Although Maimai DX has hit the ‘west’, their servers will unfortunately be pulled very soon. However, these machines will still run in offline mode.

Gaming Etiquette

Maimai DX can actually take more time to play compared to Maimai Finale and below. This is because of the unlock system and how much in-between pause periods are used when selecting songs or going through the unlock system. 

If playing 4 songs per credit, a normal game of Maimai Finale can take 15 minutes if you are fast enough. However, a game of Maimai DX can take upwards of 20 minutes a credit for 4 songs because of all the transitions between songs, event unlocks, etc.

NOTE: Maimai DX’s tutorial and new player setup are especially long and it takes about 5 minutes to go through the tutorial before players can start playing one song.

Because players would need to wait a bit longer between sessions before they can play again, a queueing system might be necessary if there are multiple players waiting to play at the same time.

  • A queue can be created and tracked using a notepad listing the current queue and subsequently crossing off any players currently playing off the list before re-adding them to the queue once they finish playing.
  • Another method is to use the game save cards (or any identifying item) to represent spots in the queue. 
  • At least asking around the waiting group for the next player’s turn will be helpful and respectful.

For Maimai specifically, the most efficient way to play is to play 2P at a time. For Maimai Finale and below, you can play 3P / 4P games if you have extra cabinets, but waiting to play 3P/4P may take a while unless both sets of 2 players have finished the game at the same time.

If you are playing with other players, make sure that you and your friends are willing to play the next selected song, and also that they are ready to play before committing to the song itself. This will allow all players to be comfortable with the song that they’re playing and allow them to be adequately prepared before the start of the song instead of throwing off their groove abruptly if they’re preparing for the next song to play.

Make sure to clear out your belongings or trash properly after playing. Keep an eye on your belongings as well.

If you’re currently waiting your turn, take some time to play something else in the arcade if you need to, subject to the same queueing rules.

NOTE: The queue can be agonizing especially if the arcade only offers 2P in their establishment. You will need to be understanding of the current waiting times, and also explain these concepts to newbies as well so that they don’t misunderstand long queue times for hogging / elitism.

Above all, make sure to respect your fellow players and have fun.

Minor Discussion Point – Queue times vs. songs per credit:

This may not be a big issue but might be a point of contention in arcades with low cabinet counts (2 sets of cabinets or less) or high queue times. If the queue times to play are long (think an hour per play), it might be a good idea to reduce the number of songs to play per credit. This will allow for more players to cycle through the game and make it more accessible for new players interested in trying out the game. 

Discuss with the group and the arcade operator on ways to handle these issues if possible. Adjust for player traffic where necessary.

Quick Start Summary

If you want the gist of things of how to play Maimai, here is a quick guide for you to work with:

  • Get some gloves and a save data IC card (if you’re in it for the long haul).
  • Make sure to check the current queue of players before starting your playthrough.
    • A maimai cabinet can take 2 players at a time. But if only one player is playing on a cabinet set, you must wait until that player finishes their play because you cannot join in the middle of someone else’s game on the other screen.
  • If you have gone through the Tutorial, you can skip it to save time (especially true if you’re not playing with a card).
  • If you are playing with a new save data IC card, you get a free song to play (first one is on the house)!
    • If 2 players play on the same cabinet set with new save data IC cards each, both players will get 4 free songs!
      • It is unknown if the first round free play extends to 4 songs if the new player plays with the new IC card with another player who already has an existing player account on their IC card.
  • If playing 2P or more, make sure that any songs selected is agreeable between all players and that they are ready before committing to the song.
  • When playing, set your note speed to at least 4 to start and then adjust accordingly.
  • If you are new to the game, start by playing a difficulty 4 chart and go from there.
  • Your main objective is to CLEAR a level by achieving at least an 80.00% achievement rate or above.
    • To unlock Master / Re:Master charts of a song, you must get at least 97.00% Achievement on the Expert or Master charts of that song.
  • If you’re playing for unlocks, decide if you want to go for time-limited event unlocks first.
    • In Maimai DX, use Auto Set for maximum mileage during unlock areas.
  • Make sure to keep an eye on your belongings at all times and clean up the play area after playing.

Preparation – New Players with Save Data cards

To play Maimai you will need a few things:

  • A set of wool gloves
    • Especially important in high levels of play (difficulty 10 and above).
    • Gloves from Daiso are a great starting point and they’re cheap as well.
    • Heading forward you might want to find some gloves which may better suit your hand size for comfort reasons.
  • An Aime / Amusement IC save data card
    • Allows you to save your scores and importantly, gain access to unlocked songs, Master and Re:Master levels.
    • Even a Banapassport save card can work for some odd reason.
    • Here’s a pic of what save data cards you can use for Maimai:
Maimai DX Guide - The Japanese Arcade Rhythm Game 1
  • Earphones / headphones (Optional, DX and above only)
    • Arcades can be cluttered by noise. This is a great way to focus on the beat of the song and you can adjust the volume in the game.
    • Earphones are preferred since they will have a lower chance of them slipping off your ears / head, and they also won’t get overly damp from sweat.
  • Drinks (Optional but recommended)
    • Gotta stay hydrated homies!
    • Alcohol prefered?
  • Towel (Optional)
    • Gotta skip leg day today
  • Laundry (Optional)
    • Why? Cause you gotta!
  1. Introduction – Note Types and Scoring

There are several note types in Maimai. 

