NOVASMC

Project SEKAI COLORFUL STAGE! feat. Hatsune Miku

Unknown in · iOS / Android

Read this game through the selected section of its nine-part knowledge record.

CATALOG CONTENTS
198
CLASSIFICATION GROUPS
22
TRANSITIONS
0
RULES & PROCESS CONTENTS
30
PLAYER EXPERIENCE ELEMENTS

Basic Configuration

RECORDS
102
VISIBLE
102
PAGE
1 / 3

150OF 102 MATCHING RECORDS

RECORDRELATIONSTATE / SCOPEATTRIBUTES
0001初音ミクHatsune MikuACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
May hold unit / subgroup variants through member data
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0002鏡音リンKagamine RinACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
May hold unit / subgroup variants through member data
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0003鏡音レンKagamine LenACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
May hold unit / subgroup variants through member data
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0004巡音ルカMegurine LukaACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
May hold unit / subgroup variants through member data
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0005MEIKOMEIKOACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
May hold unit / subgroup variants through member data
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0006KAITOKAITOACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
May hold unit / subgroup variants through member data
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0007星乃一歌Ichika HoshinoACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0008天馬咲希Saki TenmaACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0009望月穂波Honami MochizukiACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0010日野森志歩Shiho HinomoriACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0011花里みのりMinori HanasatoACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0012桐谷遥Haruka KiritaniACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0013桃井愛莉Airi MomoiACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0014日野森雫Shizuku HinomoriACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0015小豆沢こはねKohane AzusawaACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0016白石杏An ShiraishiACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0017東雲彰人Akito ShinonomeACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0018青柳冬弥Toya AoyagiACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0019天馬司Tsukasa TenmaACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0020鳳えむEmu OtoriACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0021草薙寧々Nene KusanagiACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0022神代類Rui KamishiroACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0023宵崎奏Kanade YoisakiACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0024朝比奈まふゆMafuyu AsahinaACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0025東雲絵名Ena ShinonomeACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0026暁山瑞希Mizuki AkiyamaACTIVE

Story; rhythm unit; MV; Virtual Live; MYSEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Named Character
OBJECT TYPE
Playable Character; Character—Named Character
ROLE FUNCTION
Character identity and card subject
PRIMARY MODE POSITION
Story; rhythm unit; MV; Virtual Live; MYSEKAI
CORE RULE MECHANIC
Unit identity connects story, MV and event contexts
TARGET PARTY FORMATION
Character fixed; member card is selected
COMBAT TEMPO TURN ORDER
Unknown in
0027VIRTUAL SINGERバーチャル・シンガー / VIRTUAL SINGERACTIVE

Characters; members; stories; songs; SEKAI; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Faction / Unit
OBJECT TYPE
Unit; Character—Faction / Unit
ROLE FUNCTION
Cross-SEKAI singer identity
PRIMARY MODE POSITION
Characters; members; stories; songs; SEKAI
CORE RULE MECHANIC
Connects multiple unit SEKAI versions
TARGET PARTY FORMATION
Official unit; some members have subgroup
COMBAT TEMPO TURN ORDER
Unknown in
0028Leo/needLeo/needACTIVE

Characters; members; story; SEKAI; MV; Active; In Scope; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Faction / Unit
OBJECT TYPE
Unit; Character—Faction / Unit;
ROLE FUNCTION
Identity, story and visual grouping
PRIMARY MODE POSITION
Characters; members; story; SEKAI; MV
CORE RULE MECHANIC
Unit-specific SEKAI and presentation
TARGET PARTY FORMATION
Fixed at character identity; member may carry unit metadata
COMBAT TEMPO TURN ORDER
Unknown in
0029MORE MORE JUMP!MORE MORE JUMP!ACTIVE

Characters; members; story; SEKAI; MV; Active; In Scope; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Faction / Unit
OBJECT TYPE
Unit; Character—Faction / Unit;
ROLE FUNCTION
Identity, story and visual grouping
PRIMARY MODE POSITION
Characters; members; story; SEKAI; MV
CORE RULE MECHANIC
Unit-specific SEKAI and presentation
TARGET PARTY FORMATION
Fixed at character identity; member may carry unit metadata
COMBAT TEMPO TURN ORDER
Unknown in
0030Vivid BAD SQUADVivid BAD SQUADACTIVE

Characters; members; story; SEKAI; MV; Active; In Scope; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Faction / Unit
OBJECT TYPE
Unit; Character—Faction / Unit;
ROLE FUNCTION
Identity, story and visual grouping
PRIMARY MODE POSITION
Characters; members; story; SEKAI; MV
CORE RULE MECHANIC
Unit-specific SEKAI and presentation
TARGET PARTY FORMATION
Fixed at character identity; member may carry unit metadata
COMBAT TEMPO TURN ORDER
Unknown in
0031ワンダーランズ×ショウタイムWonderlands×ShowtimeACTIVE

