Filename extension | .bms |
---|---|
Developed by | Urao Yane, NBK |
Type of format | Music |
Container for | Pattern data |
Extended from | Text files |
Extended to | BME, BML, PMS |
BMS is a file format for rhythm games developed by Urao Yane in 1998. The format was originally developed for BM98 (a simulator of the game Beatmania by Konami), though the term BMS is now widely used to describe the Beatmania-esque music data system in general.
The acronym has been confirmed by Yane to be Be-Music Source in the official BMS format specification. [1]
Similar to the Beatmania and Beatmania IIDX series, the purpose of the game is to hit notes as they descend from the top of the screen.
Currently, most BMS files are distributed in BMS events, where several artists publish songs and compete for scores. [2] Held since 2004, the largest BMS event is the BMS of Fighters (BOF) held by AOiRO_MANBOW, [2] where more than 250 songs are presented each year.
As the BMS format requires music to be separated into various tracks, most BMS songs are original songs composed specifically for the BMS file type, thus making it hard to use pre-existing songs for BMS (unless isolated stems are available).
The BMS file describes how notes are arranged and how the game responds when the player takes a specific action. It is a plain text file with "directive" lines starting with the # character. Each directive line is formatted in the form below:
#[definition_setter] [definer]
The space between the definition setter and the definer is required.
A BMS file is generally composed of a header field and the main data field. Below is a simple example of what a BMS file will look like when it is opened by a text editor.
*---------------------- HEADER FIELD #PLAYER 1 #GENRE Sample #TITLE Sample #ARTIST Sample #BPM 120 #PLAYLEVEL 5 #TOTAL 100 #RANK 2 #bmp00 miss.bmp #bmp01 1.bmp #wav01 1.wav *---------------------- MAIN DATA FIELD #00111:01010101 #00211:0101010001010100
Commands existing from the original BM98 and used in original BMS data are as follows: [3] [4]
Command name | Description |
---|---|
#ARTIST | Defines the artist. |
#BMPxx | Defines the picture or video file that will be displayed when the number xx appears in the graphic channels of the main data field. |
#BPM | Defines the speed of the song in beats per minute. |
#GENRE | Defines the genre. |
#PLAYER | Defines the play style (1 for Single Play, 2 for Couple Play, and 3 for Double Play). Modern BMS simulators do not depend on PLAYER anymore, but define play style by the extension of the file itself and the directive lines used in the main data field. |
#PLAYLEVEL | Defines the difficulty level displayed for the song. |
#RANK | Defines how strict the note timing threshold is (0 for very hard, 1 for hard, 2 for normal, and 3 for easy), unless otherwise set by the simulator. |
#TITLE | Defines the title. |
#TOTAL | Defines how much the gauge will increase when the notes are hit appropriately. |
#WAVxx
| Defines the music file that is played when the number xx appears in the played channels and the sound channels of the main data field. The most commonly used music file types for BMS are WAV and OGG. #WAV00 sets the sound played when a mine note is hit. |
Commands later developed that have become popular include:
Command name | Description |
---|---|
#BANNER | Defines the banner displayed when the song is chosen to play. |
#BPMxx | Defines what the BPM will change to when the number xx appears in the BPM channel of the main data field. |
#DIFFICULTY | Defines the difficulty of a song by color (1 for green, 2 for blue, 3 for yellow, 4 for red, and 5 for purple). As songs get harder, higher numbers are assigned. |
#LNOBJ | Notes defined with this parameter will act as endings for long notes when they appear in the played channels of the main data field. |
#STAGEFILE | Defines the image displayed when the song is chosen to be played. |
#STOPxx | Defines how long the sequence should stop when the number xx appears in the stop channel of the main data field. |
#SUBARTIST | Defines a secondary artist. |
#SUBTITLE | Defines a subtitle. |
Main field data is written in the form of #XXXYY:ZZZZZZ
. XXX defines the number of the measure, YY defines the channel, and ZZ defines the components of the measure using a base 36 2-digit number. The colon separating the definer and components is required.
As the original BMS format became outdated with Beatmania being superseded by Beatmania IIDX, other formats that adopted changes in the Beatmania series were developed. Famous expansions include the Be-Music Extend format (.bme) that allowed 7 lines and 1 turntable to be played, and the Be-Music Long note format (.bml) that allowed usage of long notes that required players to hold the key until the end of the note. A .pms extension also exists based on .bms, meant for simulating the game Pop'n Music and utilizing 9 lines. In addition, there is .mdm, used in the fan created Muse dash Melon Loader for custom charts. It utilizes 4 lines for both of the game's lanes, as well as a couple other lines to control special effects and boss movement.