The Maimai Intl website has a nice guide if you like pictures but read below if you want a slightly more detailed rundown of how the notes work in-game.

  • TAP
    • Your basic (circular) note that appears from the center and radiates outwards towards one of eight points on the judgement circle.
      • These notes are usually pink in colour
      • Yellow notes represent notes that are to be tapped at the same time.
      • You can interact with the note either by tapping the physical buttons on the outer circle or by tapping on the screen.
  • HOLD
    • An elongated hexagonal note that is made up of 2 parts:
      • The head – Press the physical button / touch the screen when the head reaches the judgement circle.
      • The tail – Hold onto the button / screen until the tail just barely crosses the judgement line
    • Accuracy of your HOLD note is judged based on the timing of the head hit together with the duration of how long you hold the HOLD note.
    • Made up of 2 parts:
      • A blue STAR TAP note – You must hit this TAP note normally first
      • The SLIDE pattern – Trace the pattern of the SLIDE note with your hand on the touch screen after hitting the STAR TAP note.
    • SLIDEs can have various patterns and timings:
      • Some SLIDEs are fast, others are slow
      • Some SLIDEs are delayed, some are immediate
      • Some SLIDE patterns require 2 hands, while others only require 1 hand.
      • Some SLIDE patterns are straightforward, others are much more complex.
    • In all cases, the SLIDE begins at least 1 beat after the Star TAP note is hit.
    • Special TAP notes that can add bonus points past the base score if hit accurately.
    • Make sure that you do all you can to hit these notes perfectly.
    • You will hear a cheering sound if you tap this note with a “Critical” Perfect judgement.
  • TOUCH – Maimai DX and above only
    • A blue square note that appears on the touch screen.
    • Tap or slide over the note the moment the “window” of the TOUCH note closes onto the center of the note itself.
    • Can come in groups of more than 2 notes at a time.
  • TOUCH HOLD – Maimai DX and above only
    • A rainbow-colored diamond note that appears usually in the center of the touch screen.
    • HOLD onto the note until the meter of the note fills up.

Scoring in-game is based purely on accuracy and not additive of combo counts. The base score weighting of each note is as follows:

  • TAP – 500 pts.
  • HOLD – 1000 pts.
  • SLIDE – 2000 pts. (500 for the TAP, 1500 for the SLIDE)
  • BREAK – 2500 pts. (Bonus points are added if the note was hit with a “Critical” Perfect judgement).
  • TOUCH – 500 pts.
  • TOUCH HOLD – 1000 pts.

If you did not hit a note Perfectly, your score reduces as follows:

  • Great – 80% of base score
  • Good – 50% of base score
  • Miss – No points scored

Your final result on any given level is given as a percentage score known as an  Achievement Score. This is calculated which is your by adding together your total score and your BREAK note bonus score, and divided by the total base score of the song level.

  1. Introduction – Song Chart Selection and Objectives
  2. Main Objectives

Your main objective is to CLEAR a song’s level chart. To CLEAR a song, you must score at least 80.00% of the maximum score of the song. The maximum (achievement) score of the song is dictated based on the total number of notes found in that level.

Each song has several difficulty levels:

  • Easy – Only available in Finale and below
  • Basic
  • Advanced
  • Expert
  • Master – Unlock needed
  • Re:Master – Unlock needed

Current difficulty ratings range from 1 – 14 (1-15, as of Maimai DX Plus).

The KEY achievement ratings in Maimai DX are classified as follows:

101.00%SSS+ / AP+
100.50% ~SSS+
100.00% ~SSS
99.50% ~SS+
99.00% ~SS
97.00% ~S
94.00% ~AAA
90.00% ~AA
80.00% ~A

NOTE: All Perfect+ rating does not mean that all notes in the chart were hit with a Critical Perfect rating. It means that all notes were hit at least with a Perfects and that all BREAK notes in the chart were hit with a Critical Perfect rating.

To unlock the Master level of a song, clear it’s Expert level with an S-rank (97.00% achievement) or above.

  • You can also unlock the Master level by playing the Master level (if your current 2P has already unlocked it) and getting an S-rank for it.

Only certain songs have a Re:Master level. To unlock a song’s Re:Master level, you must clear it’s Master level with an S-rank or above.

  • You can also unlock the Re:Master level by playing the Re:Master level (if your current 2P has already unlocked it) and getting an S-rank for it.