Characters; members; story; SEKAI; MV; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Faction / Unit
OBJECT TYPE
Unit; Character—Faction / Unit
ROLE FUNCTION
Identity, story and visual grouping
PRIMARY MODE POSITION
Characters; members; story; SEKAI; MV
CORE RULE MECHANIC
Unit-specific SEKAI and presentation
TARGET PARTY FORMATION
Fixed at character identity; member may carry unit metadata
COMBAT TEMPO TURN ORDER
Unknown in
003225時、ナイトコードで。25-ji, Nightcord de.ACTIVE

Characters; members; story; SEKAI; MV; Active; In Scope

8 FIELDS
DOMAIN
Character
TYPE
Faction / Unit
OBJECT TYPE
Unit; Character—Faction / Unit
ROLE FUNCTION
Identity, story and visual grouping
PRIMARY MODE POSITION
Characters; members; story; SEKAI; MV
CORE RULE MECHANIC
Unit-specific SEKAI and presentation
TARGET PARTY FORMATION
Fixed at character identity; member may carry unit metadata
COMBAT TEMPO TURN ORDER
Unknown in
0033メンバーMember / Character cardACTIVE
8 FIELDS
DOMAIN
Character
TYPE
Playable Object
OBJECT TYPE
Member; Character—Playable Object;
ROLE FUNCTION
Holds illustration, performance, skill, side story, type and rarity
PRIMARY MODE POSITION
Unit formation and show score
CORE RULE MECHANIC
Growth and skill effects connect to show score
TARGET PARTY FORMATION
Acquired then selected into a unit
COMBAT TEMPO TURN ORDER
Unknown in
0034メンバーコレクションMember CollectionACTIVE
7 FIELDS
DOMAIN
Character
TYPE
Collection
OBJECT TYPE
Collection; Character—Collection
ROLE FUNCTION
Collectible visual, story and score objects
PRIMARY MODE POSITION
Character archive; unit building
TARGET PARTY FORMATION
Persistent account collection
COMBAT TEMPO TURN ORDER
Unknown in
0035ユニット編成Unit FormationACTIVE

Solo / Co-op / Cheerful / Challenge shows; Active; In Scope; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Deck & Formation
OBJECT TYPE
Formation; Combat—Deck & Formation;
ROLE FUNCTION
Converts selected Member performance and skills into show score
PRIMARY MODE POSITION
Solo / Co-op / Cheerful / Challenge shows
CORE RULE MECHANIC
Leader affects encore skill timing and UI representation
TARGET PARTY FORMATION
Player-selected; mode-specific constraints
COMBAT TEMPO TURN ORDER
Unknown in
0036キュートCuteACTIVE
7 FIELDS
DOMAIN
Character
TYPE
Attribute / Type
OBJECT TYPE
Member Type; Character—Attribute / Type
ROLE FUNCTION
Member classification; not verified as elemental counter system
PRIMARY MODE POSITION
Members; event matching / bonuses
TARGET PARTY FORMATION
Fixed per member
COMBAT TEMPO TURN ORDER
Unknown in
0037クールCoolACTIVE
7 FIELDS
DOMAIN
Character
TYPE
Attribute / Type
OBJECT TYPE
Member Type; Character—Attribute / Type
ROLE FUNCTION
Member classification; not verified as elemental counter system
PRIMARY MODE POSITION
Members; event matching / bonuses
TARGET PARTY FORMATION
Fixed per member
COMBAT TEMPO TURN ORDER
Unknown in
0038ピュアPureACTIVE
7 FIELDS
DOMAIN
Character
TYPE
Attribute / Type
OBJECT TYPE
Member Type; Character—Attribute / Type
ROLE FUNCTION
Member classification; not verified as elemental counter system
PRIMARY MODE POSITION
Members; event matching / bonuses
TARGET PARTY FORMATION
Fixed per member
COMBAT TEMPO TURN ORDER
Unknown in
0039ハッピーHappyACTIVE
7 FIELDS
DOMAIN
Character
TYPE
Attribute / Type
OBJECT TYPE
Member Type; Character—Attribute / Type
ROLE FUNCTION
Member classification; not verified as elemental counter system
PRIMARY MODE POSITION
Members; event matching / bonuses
TARGET PARTY FORMATION
Fixed per member
COMBAT TEMPO TURN ORDER
Unknown in
0040ミステリアスMysteriousACTIVE
7 FIELDS
DOMAIN
Character
TYPE
Attribute / Type
OBJECT TYPE
Member Type; Character—Attribute / Type
ROLE FUNCTION
Member classification; not verified as elemental counter system
PRIMARY MODE POSITION
Members; event matching / bonuses
TARGET PARTY FORMATION
Fixed per member
COMBAT TEMPO TURN ORDER
Unknown in
0041★11★ACTIVE
8 FIELDS
DOMAIN
Character
TYPE
Rarity
OBJECT TYPE
Rarity Tier; Character—Rarity
ROLE FUNCTION
Differentiates illustration, performance, skill and side-story configuration
PRIMARY MODE POSITION
Members
CORE RULE MECHANIC
Training availability differs by member type
TARGET PARTY FORMATION
Fixed on acquisition
COMBAT TEMPO TURN ORDER
Unknown in
0042★22★ACTIVE
8 FIELDS
DOMAIN
Character
TYPE
Rarity
OBJECT TYPE
Rarity Tier; Character—Rarity
ROLE FUNCTION
Differentiates illustration, performance, skill and side-story configuration
PRIMARY MODE POSITION
Members
CORE RULE MECHANIC
Training availability differs by member type
TARGET PARTY FORMATION
Fixed on acquisition
COMBAT TEMPO TURN ORDER
Unknown in
0043★33★ACTIVE
8 FIELDS
DOMAIN
Character
TYPE
Rarity
OBJECT TYPE
Rarity Tier; Character—Rarity
ROLE FUNCTION
Differentiates illustration, performance, skill and side-story configuration
PRIMARY MODE POSITION
Members
CORE RULE MECHANIC
Training availability differs by member type
TARGET PARTY FORMATION
Fixed on acquisition
COMBAT TEMPO TURN ORDER
Unknown in
0044★44★ACTIVE
8 FIELDS
DOMAIN
Character
TYPE
Rarity
OBJECT TYPE
Rarity Tier; Character—Rarity
ROLE FUNCTION
Differentiates illustration, performance, skill and side-story configuration
PRIMARY MODE POSITION
Members
CORE RULE MECHANIC
Training availability differs by member type
TARGET PARTY FORMATION
Fixed on acquisition
COMBAT TEMPO TURN ORDER
Unknown in
0045バースデー / アニバーサリーBirthday / AnniversaryRECURRING
8 FIELDS
DOMAIN
Character
TYPE
Rarity
OBJECT TYPE
Rarity Tier; Character—Rarity;
ROLE FUNCTION
Differentiates illustration, performance, skill and side-story configuration
PRIMARY MODE POSITION
Members
CORE RULE MECHANIC
Training availability differs by member type
TARGET PARTY FORMATION
Fixed on acquisition
COMBAT TEMPO TURN ORDER
Unknown in
0046通常ノーツNormal NoteACTIVE

