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
2 / 3

51100OF 102 MATCHING RECORDS

RECORDRELATIONSTATE / SCOPEATTRIBUTES
0051ライブボーナスLive Bonus / Bonus Energy · ライブボーナス / Bonus EnergyACTIVE
8 FIELDS
DOMAIN
Combat
TYPE
Resource / Tempo; 쇼 보상을 조정하는 교차 콘텐츠 입력; Bridge Candidate; Event & Special Resource
OBJECT TYPE
Reward Accelerator; Combat—Resource / Tempo; 쇼 보상을 조정하는 교차 콘텐츠 입력; Bridge Candidate; Account tempo resource
ROLE FUNCTION
Multiplies show rewards, EXP and event points; does not gate manual play
PRIMARY MODE POSITION
Rhythm show rewards; MYSEKAI boost conversion is linked
CORE RULE MECHANIC
Recovers over time or by rank, items, ads and crystals
TARGET PARTY FORMATION
Player selects consumption amount
COMBAT TEMPO TURN ORDER
Unknown in
0052EASYEASYACTIVE

Rhythm shows; Active / Song-dependent; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Difficulty
OBJECT TYPE
Difficulty Tier; Combat—Difficulty
ROLE FUNCTION
Selects chart difficulty
PRIMARY MODE POSITION
Rhythm shows
CORE RULE MECHANIC
Rank Match and unlock conditions use subsets
TARGET PARTY FORMATION
Player-selected where mode permits; song-dependent availability
COMBAT TEMPO TURN ORDER
Unknown in
0053NORMALNORMALACTIVE

Rhythm shows; Active / Song-dependent; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Difficulty
OBJECT TYPE
Difficulty Tier; Combat—Difficulty
ROLE FUNCTION
Selects chart difficulty
PRIMARY MODE POSITION
Rhythm shows
CORE RULE MECHANIC
Rank Match and unlock conditions use subsets
TARGET PARTY FORMATION
Player-selected where mode permits; song-dependent availability
COMBAT TEMPO TURN ORDER
Unknown in
0054HARDHARDACTIVE

Rhythm shows; Active / Song-dependent; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Difficulty
OBJECT TYPE
Difficulty Tier; Combat—Difficulty
ROLE FUNCTION
Selects chart difficulty
PRIMARY MODE POSITION
Rhythm shows
CORE RULE MECHANIC
Rank Match and unlock conditions use subsets
TARGET PARTY FORMATION
Player-selected where mode permits; song-dependent availability
COMBAT TEMPO TURN ORDER
Unknown in
0055EXPERTEXPERTACTIVE

Rhythm shows; Active / Song-dependent; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Difficulty
OBJECT TYPE
Difficulty Tier; Combat—Difficulty
ROLE FUNCTION
Selects chart difficulty
PRIMARY MODE POSITION
Rhythm shows
CORE RULE MECHANIC
Rank Match and unlock conditions use subsets
TARGET PARTY FORMATION
Player-selected where mode permits; song-dependent availability
COMBAT TEMPO TURN ORDER
Unknown in
0056MASTERMASTERACTIVE

Rhythm shows; Active / Song-dependent; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Difficulty
OBJECT TYPE
Difficulty Tier; Combat—Difficulty
ROLE FUNCTION
Selects chart difficulty
PRIMARY MODE POSITION
Rhythm shows
CORE RULE MECHANIC
Rank Match and unlock conditions use subsets
TARGET PARTY FORMATION
Player-selected where mode permits; song-dependent availability
COMBAT TEMPO TURN ORDER
Unknown in
0057APPENDAPPENDACTIVE

Rhythm shows; Active / Song-dependent; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Difficulty
OBJECT TYPE
Difficulty Tier; Combat—Difficulty
ROLE FUNCTION
Selects chart difficulty
PRIMARY MODE POSITION
Rhythm shows
CORE RULE MECHANIC
Rank Match and unlock conditions use subsets
TARGET PARTY FORMATION
Player-selected where mode permits; song-dependent availability
COMBAT TEMPO TURN ORDER
Unknown in
0058ひとりでライブSolo Show · Solo LiveACTIVE