In Maimai DX, getting an S-rank for Expert on a song unlocks both its Master and Re:Master charts at once.

  • Pre-DX charts will have their Master and Re:Master levels unlocked by default so you don’t have to grind to unlock those levels for those charts.

Song Selection Menu

In the song selection menu, you can filter songs based on the:

  • Version of Maimai when the song is released
  • Genre of songs
  • Your current clear rank of that song
  • Difficulty level of a song’s chart.

You can also sort songs that have been filtered afterwards.

In Maimai DX, the sorting and filtering options menu is accessed by pressing the blue or red triangle buttons near the card reader.

In Maimai DX, most pre-DX songs carry over their old (standard) chart and some old songs gain new DX charts. If you’re selecting a song that has 2 different charts (one standard and one DX chart), you can change between the 2 different charts by pressing physical buttons 2 and 7 together in the song selection menu (represented by touch zones A2 and A7, see touch areas in Details – Note Types – TOUCH note).

Once you have chosen a song, you can select the difficulty level that you want to play for that song. You can also adjust the volume output of your earphones / headphones.


The MaimaiNET website is the place to go to check on your scores, check on your enemies friends, and adjust your settings without having to play in the arcade.

More importantly, this service allows you to backup your data should you lose your save data IC card. This service will allow you to change to a new card with no problems.

To create a MaimaiNET account, you can use your FB, Twitter or LINE account to create an ID or click on the create SEGA ID button to create one yourself. 

You will need to fill in the following details:

  • Your email account
  • Your Save Data IC Card number
  • A new Login ID
  • A Password

Once created, you can then gain access to MaimaiNET. 

Maimai DX Guide - The Japanese Arcade Rhythm Game 2

Here are the things you can do in MaimaiNET:

  1. Home – Shows your main page with specific section pages for each of the options from the other page tabs.
    1. If you transferred data over from Maimai Finale and below, a tab called “Record of maimai” can be accessed to see your previous records before the transfer.
  2. Play Data – Shows you the total number of songs you have cleared and your recent achievements
  3. Friends – Allows you to connect with other players, including those that you have recently played against.
    1. BTW, my friend code: 1064223912524
      1. Comment here if you have added me, I’m lonely…
        1. 🙁 Thank you so much for making this documentary!!!
  4. Photos – If you enabled Photo shoots from the central camera on the game cabinet, you can see your photos stored here.
  5. Records – Check out the scores of your recent plays or any of your other songs and compare scores with other players.
  6. Area – Check out each Tour Area that you can access and learn about the unlockables for those tour areas. You can also check out which Tour Members are more suited for those areas and which songs will give you a distance boost for unlocking.
    1. You can also check out Event Tour Areas and histories of past Event Tour Areas
      1. So you know, you can cry over missed avatars…
        1. :’C
  7. Collection – Edit your in-game Icon, Name Plate, Titles, and Tour Member avatars for Tour area unlocks.
  8. Ranking – Check out your own rankings against thousands of players around the globe.
  9. Settings / Options – Change your in-game ID and your gameplay settings without having to change them while in-game (See “Introduction – Song / Chart Options” for more details). 

NOTE: Your MaimaiNET account is attached to your SEGA ID account. Your SEGA ID account stores the information related to your current save data cards. Should you lose the save data card, login to your SEGA ID account to change to a replacement card.

Introduction – Song / Chart Options

There are multiple options available for changing how you want to play the game. The game only utilizes note pattern gimmicks and not chart note speed gimmicks so there are a lot of straightforward options for players to choose from.

The options that a player can change include but are not limited to:

  • Speed Setting – You can adjust how fast notes move or appear in the game. Each individual note type can be individually calibrated to your liking.
    • This is the most important setting in the game. If you are new to the game, start at around Speed 4 for all notes and work your way up from there.
  • Game Setting – Adjusting give up mechanics, rotating/mirroring the chart played, judgement difficulty, STAR note rotation settings (which show how quickly the corresponding SLIDE needs to be executed), background video brightness, and sparkling reaction effects on touch zones.
  • Display of Judgement – What information to display on the screen as you play. This can include total score, score window borders for certain ranks, current achievement, current combo, etc.
    • This area will also allow you to choose where and how you want the judgement of your inputs will be shown.
    • You can also specify how precisely you want your input judgements to be fed back to you. This mainly concerns non-critical and Critical Perfect hits for DX contest scoring.
      • Choosing judgement displays which show Critical Perfect hits will also allow you to see the breakdown of Critical Perfects in the results screen.
      • Below are some of the judgement specificity options that you can choose from. Any that list Critical Perfect hits will show total Critical Perfect hits in your results screen.
        • If the judgement listing is greyed out, it means those judgements won’t show during gameplay.
Maimai DX Guide - The Japanese Arcade Rhythm Game 3
  • Design Setting – Change the design of your notes, note colours and the outer border of the ring.
  • Sound Setting – Change the volume of your note sounds and change the note sounds themselves
    • In Maimai Finale and below, changing the note sounds require the sounds to be unlocked before being able to use.
    • God forbid, don’t even think of using these particular group of note sounds:

Events / Unlock System

Tour System

The unlock system of the game is similar to the boss battles in Sound Voltex 3. You have a group of 5 Tour Member avatars, each with a corresponding level that can be increased.

