SuperNOVA 2 (U) Custom Module List


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Module Details

Module Index Module Name Module Effect
Supportive Modules for Slot 1
AP1 ASSIST PERFECT 1
AP2 ASSIST PERFECT 2
AP3 ASSIST PERFECT 3
AP4 ASSIST PERFECT 4
AP5 ASSIST PERFECT 5
AJ1 ASSIST JUDGE 1
AJ2 ASSIST JUDGE 2
AJ3 ASSIST JUDGE 3
AJ4 ASSIST JUDGE 4
AJ5 ASSIST JUDGE 5
AJ6 ASSIST JUDGE 6
AC1 ASSIST COMBO 1
AC2 ASSIST COMBO 2
AC3 ASSIST COMBO 3
Supportive Modules for Slot 2 and Slot 3
AD1 ASSIST DAMAGE 1
AD2 ASSIST DAMAGE 2
AD3 ASSIST DAMAGE 3
AH1 ASSIST HEALTH 1
AH2 ASSIST HEALTH 2
AH3 ASSIST HEALTH 3
HS1 HIGH START 1
HS2 HIGH START 2
HS3 HIGH START 3
MAX MAX UP
SR1 STAR RHYTHM 1
SR2 STAR RHYTHM 2
SR3 STAR RHYTHM 3
Supportive Modules for Slot 4
RU REMOVE UP
RD REMOVE DOWN
RL REMOVE LEFT
RR REMOVE RIGHT
AR ARROW REDUCTION
CUT CUT
JUMP JUMP OFF 1
JUMP JUMP OFF 2
Optional Modules
VEW VIEW 1 The letter grade will show up on the in-game screen and will be updated in real-time during play (like the one in Disney MIX).
VEW VIEW 2 Enlarges the visual effects that are shown when judgments were made.
VEW VIEW 3 Removes the judgment and the combo counter from the in-game screen.
VEW VIEW 4 Removes the Dance Meter and the score bar from the in-game screen.
AS ARROW SKIN
CTR CENTER Moves the position of the step zones and note displays horizontally to the center of the screen (the position for DOUBLE Play).
RVS REVERSE
SFL SHUFFLE
SSFL SUPER SHUFFLE The directions of all notes will be shuffled at random, while sets of consecutive 8th or 16th notes may (intentionally) show up in the same direction.
LAG LAG
CHARA DISCO
CHARA EMI
CHARA
BABY-LON
CHARA
ROBO-ZUKIN
CHARA JENNY
CHARA GUS
CHARA RUBY
CHARA RAGE
CHARA CONCENT
CHARA YUNI
CHARA RANDOM
EOM END OF MUSIC
PRZ PRIZE "A prize will be earned if the mission was played with the correct module." (See Editor's Note #2)
Challenge Modules
FD1 FAST DOWN 1
FD2 FAST DOWN 2
SU1 SLOW UP 1
SU2 SLOW UP 2
LS1 LOW START 1 The mission will start with a 5% full Dance Meter or, if the mission has the challenge Dance Meter with more than 4 lives set on default, starting lives will be reduced to 4.
LS2 LOW START 2 The mission will start with a nearly empty Dance Meter that cannot survive any misstep or a challenge Dance Meter with 1 life.
CHA1 CHALLENGE 1 Turns the standard Dance Meter into a challenge Dance Meter with 4 lives available.
CHA2 CHALLENGE 2 Turns the standard Dance Meter into a challenge Dance Meter with 1 life available.
HJ1 HARD JUDGE 1 The Dance Meter will be decreased (or, in case of a challenge Dance Meter, a life will be lost) upon receiving judgments that are neither "MARVELOUS", "PERFECT" nor "O.K.".
HJ2 HARD JUDGE 2 The Dance Meter will be decreased (or, in case of a challenge Dance Meter, a life will be lost) upon receiving judgments that are neither "MARVELOUS" nor "O.K.".
SPD SPEED 1 Randomly picks a direction and enables the "SPEED (x2)" option on all notes coming in that direction.
SPD SPEED 2 Randomly picks 2 different directions and enables the "SPEED (x2)" option on all notes coming in those directions.
SPD SPEED 3 Randomly picks 2 different directions and enables (randomly-picked) "SPEED" options on all notes coming in those directions; different directions may have different "SPEED" options enabled.
SPD SPEED 4 Enables (randomly-picked) "SPEED" options on all notes; the "SPEED" option enabled on a particular direction may change over time.
BST1 BOOST 1 Randomly picks a direction and enables the "BOOST" option on all notes coming in that direction.
BST2 BOOST 2 Randomly picks 2 different directions and enables the "BOOST" option on all notes coming in those directions.
BST3 BOOST 3 Randomly picks a direction and enables the "WAVE" option on all notes coming in that direction.
BST4 BOOST 4 Randomly picks 2 different directions and enables the "BRAKE" option on all notes coming in those directions.
APP1 APPEARANCE 1 Randomly picks 2 or 3 different directions and enables the "SUDDEN" option on all notes coming in those directions.
APP2 APPEARANCE 2 Randomly picks 2 or 3 different directions and enables the "HIDDEN" option on all notes coming in those directions.
APP3 APPEARANCE 3 Randomly picks 2 or 3 different directions and enables the "HIDDEN+SUDDEN" option on all notes coming in those directions. (With the "HIDDEN+SUDDEN" option enabled, notes will appear near the center of a lane for a short period of time before vanishing.)
APP4 APPEARANCE 4 Enables (randomly-picked) "APPEARENCE" options on all notes; the "APPEARENCE" option enabled on a particular direction may change over time.
SZ STEPZONE Rearranges the step zones and note displays so that LEFT notes and RIGHT notes will show up on each others' default lane; in missions that require 8 panels, LEFTs on the 1P side will be switched with RIGHTs on the 1P side, and 2P LEFTs will be switched with 2P RIGHTs.
STR STAIRS Rearranges the height of the step zones so that UP notes on the 1P side and DOWN notes on the 2P side will reach their step zone a beat earlier then RIGHT notes on the 1P side and the LEFT notes on the 2P side, 1P DOWNs and 2P UPs 2 beats earlier, and 1P LEFTs and 2P RIGHTs 3 beats earlier.
EX EXPERT The "EXPERT" chart of the song will be played instead of the chart set by default, but the mission will always fail, even if the objective of the mission was completed. (This "auto-fail" property is also an effect of this module, so if this module was automatically disabled in a mission, the player can clear the mission normally.)

Editor Notes

  1. The effects of "SPEED", "BOOST" and "APPEARANCE" modules may be incomplete (for example, there's a possibility that "SPEED 1" can enable "SPEED (x3)" instead of "SPEED (x2)"), so feel free to fix them (or report to anyone who can).
  2. Text copied from the in-game screen.