Mode-specific; Active; In Scope; In Scope; Always-on; Active; In Scope; 상시; 이벤트 활성 시 오버레이; Active; In Scope; Japan / iOS; Android / Japanese service / version not specified; Active; Linked; Linked

8 FIELDS
DOMAIN
Combat
TYPE
Mode; Core; Basic Farming — repeatable rhythm session; 1인 리듬 플레이 노드이자 이벤트 기여 경로; Core Candidate; Engag …[truncated]
OBJECT TYPE
Show Mode; Combat—Mode; Basic Farming — repeatable rhythm session; Core; 1인 리듬 플레이 노드이자 이벤트 기여 경로; Core Candidate; Participation Route; Engagement-Oriented / Challenge & Competitive
ROLE FUNCTION
Solo rhythm mode
PRIMARY MODE POSITION
Mode-specific
CORE RULE MECHANIC
Skills and LIFE affect score
TARGET PARTY FORMATION
Player selects song and unit
COMBAT TEMPO TURN ORDER
Unknown in
0059みんなでライブCo-op Show · Co-op LiveACTIVE
8 FIELDS
DOMAIN
Combat
TYPE
Mode; Core; Basic Farming — cooperative repeatable rhythm session; Real-Time Non-Combat Cooperation / …[truncated]
OBJECT TYPE
Show Mode; Combat—Mode; Basic Farming — cooperative repeatable rhythm session; Core; Real-Time Non-Combat Cooperation / RTC diagnostic analogue; 실시간 협동 리듬 노드이자 이벤트 기여 경로; Core Candidate; Participation Route; Engagement-Oriented / Challenge & Competitive
ROLE FUNCTION
Multi-player rhythm mode
PRIMARY MODE POSITION
Mode-specific
CORE RULE MECHANIC
Shared score and mode-specific skill response
TARGET PARTY FORMATION
2–5 players; unit leader represents skill source
COMBAT TEMPO TURN ORDER
Unknown in
0060チアフルライブCheerful Show · Cheerful Live · Cheerful Live / Cheerful ShowCONDITIONAL
8 FIELDS
DOMAIN
Combat
TYPE
Mode; Cooperative Competition; Real-time non-combat cooperative competition; 협동 경쟁 노드; Periphery Candidate
OBJECT TYPE
Show Mode; Combat—Mode; Cooperative Competition; Real-time non-combat cooperative competition; 협동 경쟁 노드; Periphery Candidate
ROLE FUNCTION
Event-conditional team-versus-team show
PRIMARY MODE POSITION
Mode-specific
CORE RULE MECHANIC
Two five-player teams compare total score
TARGET PARTY FORMATION
Available when Cheerful Carnival switches Co-op Show
COMBAT TEMPO TURN ORDER
Unknown in
0061チャレンジライブChallenge Show · Challenge Live · Challenge Level / Challenge ShowACTIVE

Mode-specific; Active; In Scope; In Scope; Daily challenge; daily reset; Active; In Scope; 일일; Active; In Scope; Active; In Scope; Japan / iOS; Android / Japanese service / version not specified; Active; Linked; Linked