At the start of the game, you will select a “touring area” to travel and unlock new stuff. There may be limited-time event unlock areas to travel around so watch out for those areas.

At the end of each song, you will move a certain distance in your selected unlock area. Each member in your team will level up by 1 for each song played.

These 5 avatars will add to a “walking distance” and your ultimate goal is to complete a touring area by travelling a fixed distance. 

  • Higher “starred” characters will move you a further distance.
    • You get 1 star at the following levels:
      • 9, 49, 99, ???, ???
    • Each star increases the walking distance added by the character by 100m:
      • Level 9 – 48: 100m + member’s current level
      • Level 49 – 98: 200m + member’s current level
      • Level 99 – ???: 300m + member’s current level
      • ???
      • ???
  • Some characters are better suited at specific unlock areas.
    • Those that are not suited may even add only 1m of progress per song in those areas only.
    • A good strategy when going into a new area where you don’t have many suitable characters to move you quickly, is to use this time to level up low-level characters from other unlock areas for later use in other maps.
  • Playing certain songs in these areas would give a bonus to your progress. Watch out for these songs in your song selection screen tab “Bonus Song”.
    • You can also check these songs in MaimaiNET under the “Area” tab.
  • Playing and winning “オトモダチ MATCHING” challenge songs will also boost the distance travelled per song.

Unlockable objects include new avatars, songs, and other profile-based objects. It’s a good idea to have a team of 5 highly-leveled tour members so that you can cruise through the endless unlock Tour area later on.

Recommended Songs

Here is a list of some of my favourite songs in the game. This list is ordered based on the version of the game so you can find them easily by filtering all songs by “Version” in-game. I hope this list would give you a taste of some of the great songs in the game.

If a song is highlighted in green, that song is highly recommended for beginners. If a song is highlighted in red, that song is highly recommended for advanced players. If a song is unhighlighted, it means the song has levels catered to a wide range of skill levels so it is suitable for everyone.