Manual rhythm shows; Active; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Rhythm Input
OBJECT TYPE
Note Type; Combat—Rhythm Input
ROLE FUNCTION
Player input and judgment object
PRIMARY MODE POSITION
Manual rhythm shows
CORE RULE MECHANIC
Produces judgment and score feedback
TARGET PARTY FORMATION
Chart-fixed
COMBAT TEMPO TURN ORDER
Unknown in
0047ロングノーツLong NoteACTIVE

Manual rhythm shows; Active; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Rhythm Input
OBJECT TYPE
Note Type; Combat—Rhythm Input
ROLE FUNCTION
Player input and judgment object
PRIMARY MODE POSITION
Manual rhythm shows
CORE RULE MECHANIC
Produces judgment and score feedback
TARGET PARTY FORMATION
Chart-fixed
COMBAT TEMPO TURN ORDER
Unknown in
0048フリックノーツFlick NoteACTIVE

Manual rhythm shows; Active; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Rhythm Input
OBJECT TYPE
Note Type; Combat—Rhythm Input
ROLE FUNCTION
Player input and judgment object
PRIMARY MODE POSITION
Manual rhythm shows
CORE RULE MECHANIC
Produces judgment and score feedback
TARGET PARTY FORMATION
Chart-fixed
COMBAT TEMPO TURN ORDER
Unknown in
0049トレースノーツTrace NoteACTIVE

Manual rhythm shows; Active; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Rhythm Input
OBJECT TYPE
Note Type; Combat—Rhythm Input
ROLE FUNCTION
Hold input without start/end accuracy assessment
PRIMARY MODE POSITION
Manual rhythm shows
CORE RULE MECHANIC
Adds multi-finger chart grammar
TARGET PARTY FORMATION
Chart-fixed
COMBAT TEMPO TURN ORDER
Unknown in
0050LIFELifeACTIVE

Rhythm shows; Active; In Scope; In Scope

9 FIELDS
DOMAIN
Combat
TYPE
Resource / State
OBJECT TYPE
Show State; Combat—Resource / State;
ROLE FUNCTION
Mode-specific score and clear consequences when depleted
PRIMARY MODE POSITION
Rhythm shows
CORE RULE MECHANIC
Life Recovery skill and mode rules interact
TARGET PARTY FORMATION
Initialized by show rules; changed by judgments and skills
COMBAT TEMPO TURN ORDER
Unknown in
COMBAT RESOURCE
LIFE