8 FIELDS
DOMAIN
Combat
TYPE
Mode; Core; Advanced Challenge — character-specific high-score challenge; 일일 도전 노드이자 이벤트 기여 경로; Periph …[truncated]
OBJECT TYPE
Show Mode; Combat—Mode; Advanced Challenge — character-specific high-score challenge; Core; 일일 도전 노드이자 이벤트 기여 경로; Periphery Candidate; Character; Participation Route; Engagement-Oriented / Challenge & Competitive
ROLE FUNCTION
Character-specific daily score mode
PRIMARY MODE POSITION
Mode-specific
CORE RULE MECHANIC
Challenge progress and high-score results
TARGET PARTY FORMATION
Selected character only; daily access
COMBAT TEMPO TURN ORDER
Unknown in
0062ランクマッチRank Match · Ranked MatchACTIVE
8 FIELDS
DOMAIN
Combat
TYPE
Mode; Core / Supplementary link; Event competition / mastery-linked rhythm mode; PvP; 실시간 경쟁 노드이자 이벤트 …[truncated]
OBJECT TYPE
Show Mode; Combat—Mode; Event competition / mastery-linked rhythm mode; Core / Supplementary link; PvP; 실시간 경쟁 노드이자 이벤트 기여 경로; Periphery Candidate; Participation Route; Engagement-Oriented / Challenge & Competitive
ROLE FUNCTION
Seasonal one-versus-one rhythm accuracy mode
PRIMARY MODE POSITION
Mode-specific
CORE RULE MECHANIC
Dedicated judgment scoring; member skills and Fever disabled
TARGET PARTY FORMATION
Eligibility-gated; random song and difficulty
COMBAT TEMPO TURN ORDER
Unknown in
0063オートライブAuto LiveACTIVE
8 FIELDS
DOMAIN
Combat
TYPE
Combat Type / Automation; Core support; Automation mode
OBJECT TYPE
Automation Mode; Combat—Combat Type / Automation; Automation mode; Core support;
ROLE FUNCTION
Automates note judgments under special score rules
PRIMARY MODE POSITION
Eligible songs and modes
CORE RULE MECHANIC
Skills are limited and AUTO judgment has no combo bonus
TARGET PARTY FORMATION
Player enables auto; mode-specific consumption rules apply
COMBAT TEMPO TURN ORDER
Unknown in
0064スコアUPScore UpACTIVE

Rhythm shows except Rank Match; Active; In Scope; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Skill
OBJECT TYPE
Skill Category; Combat—Skill;
ROLE FUNCTION
Raises score under member-specific conditions
PRIMARY MODE POSITION
Rhythm shows except Rank Match
CORE RULE MECHANIC
Mode-specific activation order and scope
TARGET PARTY FORMATION
Auto-activates at song-defined timing
COMBAT TEMPO TURN ORDER
Unknown in
0065判定強化Judgment EnhancementACTIVE

Rhythm shows except Rank Match; Active; In Scope; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Skill
OBJECT TYPE
Skill Category; Combat—Skill;
ROLE FUNCTION
Improves eligible judgments and may include score effect
PRIMARY MODE POSITION
Rhythm shows except Rank Match
CORE RULE MECHANIC
Mode-specific activation order and scope
TARGET PARTY FORMATION
Auto-activates at song-defined timing
COMBAT TEMPO TURN ORDER
Unknown in
0066ライフ回復Life RecoveryACTIVE

Rhythm shows except Rank Match; Active; In Scope; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Skill
OBJECT TYPE
Skill Category; Combat—Skill;
ROLE FUNCTION
Recovers LIFE and may include score effect
PRIMARY MODE POSITION
Rhythm shows except Rank Match
CORE RULE MECHANIC
Mode-specific activation order and scope
TARGET PARTY FORMATION
Auto-activates at song-defined timing
COMBAT TEMPO TURN ORDER
Unknown in
0067スコアUP(特殊)Special Score UpACTIVE

Rhythm shows except Rank Match; Active; In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Skill
OBJECT TYPE
Skill Category; Combat—Skill
ROLE FUNCTION
Conditional or composition-linked score effect
PRIMARY MODE POSITION
Rhythm shows except Rank Match
CORE RULE MECHANIC
Effect varies by member skill wording
TARGET PARTY FORMATION
Auto-activates at song-defined timing
COMBAT TEMPO TURN ORDER
Unknown in
0068Live2Dモデルによるストーリー演出Live2D Story PresentationACTIVE

Story viewing; Active; In Scope; In Scope

8 FIELDS
DOMAIN
Visual
TYPE
Motion / Presentation
OBJECT TYPE
Story Presentation; Visual—Motion / Presentation;
ROLE FUNCTION
Character Live2D models appear in story presentation
PRIMARY MODE POSITION
Story viewing
CORE RULE MECHANIC
Links visual identity to character, music and social surfaces
TARGET PARTY FORMATION
Mode- or content-dependent
COMBAT TEMPO TURN ORDER
Unknown in
00692DMV2D Music VideoACTIVE