  • maimai – The first version in the series, the charts created in this version are relatively easy. Since then, a number of songs here have had Re:Master charts added to make them relevant to more seasoned players again. Start here if you’re in for some old classics or alternative beats to play to.
    • Love You
    • caramelldansen / ウッーウッーウマウマ(゚∀゚)
    • Connect / コネクト
    • LukaLuka★Night Fever / ルカルカ★ナイトフィーバー 
    • MATRYOSHKA / マトリョシカ 
    • PANDA HERO / パンダヒーロー
    • Lost Summer / オレンジの夏
    • Reach For The Stars
    • Urban Crusher [Remix]
    • Beat Of Mind
    • Samurai Bloodshow / 源平大戦絵巻テーマソング
    • GEKI! TEIKOKUKAGEKIDAN(KAI) / 檄!帝国華撃団(改)
  • maimai Plus – The big thing to happen to maimai here is the addition of Joypolis Halfpipe Tokyo songs and SEGA classics Reborn songs to the mix. Even though each Halfpipe Tokyo songs’ duration is about 1 minute and 22 seconds, they provide a tremendous amount of difficulty and high BPM charts to the mix.
    • 39
    • Kusare gedou to chocolate / 腐れ外道とチョコレゐト
    • Tell Your World
    • Sweet Magic / スイートマジック
    • We Gonna Party
    • Lionheart
    • Acceleration
    • Turn around
    • Black Out
    • Fragrance
    • Starlight Disco
    • Endless World
    • HOMURA-UTA / 炎歌 -ほむらうた-
    • NAKIMUSHI O’clock / 泣き虫O’clock
    • Quartet Theme [Reborn]
    • Sky High [Reborn]
    • Like the Wind [Reborn]
    • 采配の刻 Power of order
  • GreeN – This version had a lot of great songs added to the mix, including some new Halfpipe Tokyo songs which are full length specifically for Maimai. This version also saw the inclusion of Touhou Project songs to the mix which helped to meld both the rhythm game fanbase together with the Touhou fanbase.
    • Kimi no Shiranai Monogatari / 君の知らない物語
    • Amanojaku / 天ノ弱
    • nou shou sakuretsu girl / 脳漿炸裂ガール
    • Yowamushi Mont Blanc / 弱虫モンブラン
    • iarufanclub / いーあるふぁんくらぶ
    • IAIA★Night Of Desire / イアイア★ナイトオブデザイア
    • Rolling Girl / ローリンガール
    • Setsuna Trip / セツナトリップ
    • Houkago Stride / 放課後ストライド
    • Yobanashi Deceive / 夜咄ディセイブ
    • Bad Apple!! feat nomico
    • Grip & Break down!!
    • ShuwaSupa Daisakusen / しゅわスパ大作戦☆
    • Help me, ERINNNNNN!!
    • Night of Knights / Knight of Nights / ナイト・オブ・ナイツ
    • Garakuta Doll Play
    • Blew Moon
    • Death Scythe
    • LUCIA
    • L’épilogue
    • BREAK YOU!!
    • kioku, kiroku / 記憶、記録
    • Cosmic Train
    • minna no maimaimaa / みんなのマイマイマー
    • Save This World νMIX
    • Living Universe
    • Ignite Infinity
    • awake
    • Terminal Storm
    • Mysterious Destiny
  • GreeN Plus – This version saw the Game Music Triangle collaboration as well as new Halfpipe Tokyo and Sonic songs added to the mix. This version also saw the addition of new slide patterns which are shorter or longer than the usual 3-button length slides usually seen in the previous versions which greatly shook up the difficulty curve in the game.
    • Ni SoKu Ho Kou / 二息歩行
    • M.S.S.Planet
    • Deep-Sea Girl / 深海少女
    • magician’s operation
    • Lily Lily★Burning Night / リリリリ★バーニングナイト
    • Kanbu de Tomatte Sugu Tokeru / 患部で止まってすぐ溶ける~狂気の優曇華院
    • gensounosateraito / 幻想のサテライト
    • machibitohakozu / 待チ人ハ来ズ。
    • sweet little sister
    • kamigaminoinori / 神々の祈り
    • Epikouros no niji wa mou mienai / エピクロスの虹はもう見えない
    • Jack-the-Ripper◆
    • OPA! OPA! RACER -GMT mashup- / オパ! オパ! RACER -GMT mashup-
    • リッジでリッジでGO!GO!GO! -GMT mashup-
    • Densha de Densha de GO!GO!GO!GC! -GMT remix- / 電車で電車でGO!GO!GO!GC! -GMT remix-
    • MYTHOS
    • Life Feels Good
    • CYCLES
    • Heartbeats
    • End of Twilight
    • Monochrome Rainbow
    • HELL FLAME / 火炎地獄
    • Live & Learn
    • Windy Hill -Zone 1
    • Kotohana karma / 言ノ葉カルマ
  • ORANGE – The big story for this version was the Tenkaichi Otogesai Festival in which Maimai collaborated with Jubeat, Taiko no Tatsujin and Groove Coaster. Each game received a mix of songs from the different games for an epic showmatch in Japan culminating in 4 new songs representing the elements of Earth, Water, Wind, and Fire.
    • Okocyama Sensou / おこちゃま戦争
    • fumou! / 不毛!
    • shake it!
    • Unhappy Refrain / アンハッピーリフレイン
    • One Step Ahead
    • Akeboshi rocket / 明星ロケット
    • B.B.K.K.B.K.K.
    • FUJIN Rumble
    • Got more raves?
    • Ignis Danse
    • Kitasaitama 2000 / きたさいたま2000
    • Scars of FAUNA
    • FLOWER
    • Caliburne ~Story of the Legendary sword~
    • Dragoon
    • Oboro
    • Dreampainter
    • VERTeX
  • ORANGE Plus – This version introduced the concept of Re:Master levels which allowed the game designers to create new charts with new gimmicks for various songs old and new alike. 
    • Six Trillion Years and Overnight Story / 六兆年と一夜物語
    • The Lamentations of the Lost Ones / ロストワンの号哭
    • Umiyuri Kaiteitan / ウミユリ海底譚
    • Streaming Heart / ストリーミングハート
    • Sekishinsei:Kamatoto Araryoji / 赤心性:カマトト荒療治
