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O2Jam

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O2Jam is an online rhythm game developed in Korea by O2Media. At present there are agencies in many countries and regions. All information in this page is based on the Malaysia version, published by e-Games. It is similar to Beatmania IIDX in its interface, and shares many similarities with another music game, VOS, an abbreviation from Virtual Orchestra Studio.

Gameplay

Playing the game is divided between finding a room to play in, selecting a song, and playing a song. There are 3 servers in the Korean version of O2Jam, technically called Music-Halls: Melpomin, Kalliope, and Kleo. All 3 servers are named after the Muses in Greek mythology.

In the Malaysian version of O2Jam, there are only Kalliope and Kleo. Both are free to use, although about half of the songs cost money to play. In Kalliope, only songs level 15 and below may be played, while Kleo allows all songs above level 13.

In the Philippines Version, there are only two Free-2-Play Forever servers. These are Euta and Thalo. Euta serves as the Philippine's main server while Thalo serves as its temporary emergency server, mostly used when Euta is on stabilization and maintenance. Euta covers almost 95% of the player population, while Thalo covers only 5%.

Finding a Room

After choosing a server on which to play, the player is presented with a list of "channels," each which allow a maximum of 100 users at a time. Upon selecting a channel, the player is presented with a list of rooms. The player can either find a room in which to play manually, press the "Short Cut" button to take the user to a random available room, or press the "Create" button to allow the player to create a room of his own from the following list:

Selecting a Song

Over 350 songs on the Korean server and 270 on the Malaysian server are currently available to play. Including all O2Jam versions, there are over 550 songs available for playing(~3.4GB in .ojn and .ojm files). While some of them come included with the game's full installer, many of them require a separate download after installation. Unfortunately, the downloads of the songs are very slow, sometimes reaching 15 minutes on a cable modem. To fix this, all of the songs are available through an official Bittorrent download.

The genres that the songs are part of run the gamut from piano pieces to techno versions of classical pieces to songs that are reminiscent of J-Pop, with an unusually large number of Christmas-themed songs. Most of the songs have 3 difficulty levels of play. The harder the difficulty, the more notes, drum beats, and other sounds need to be played by the player, as opposed to automatically being played in the background. On the hardest difficulty, many songs have a limited amount of music not being played by the user.

To be able to play a song in a VS Room, the song must either be free and each player have the song downloaded, or be payed for and downloaded by each player. To play in an Album Room, all songs in the album being played must have been downloaded before the album can be played.

A small optional step while selecting the song is selecting the background that all of the players will play on. This is mostly a cosmetic change, since all this does is determine what playing field the avatars will be standing on and what font the combo counter and note quality indicator (Cool/Good/etc.) will be in, as well as determining the visual effect that displays whenever a note is hit well. By default, however, the background is random.

Playing a Song

Playing a song is similar to most rhythm games in general, and Beatmania specifically. Horizontal bars slide down a series of seven columns, each corresponding to a key on the keyboard. Just before the notes hit the bottom of the column, the player has to hit the key corresponding to that column. As in Beatmania, each keypress emits a note, vocal, or other instrument that creates a full-sounding song. A correct hit is also rewarded with a small 3D effect that is determined by the background on which the players are playing.

The grading scale used by the game is, from most accurate press to least, Cool (depending on the background this note class may also be referred to as Great), Good, Bad, and Miss. Consecutive Cool and Good notes add both to the player's combo and to their Jam meter. When the Jam meter fills up, a large number flashes in front of the player's avatar indicating their current Jam Combo. The goal of the player is to get both a high individual note combo as well as a high Jam Combo. Because the Jam meter fills up faster when a player hits a Cool instead of a Good, two players can both get a full combo (hitting every note as a Cool or Good) but still have a different Jam Combo.

When the player gets fifteen Cools in a row, a blue pill appears near the upper right of the playing field, with a maximum of five pills. Each one of these pills will transform a Bad hit into a Cool, keeping the player's combo going, although losing a pill.

In a VS room, after all of the players are done playing the song, their individual scores are ranked against each other, and all players are awarded Gems (in-game currency, see below) based on how well they performed.