Supported songs; Active / Song-dependent; In Scope

8 FIELDS
DOMAIN
Visual
TYPE
Motion
OBJECT TYPE
Music Video; Visual—Motion
ROLE FUNCTION
Song-specific visual playback mode
PRIMARY MODE POSITION
Supported songs
CORE RULE MECHANIC
Links visual identity to character, music and social surfaces
TARGET PARTY FORMATION
Mode- or content-dependent
COMBAT TEMPO TURN ORDER
Unknown in
00703DMV3D Music VideoACTIVE

Supported songs; Active / Song-dependent; In Scope

8 FIELDS
DOMAIN
Visual
TYPE
Motion
OBJECT TYPE
Music Video; Visual—Motion
ROLE FUNCTION
3D character, costume and stage playback mode
PRIMARY MODE POSITION
Supported songs
CORE RULE MECHANIC
Links visual identity to character, music and social surfaces
TARGET PARTY FORMATION
Mode- or content-dependent
COMBAT TEMPO TURN ORDER
Unknown in
0071バーチャルライブVirtual Live / Virtual Show · Virtual LiveRECURRING
8 FIELDS
DOMAIN
Visual
TYPE
Performance Mode; Community & Event Cooperation; 공유 관람·커뮤니티 노드; Periphery Candidate; Engagement-Oriented; S; F; L
OBJECT TYPE
Interactive Performance; Visual—Performance Mode; Community & Event Cooperation; 공유 관람·커뮤니티 노드; Periphery Candidate; Event / Shared Performance Format; Engagement-Oriented
ROLE FUNCTION
Audience uses glow sticks and items with friends
PRIMARY MODE POSITION
Scheduled performance
CORE RULE MECHANIC
Links visual identity to character, music and social surfaces
TARGET PARTY FORMATION
Mode- or content-dependent
COMBAT TEMPO TURN ORDER
Unknown in
0072コネクトライブConnect LiveRECURRING
8 FIELDS
DOMAIN
Visual
TYPE
Performance Mode; Community & Event Cooperation
OBJECT TYPE
Enhanced Digital Performance; Visual—Performance Mode; Community & Event Cooperation
ROLE FUNCTION
Expanded stage production and optional paid after-event pass
PRIMARY MODE POSITION
Scheduled performance
CORE RULE MECHANIC
Links visual identity to character, music and social surfaces
TARGET PARTY FORMATION
Mode- or content-dependent
COMBAT TEMPO TURN ORDER
Unknown in
0073マイセカイMYSEKAIACTIVE
8 FIELDS
DOMAIN
Visual
TYPE
Spatial Mode; Core; Non-combat farming / creation space; 비전투 채집·커뮤니티 노드이자 이벤트 기여 경로; Bridge Candidate; …[truncated]
OBJECT TYPE
Spatial Creation Mode; Visual—Spatial Mode; Non-combat farming / creation space; Core; 비전투 채집·커뮤니티 노드이자 이벤트 기여 경로; Bridge Candidate; Participation Route; Engagement-Oriented / Challenge & Competitive
ROLE FUNCTION
Gather materials, build furniture, decorate a personal SEKAI and host character visits
PRIMARY MODE POSITION
Home screen entry
CORE RULE MECHANIC
Links visual identity to character, music and social surfaces
TARGET PARTY FORMATION
Mode- or content-dependent
COMBAT TEMPO TURN ORDER
Unknown in
0074LATE / FAST / FLICK表示LATE / FAST / FLICK FeedbackACTIVE

Manual rhythm shows; Active; In Scope

8 FIELDS
DOMAIN
Visual
TYPE
UI/UX Feedback
OBJECT TYPE
Judgment Feedback; Visual—UI/UX Feedback
ROLE FUNCTION
Displays timing and flick input feedback
PRIMARY MODE POSITION
Manual rhythm shows
CORE RULE MECHANIC
Supports timing correction and input readability
TARGET PARTY FORMATION
Player setting dependent
COMBAT TEMPO TURN ORDER
Unknown in
0075AP継続演出All Perfect Continuity EffectACTIVE