    • DEAD RED GIRLS / デッドレッドガールズ
    • Captain Murasa’s Ass Ketsu Anchor / キャプテン・ムラサのケツアンカー
    • Kyouen / 響縁
    • KERO⑨destiny / ケロ⑨destiny
    • Four-Dimensional Warp Device / 四次元跳躍機関
    • Yet Another ”drizzly rain”
    • L9
    • Time To Make History (AKIRA YAMAOKA Remix)
    • Axeria
    • Helix of Garatia / ガラテアの螺旋
    • Oshama Scramble!
    • Aiolos
    • LANCE
    • D✪N’T ST✪P R✪CKIN’
  • PiNK – This version introduced the Challenge Track system. Each month, a new ORIGINAL song will be designated the Challenge Track and players had to clear the song’s chart with a given set of lives. 1 life is lost per non-Perfect hit. Player’s can unlock the song by waiting until the month is over or by clearing the song’s Master chart without losing all their lives. The number of lives available to the player increases each week until the month is over. This version also introduced new slide pattern variations where 1 TAP (10-pronged STAR) radiated SLIDEs which required 2-hand inputs to match. NOTE: It is at about this time that I had left playing Maimai seriously due to overseas studies. The following sections are rather bare and more insight is necessary before I can finalize the list below.
    • The Disappearance of Hatsune Miku / 初音ミクの消失
    • +♂
    • Arifureta sekai seifuku / ありふれたせかいせいふく
    • kakoinakiyohaichigonotsukikage / 囲い無き世は一期の月影
    • Soranimae Sumizomenosakura / 蒼空に舞え、墨染の桜
    • Party 4U ”holy nite mix”
    • Omoiyoshino / オモイヨシノ
    • Revive The Rave
    • GEMINI -M-
    • 7thSense
    • Brionac of Steel-flash / 閃鋼のブリューナク
    • Glorious Crown
    • 幾四音-Ixion-
  • PiNK Plus – This update set a tone for how often updates would come for Maimai. More of the same but the big hits just keep coming with one more huge challenge in the form of AMAZING MIGHTYYYY!!!! taking big names even in Expert difficulty.
    • Sugar Song and Bitter Step / シュガーソングとビターステップ
    • KIMINO YOZORA / キミノヨゾラ哨戒班
    • Mr. Wonderland
    • ECHO
    • YAMERO! KIKUNA! / やめろ!聴くな!
    • Tsuki Ni Murakumo Hana Ni Kaze / 月に叢雲華に風
    • Hyper Active
    • Jumble Rumble
    • Nitrous Fury
    • Contrapasso -paradiso-
    • connecting with you
    • Infantoon Fantasy
  • MURASAKi – In non-colour-based news, this update brought in character systems, more event challenges and a special song folder [宴] UTAGE which contains various new, weird and wonderful gimmick charts for various songs.
    • Getting Faster and Faster / だんだん早くなる
    • The MMORPG Addict’s Anthem / ネトゲ廃人シュプレヒコール
    • Super Nuko Ni Naritai / すーぱーぬこになりたい
    • Iro Ha Nioedo Chirinuruwo / 色は匂へど散りぬるを
    • taboo tears you up
    • Starlight Vision
    • conflict
    • Sakura Fubuki
    • 夜明けまであと3秒
    • Panopticon
    • April Showers / 四月の雨
    • HERA
    • Lividi
    • Our Wrenally
    • The wheel to the right
  • MURASAKi Plus
    • 幸せになれる隠しコマンドがあるらしい
    • Cirno’s Perfect Math Class ⑨(th Anniversary)ver / チルノのパーフェクトさんすう教室 ⑨周年バージョン
    • Calamity Fortune
    • Moon of Noon
  • MiLK – This update restructured the challenge system by overhauling the life damage system and introduce characters that you can level up to unlock various profile-based items.
    • Credits
    • MilK
    • Excalibur ~Revived resolution~
  • MiLK Plus
    • CYBER Sparks
    • Brain Power
    • larva
    • World Vanquisher
    • Xevel
    • Ikazuchi / 怒槌
  • FiNALE – This is the final version before the hardware update needed for DX’s new game mechanics to be implemented. FiNALE had the super difficult PANDORA BOXXX challenge which was full of hardcore difficulty songs that can be unlocked by clearing certain conditions. Playing those songs led up to the final monumental challenge that is PANDORA PARADOXXX, a punishingly difficult boss song to provide one final hill to climb to those who are willing to take up the task. All songs involved in PANDORA BOXXX are highlighted in purple.
    • Only my railgun
    • 結ンデ開イテ羅刹ト骸
    • ロールプレイングゲーム
    • Last Brutal Sister Flandre S / 最終鬼畜妹フランドール・S
    • End Time
    • Altale
    • セイクリッド ルイン
    • Scarlet Lance
    • 極圏
    • TiamaT:F minor
    • QZKago Requiem
    • Schwarzchild
    • Alea jacta est!
    • FFT
    • 雷切-RAIKIRI-
    • the EmpErroR
  • DX – A new version on a new cabinet. This version introduce EARPHONE JACKS!!! But more importantly, it gave us new DX charts with TOUCH notes, new scoring systems and a new way to unlock new songs and characters in the game. NOTE: Some songs in the previous versions gained new DX charts. They would have already been recommended in the previous versions above.
    • 骸骨楽団とリリア
    • アカリがやってきたぞっ
    • ナイト・オブ・ナイツ (Cranky Remix)
    • Halcyon
    • Destr0yer
    • Blows Up Everything 
    • TwisteD! XD 
    • 魔ジョ狩リ 
    • Technicians High 
    • Scarlet Wings 
    • Virtualdam Nation / バーチャルダム ネーション 
    • P-qoq 
  • DX Plus (Coming soon…)
READ  Bat Mounts In WoW - Full List & How To Get Them