One way players challenge themselves is by increasing or decreasing the speed at which the notes descend. The multipliers from the "base speed" are x0.5, x1, x1.5, x2, x2.5, x3, x4, x6, and x8. These modifiers are often points of contention in VS Rooms, as many players try to play a song at the fastest speed possible, while others prefer to have the notes a bit slower. With many harder songs, x1 is used to increase the challenge, as the notes end up closer together, making it harder to read. Speeding up the notes does not affect the music at all, but instead spreads out the notes, making them (in non-extreme cases) easier to read (imagine using a bigger font instead of a smaller one).

As of January 27, 2006, the x8 speed was replaced by the xR speed in the Malaysian version of O2Jam. This mode allocates a different speed to each note column when playing the song, making songs even more challenging.

Level System

Similar to GunBound, players level up as they play more and more games against each other. Most levels are reached by simply playing enough songs to gain enough EXP to reach the next level, similar to most RPGs. EXP is earned by playing in rooms against other people, although the game allows players to earn EXP in Single rooms before level 10. However, right before a player can reach every fourth level, a mission is presented to the player, such as to beat a song level 6 or above with a 100 combo. If the player achieves that goal during a VS match, they immediately gain a level. On the converse side, if a player cannot accomplish the mission, they are stuck at their current level until they can pass the mission. New characters start at level 0, with the difficulty of missions and the amount of EXP needed to advance increasing each level up to a maximum of level 100.

Game Masters (commonly called GMs) appear in the game as level 999 characters.

Currencies of O2Jam

In another similarity to GunBound, O2Jam has two methods of paying for items in game, one of which involves real-life money (e-Points) and the other of which is rewarded through playing the game (Gems).

Pay to Play/Free

The Korean O2Jam comes in both free and pay to play versions. The free version does not allow players to customize their avatars at all, and limits them to a very small selection of songs. Otherwise, it is a fully functional version of the game, with no expiration.

The pay to play version allows players a few extra options:

Downloading the song files is separate from purchasing it, so many O2Jam players have the files for songs which that they cannot play. As of December 1, 2005, the Malaysian version of O2Jam has become free for all players. However, users are required to pay to play for about half of the songs if they wish to play them. However, gaining EXP, buying avatar items and playing all of the free songs (of which there are currently 155) is freely available to all users. Like most pay-to-play songs, some avatar items still cost e-Points, but they are not required to play and there are avatar items purchasable with the in-game currency of gems.

Skill Rings

Skill Rings allow for variations of the usual game play in different ways. Skill Rings must be activated by the room host and apply to all players in that room during the song period. There are three categories of Skill Rings: Arrange, Visibility and Power. Skill Rings may only be bought using e-Points in the Malaysian version, and last for a set number of uses before they disappear. Each Skill Ring has a different effect, as outlined below.

Arrange Rings

Visibility Rings

Power Ring

The Power Ring was implemented on January 27, 2006 in the Malaysian version of O2Jam. This ring can be used by the host and hackers alike to make all songs they have temporarily available to other players in the room, i.e. all pay-to-play songs which the host has purchased become available to players in the room. There are two conditions which must be met to allow this ring to work, however. (The feature has been implemented but the ring is currently not in sale)

Criticism

Most of the criticism applies to the Malaysian version.

Server Load

During peak hours on the Malaysian version, the Kalliope server becomes slow and it is not uncommon for the server to reach full capacity. As a result players who still wish to play will have to go to the Kleo server.

Hackers

Recently, there has been an abundance of hackers on the Malaysian version of O2Jam. The most common hack involves obtaining a maximum score of 99,999,999 on a song. During the song in question, the hacker's JAM counter may rapidly pop up, as well as reach high numbers and even "roll over" back to 1. Some other hackers have been able to kick room masters out of their rooms; as a result there is no room master and the room becomes unusuable.

There is a thread on the O2Jam Message Board for reporting hackers. [link]

Timing Window

Some players, particularly those who have played beatmania IIDX, have found it easier to score Cools on O2Jam than Just Greats on beatmania IIDX. In fact it is likely that the timing window for each note judgement is based not on milliseconds, but rather beats; this is especially noticable in the beginning of the song zl, in which the song slows down to 1 BPM and the player has four notes to hit. A note could be somewhat above the red bar on the screen and still be registered as a Cool when hit. [[Citing sources citation needed]]

External links

 


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