Manual rhythm shows; Active; In Scope

8 FIELDS
DOMAIN
Visual
TYPE
UI/UX Feedback
OBJECT TYPE
Performance Feedback; Visual—UI/UX Feedback
ROLE FUNCTION
Shows ongoing All Perfect state on combo display
PRIMARY MODE POSITION
Manual rhythm shows
CORE RULE MECHANIC
Immediate continuity feedback
TARGET PARTY FORMATION
Option-controlled
COMBAT TEMPO TURN ORDER
Unknown in
0076メンバーコレクション / Member CollectionN/ANOT APPLICABLE
4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0077通常ノーツ / Normal NoteN/ANOT APPLICABLE

In Scope

4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0078ロングノーツ / Long NoteN/ANOT APPLICABLE

In Scope

4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0079フリックノーツ / Flick NoteN/ANOT APPLICABLE

In Scope

4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0080VIRTUAL SINGER / バーチャル・シンガーN/ANOT APPLICABLE

In Scope

4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0081ワンダーランズ×ショウタイム / Wonderlands×ShowtimeN/ANOT APPLICABLE

In Scope

4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
008225時、ナイトコードで。 / 25-ji, Nightcord de.N/ANOT APPLICABLE

In Scope

4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0083キュート / CuteN/ANOT APPLICABLE
4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0084クール / CoolN/ANOT APPLICABLE
4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0085ピュア / PureN/ANOT APPLICABLE
4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0086ハッピー / HappyN/ANOT APPLICABLE
4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0087ミステリアス / MysteriousN/ANOT APPLICABLE
4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0088★1; ★2; ★3; ★4N/ANOT APPLICABLE
4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0089EASY; NORMAL; HARD; EXPERT; MASTER; APPENDN/ANOT APPLICABLE

In Scope

4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
00902DMV; 3DMVN/ANOT APPLICABLE

In Scope

4 FIELDS
DOMAIN
Basic Configuration
TYPE
N/A
ROLE FUNCTION
N/A
COMBAT TEMPO TURN ORDER
Unknown in
0091カスタムルームCustom RoomACTIVE
5 FIELDS
DOMAIN
Basic Configuration
TYPE
Configurable real-time non-combat cooperation
OBJECT TYPE
Configurable real-time non-combat cooperation
ROLE FUNCTION
カスタムルーム — マイ譜面에 등록한 보면을 플레이할 수 있는 별도 플레이 면. ひとりでライブ와 병렬로 지정된 경로다.
COMBAT TEMPO TURN ORDER
Unknown in
0092フィーバーチャンスFever ChanceACTIVE
5 FIELDS
DOMAIN
Basic Configuration
TYPE
Real-time shared performance mechanic; 협동 기여 상태 브리지; Bridge Candidate
OBJECT TYPE
Real-time shared performance mechanic; 협동 기여 상태 브리지; Bridge Candidate
ROLE FUNCTION
フィーバー / Fever — みんなでライブ·チアフルライブ에서 발동하는 점수 증폭 상태. 하위 객체로 참가자 전원이 콤보를 유지할 때 게이지가 상승하는 フィーバーチャンス와, 게이지 도달 시 진입하는 フィーバータイム이 있다. ランクマッチ에서는 비활성화된다.
COMBAT TEMPO TURN ORDER
Unknown in
0093フィーバータイムFever TimeACTIVE
5 FIELDS
DOMAIN
Basic Configuration
TYPE
Real-time shared performance mechanic; 공동 퍼포먼스 보상 상태; Bridge Candidate
OBJECT TYPE
Real-time shared performance mechanic; 공동 퍼포먼스 보상 상태; Bridge Candidate
ROLE FUNCTION
フィーバー / Fever — みんなでライブ·チアフルライブ에서 발동하는 점수 증폭 상태. 하위 객체로 참가자 전원이 콤보를 유지할 때 게이지가 상승하는 フィーバーチャンス와, 게이지 도달 시 진입하는 フィーバータイム이 있다. ランクマッチ에서는 비활성화된다.
COMBAT TEMPO TURN ORDER
Unknown in
0094MV視聴 / Music Video ViewerMV視聴 / Music Video ViewerACTIVE

지원 곡; 곡별 영상 구현

5 FIELDS
DOMAIN
Basic Configuration
TYPE
Final named item / component
OBJECT TYPE
-confirmed named item / final canonical object
ROLE FUNCTION
MV視聴 / Music Video Viewer는 지원 곡의 3DMV·2DMV·原曲MV를 별도로 재생하는 시청 기능이다.
COMBAT TEMPO TURN ORDER
Unknown in
0095クリティカルノーツ / Critical Noteクリティカルノーツ / Critical Note§2.2 Registry, 노트 타입 행군 말미ACTIVE