Details – Note Types

This section is designed so that players who want to get a leg up in improving their scores can understand the exact mechanics of how the notes work so that they can better condition their playthroughs to meet those requirements.

This section will only focus on non-TAP notes as those notes have very specific mechanics of how they calculate accuracy.

  • HOLD 
    • The mechanics of how accuracy is judged for HOLD (hexagonal) notes for Maimai DX and Maimai Finale vary substantially.
    • Similarities:
      • The HOLD notes consist of 2 parts, the start (head) and the end (tail).
      • The initial judgement of the accuracy begins with how accurately you hit the head of the HOLD note.
      • You must then hold (keep your hand on) the note until the tail of the HOLD note just barely crosses the judgement line.
    • Differences:
      • Finale and below:
        • Releasing a HOLD note too early immediately ends the note.
        • Releasing a HOLD note too late always results in a “Late Good” judgement.
        • Therefore in these versions, it is actually a better idea to release a note earlier as you will always get at least a “Early Good” or better judgement.
      • DX and above:
        • Now releasing a HOLD note early does not immediately end the note.
          • You have a short window of time in which you can re-engage the note before the accuracy rating of the HOLD note decays.
          • This is similar to how you can “float” on HOLD notes in DDR except it won’t punish you by resulting in a MISS if you don’t re-engage it fast enough.
        • You will not be penalized for holding a HOLD note for too long and releasing the note too late.
        • Missing the head of the HOLD note would not automatically count as a MISS as long as you manage to re-engage the note quickly.
          • In this case, your judgement could improve from a MISS to at most a GREAT.
        • This basically means that the HOLD note’s accuracy after the initial hit on the head depends on the length of time the player spends holding the note relative to the actual duration of the HOLD note.
  • SLIDE 
    • These notes are what makes MaiMai so special and challenging.
    • These notes are made up of 2 parts:
      • A blue-STAR (5-pronged) TAP note 
        • This indicates where the SLIDE note will start
          • A 10-pronged STAR indicates that there will be slide patterns radiating out of the note which require 2 hands to match.
      • The Slide Pattern 
        • The actual SLIDE note itself and the pattern you need to match it.
        • The STAR note will move along the path of the SLIDE at least one beat after the STAR is tapped.
        • You must match the slide note by touching / sliding over each section of the SLIDE pattern in sequence.
        • Accuracy is calculated based on your timing of how you match up your slide completion to the moment when the trailing STAR note completes the path of the Slide pattern.
          • If there are at least 2 sections of the Slide remaining (that you don’t manage to match) by the time the Star completes the pattern of the Slide, the Slide will be judged as a MISS.
          • If you complete a Slide pattern but the trailing star has not reached the end of the Slide pattern, the Slide will be judged as an “Early Good” or better.
          • If there is only 1 section left in the Slide pattern but you don’t manage to match in time after the trailing star reaches the end of the Slide pattern, the Slide will be judged as “Late Good”.
    • Here are some videos on how SLIDE notes can be matched without having to “follow the STAR” strictly:
      • Brand-new Japanesque (Expert) –
        • Notice how he pre-empts the SLIDEs and leaves out the last part on both sides. He then taps the last section of the SLIDE to complete them.
      • Natural Flow (Expert) –
        • SLIDEs like these are very easy to mis-time and you’ll end up getting very weird judgement ratings here.
  • BREAK 
    • These are orange TAP notes which allow you to have an achievement rating of beyond 100.00%.
    • A breakdown of the points you can score from hitting a BREAK note can be found in the section “Details – Scoring”
  • TOUCH – Maimai DX only
    • These notes do not seem to have an “Early” judgement rating of any kind so it’s actually relatively easy to trigger these notes with a Perfect judgement just by tapping /sliding onto those notes in that general area.
      • However, do note there may be a lot of instances where the note does not register the input in a timely fashion which results in a MISS.
      • Understanding the timing windows of TOUCH notes as well as using your whole hand to increase surface area of sensor coverage are key to hitting them well.
      • Below is a list of touch detection areas on the screen. All TOUCH notes will be found within the outer sensor circle (non A / D touch areas)
Maimai DX Guide - The Japanese Arcade Rhythm Game 4
  • TOUCH HOLD – Maimai DX only
    • So far, I’ve only seen them appear in the center of the screen (C2 / C1) but this may change.
  1. Details – Scoring
  2. Maimai Finale scoring system

Each note type scores a different amount of points. The points listed here are the base points obtained when you hit a Perfect on these notes:

  • TAP – 500
  • HOLD – 1000
  • SLIDE – 500 (TAP) + 1500 (SLIDE)
  • BREAK – 2500
    • NOTE: BREAK notes have several hidden accuracy tiers.

Scores decrease based on accuracy:

  • Great – 80% of total points
  • Good – 50% of total points

For each chart, your Achievement rating for a chart is calculated based on your current play score relative to the total base score possible for that chart (by adding up the total points of all the notes in the chart).

  • For example, to clear a chart you need at least an 80% Achievement rating.
    • If a chart has a total base score of 250,000 points, you will need at least 200,000 points to get that 80% Achievement rating.

