / 10,000,000) × grade_coef × clear_coef × 10 ) / 1000

(gives a value in the ~0.3–0.45 range per chart at high levels.)

grade coefficients:

grade coef
S 1.05
AAA+ 1.02
AAA 1.00
AA+ 0.97
AA 0.94
A+ 0.91
A 0.88
B 0.85
C 0.82
D 0.80

clear coefficients:

clear coef
PERFECT 1.10
ULTIMATE CHAIN 1.05
EXCESSIVE (and MAXXIVE) 1.02
COMPLETE 1.00
PLAYED 0.50

total volforce = sum of your best 50 chart volforces. shown as a coloured tier (sienna → cobalt → dandelion → cyan → scarlet → coral → argento → eldora → crimson → imperial) (verify cutoffs).

quick heuristics#

  • clear mark matters: an EXCESSIVE clear vs COMPLETE is +2% vf on that chart for free if you can survive hard gauge
  • level 18s/19s are where volforce lives for me right now
  • an S on a 17 ≈ an AAA on an 18. pick whichever you can actually do

6. charts & difficulties#

  • NOV / ADV / EXH / MXM (maximum)
  • 4th slot per song, depends on version: INF (infinite), GRV (gravity), HVN (heavenly), VVD (vivid), XCD (exceed), etc.
  • levels 1–20

sources#

  • RemyWiki sdvx pages
  • community volforce calculators
PreviousCHUNITHM: slider, air sensors & rating mathNext rating math cheat sheet

On this page

  • 1. the hardware
  • 2. note types
  • 3. judgement
  • 4. scoring
  • grades
  • clear marks
  • 5. volforce
  • quick heuristics
  • 6. charts & difficulties
  • sources