Japan / Global English; 수동 리듬 쇼

5 FIELDS
DOMAIN
Basic Configuration
TYPE
Final named item / component
OBJECT TYPE
-confirmed named item / final canonical object
ROLE FUNCTION
クリティカルノーツ / Critical Note — 독립 노트 유형이 아니라 タップ·スライド·フリック·トレース 각 노트에 적용되어 통상 대비 약 2배 득점을 부여하는 고득점 변형이다.
COMBAT TEMPO TURN ORDER
Unknown in
0096譜面メーカー / Score Maker譜面メーカー / Score Maker§2.2 Registry, Combat—Mode 행군 말미; §2.2 Verified Named Item Registry, Core 행군 말미ACTIVE

Japan 전용; 2026-04-30~

5 FIELDS
DOMAIN
Basic Configuration
TYPE
Final named item / component
OBJECT TYPE
-confirmed named item / final canonical object
ROLE FUNCTION
譜面メーカー / Score Maker — 게임 내 수록 곡으로 플레이어가 오리지널 보면을 제작·투고·공유하는 리듬 생성 시스템. 2026-04-30 실장, 기준일 현재 일본 서비스 가동 중. 공식 FAQ 최상위 카테고리로 편성돼 있다.
COMBAT TEMPO TURN ORDER
Unknown in
0097クリエイト譜面クリエイト譜面§2.2 Registry, 譜面メーカー 행 직후; §2.2 Registry, Non-Combat Competition 행군(マイセカイ百景) 직후; §2.2 Verified Named Item Registry, 접근·플레이 노드 행군 말미ACTIVE

Japan 전용; 2026-04-30~; カスタムルーム은 2025-12-18~

5 FIELDS
DOMAIN
Basic Configuration
TYPE
Final named item / component
OBJECT TYPE
-confirmed named item / final canonical object
ROLE FUNCTION
クリエイト譜面 — 譜面メーカー로 제작·투고된 보면 객체. 투고 시 「新着」에 게재되며 「いいね」 획득량에 따라 랭킹에 반영된다.
COMBAT TEMPO TURN ORDER
Unknown in
0098マイ譜面マイ譜面§2.2 Registry, クリエイト譜面 행 직후; §2.2 Registry, カスタムルーム 행 Access / Unlock Implemented in v6.2.0; owner-created room; §2.2 Verified Named Item Registry, 접근·플레이 노드 행군 말미ACTIVE

Japan 전용; Japan; 2025-12-18 실장 / 2026-04-30 경로 추가; カスタムルーム은 2025-12-18~

5 FIELDS
DOMAIN
Basic Configuration
TYPE
Final named item / component
OBJECT TYPE
-confirmed named item / final canonical object
ROLE FUNCTION
マイ譜面 — 즐겨찾는 보면과 자작 보면을 등록하는 보관 단위. 등록한 보면은 ひとりでライブ와 カスタムルーム에서 플레이할 수 있다.
COMBAT TEMPO TURN ORDER
Unknown in
0099セカイver.セカイver.§2.2 Registry, Visual—Motion 행군 말미ACTIVE

지원 곡 한정

5 FIELDS
DOMAIN
Basic Configuration
TYPE
Final named item / component
OBJECT TYPE
-confirmed named item / final canonical object
ROLE FUNCTION
セカイver. — 곡별로 선택 가능한 음원 버전 중 하나.
COMBAT TEMPO TURN ORDER
Unknown in
0100バーチャル・シンガーver.バーチャル・シンガーver.§2.2 Registry, セカイver. 행 직후ACTIVE

지원 곡 한정

5 FIELDS
DOMAIN
Basic Configuration
TYPE
Final named item / component
OBJECT TYPE
-confirmed named item / final canonical object
ROLE FUNCTION
バーチャル・シンガーver. — セカイver.와 대응하는 곡별 선택 음원 버전.
COMBAT TEMPO TURN ORDER
Unknown in