BREAK notes are special because they have several hidden scoring tiers and therefore a higher number of accuracy tiers. A list of possible points scored from a BREAK note is listed as follows:

“Critical” Perfect2600
Perfect (Base)2500
Great 2000

BREAK note inputs that result in more than 2500 points are what will bring your Achievement rating above 100.00% (if you’re playing well) or give you a larger buffer to work with in terms of scoring well.

DX scoring system

Maimai DX scoring system doesn’t use the Maimai Finale scoring system strictly.

The maximum achievement rating that you can get for each chart is 101.00%. That is:

  • 100% as the base score
  • 1% for the extra points from BREAKs

This means that the amount of points provided by BREAK notes depend on the total number of BREAK notes in the chart itself.

The formula to calculate the achievement score from a chart is as follows:

Accuracy ScoreTotal Base Score + Extra Points earned from BREAK notesTotal number of break notes * 100


  • The Total Base Score is added as per usual to Maimai normal scoring system
    • TOUCH notes count for 500 points each.
  • Each BREAK note can award either 1 / 0.75 / 0.5 extra points on a Perfect (based on accuracy).

An All Perfect rating on a chart would always be at least 100.50% Achievement rating or above.

As an example:

This is a screenshot of my play on Scarlet Wings (Expert).

Maimai DX Guide - The Japanese Arcade Rhythm Game 5

The total Base Score for any chart is calculated as such:

(Total TAP notes + Total Touch notes) * 5(00) + (Total HOLD notes) * 10(00) + (Total SLIDE notes) * 15(00) + (Total BREAK notes) * 25(00)

Thus, the base score for this chart is:

(369 + 47) * 5 + 35 * 10 + 31 * 15 + 26 * 25 = 3545

My base achievement score then would be:

3545 – 2.5 (1 Good on TAP) – 6 (3 Greats on HOLD) = 3536.5

Therefore, out of 100%, my base Achievement rating is:

3536.5 / 3545 = 99.7602%

Then I look at my BREAK score and I have 21 / 26 “Critical” Perfects. This means that my achievement score tacks on this percentage amount:

21 / (26*100) = 0.8077%

Bringing my tentative total to:

99.7602 + 0.8077 = 100.5679%

That leaves the non-critical Perfect Break notes. We know that each non-critical BREAK notes would give a bonus of either 0.5, or 0.75:

  • 100.6929% – 100.5679% = 0.1250% (Find the percentage achievement added from non-critical Perfect BREAK notes)
  • 5/(26*100) = 0.1923% (Find the theoretical percentage achievement possible if all non-critical Perfect BREAKs were hit with a “Critical” Perfect)
  • 0.1250 / 0.1923 = 0.65 (average extra points scored from the non-perfect notes)
  • 0.65 * 5 = 3.25 (total extra points awarded from non-perfect notes)
  • Finally, using some linear algebra calculations, I can propose that from the non-critical BREAK notes, I hit 2x 0.5 bonus and 3x 0.75 bonus.

Yes, I know it’s a weird scoring system, so let’s move on to something a bit more familiar.

DX Competitive Scoring system

  • There’s also a competitive scoring system (でらっくスコア) similar to that of DDR’s EX Scoring system. Each note is weighted the same and after the level ends, the total contest score is calculated (it can also be shown on the screen during gameplay):
    • 3 points for “Critical” Perfects
    • 2 points for Perfects
    • 1 point for Greats
    • 0 points for Goods or below
  • Each note is weighted equally which means there is a greater focus on the accuracy of TAP notes rather than the accuracy of SLIDE or BREAK notes (where SLIDE / BREAK notes are usually worth 3-5 times the base score of TAP notes).
  • Because all notes are weighted equally, and that there are “Critical” Perfects, this means that this will greatly test contest participants to how well they can match up the chart.
  • By default, the game does not automatically discriminate between Critical and non-critical Perfect hits in the results screen. If you want to see the exact number of Critical Perfects that you hit at the end of the game, you just need to adjust your judgement display settings to any setting that includes the display of the Critical Perfect judgement tier.

Advanced Skills and Practice

This is a list of some of the specialized skills you must practice if you want to tackle any of the higher difficulty songs and some recommended songs on where to practice them. 

I recommend going through this list only if you can comfortably S-rank difficulty 8+ / 9 charts. Otherwise, your basics still need work and you will need to take more time to practice and get a better hold on the feel of the game.

NOTE: Most of these example tracks are from older versions of Maimai and their difficulty rating listed in the video would be incorrect compared to current difficulty rating standards.

At this stage of the game, there will be a great need for fine-tuning your plays to meet with the mechanics of the game. Once you have a solid-understanding of the basic mechanics, you will be able to better anticipate and meet the challenges posed by each of these songs head on.

I did my best to try an isolate specific songs based on their key pattern gimmick. If you have any suggestions for songs that can be useful for training the following patterns, please do leave a comment with the specific song and chart.