Simulators themselves have also been developed by fans:
bmson is a JSON-based format initially developed by wosderge. The original purpose of the format was to make an alternative to BMS that was easy to implement and use by developers, artists and chart creators alike. bmson has no limit on the amount of key sounds one can have in a chart, unlike BMS, which has a hard limit of 1296 key sounds. After the format was proposed, the version 0.26 format was implemented to a couple of BMS players, such as Bemuse and raindrop. [8] [9] After bmson's initial implementation, the developers of these games, as well as a few others, worked together to create the bmson version 1.0 technical specification. [10]
Beatmania (ビートマニア) is a rhythm video game developed and distributed by Japanese game developer Konami and first released in December 1997. It contributed largely to the boom of music games in 1998, and the series expanded not only with arcade sequels, but also moved to home consoles and other portable devices, achieving a million unit sales. The Bemani line of music games from Konami is named after the series, was first adopted in the arcade release of Beatmania 3rdMix and kept ever since. The series came to an end with the last game being Beatmania The Final, released in 2002.
Beatmania IIDX (IIDX) is a series of rhythm video games, that was first released by Konami in Japan on 26 February 1999. Beatmania IIDX has since spawned 31 arcade releases and 14 console releases on the Sony PlayStation 2. It is the sequel to the beatmania game series, and is part of the Bemani line of music games.
Bemani, stylized as BEMANI, is Konami's music video game division. Originally named the Games & Music Division (G.M.D.), it changed its name in honor of its first and most successful game, Beatmania, and expanded into other music-based games, most notably rhythm games such as Dance Dance Revolution, GuitarFreaks, and DrumMania.
Keyboardmania is a rhythm video game created by the Bemani division of Konami. In this game up to two players use 24-key keyboards to play the piano or keyboard part of a selected song. Notes are represented on-screen by small bars that scroll downward above an image of the keyboard itself. The goal is to play the matching key when a note bar descends to the red play point line. The arcade cabinet has two screens - one for each player.
beatmania IIDX 10th Style is the tenth game in the beatmania IIDX series of music video games. It was released in arcades by Konami in early 2004.
beatmania IIDX 8th Style is a 2002 arcade game released by Konami. A PlayStation 2 version was released in 2004.
beatmania IIDX 7th Style is the seventh game in the beatmania IIDX series of music video games. It was released in arcades by Konami in March 2002.
Beatmania IIDX 6th Style is the sixth game in the beatmania IIDX series of music video games released in arcades by Konami in 2001 and features 40 new songs. 6th Style introduced new features such as letter grades and the new hard mode.
beatmania IIDX 3rd Style is a music video game developed by Bemani and published by Konami, initially released as an arcade game in Japan on February 25, 2000, and subsequently ported to the PlayStation 2 on November 2. 3rd Style removed the 4-keys mode from previous installments and replaced it with the Light7 difficulty, giving most songs a fully separate, easier notechart. The game also introduced Free Mode and Extra Stage, and featured a new aesthetic.
Beatmania IIDX Club Version was released on April 21, 1999 by Konami to the Japanese arcade audience. It could be linked with a Dance Dance Revolution machine for simultaneous play.
beatmania IIDX substream is a 1999 music video game which had a different songlist and could be linked to a Dance Dance Revolution machine for simultaneous play. If either the Dance Dance Revolution player or IIDX player made mistakes, the other game became more difficult.
Beatmania IIDX is an arcade music video game developed by Bemani and published by Konami. It was released in Japan on February 26, 1999. The objective is to perform songs using a controller with seven keys and a turntable. After the surprise success of Beatmania, Benami conceived IIDX to simulate an actual disc jockey (DJ) live performance. Its arcade cabinet contains a widescreen monitor, speakers, and eight spotlights. Bemani later developed several updated versions of IIDX to increased success. The game retrospectively received a positive reception from video game publications for its gameplay and increased difficulty. A sequel, Beatmania III, was released in 2000.
Beatmania IIDX 16: Empress is the 16th game in the Beatmania IIDX series of music video games. It was released in arcades by Konami on November 19, 2008. The game features over 50 new songs, some of which are unlocked over Konami's e-Amusement platform. The design of Empress's interface is based on a pink color scheme, dominated by sparkles, butterfly wings, and motifs of royalty and jewellery. A PlayStation 2 port for the game was released on October 15, 2009, in Japan.
Beatmania IIDX 17: Sirius is the 17th installment in Konami's Beatmania IIDX series of music video games. The main motif of Sirius's UI is astronomy, as the game is named after Sirius, known to be the brightest star in the night sky. Public location tests began on May 27, 2009, and the game itself was released on October 21, 2009.
Beatmania IIDX 18 Resort Anthem is a music video game in the Beatmania IIDX series of games by Konami. On April 19, 2010, Bemani fansite Zenius -I- Vanisher reported that Konami had announced the first location test for the newest game in the IIDX series. The location test ran from April 22 to April 26 at the Cat's Eye Machida (キャッツアイ町田) in Machida, Tokyo. Follow-up location tests ran in Chōfu, Tokyo and Kyoto from April 30 to May 6, in Nagoya and Sapporo from May 14 to May 20 and in Chiyoda, Tokyo from June 11 to June 12. The game was released on September 15, 2010 This Beatmania iteration's theme focuses heavily on a futuresque modern relaxation and tropical beach resort concert-like setting, with the interface making use of sleek mechanical components with simple whites and bright colors that are easy on the eyes.
Reflec Beat is a series of music video games by Konami which debuted in 2010. Reflec Beat uses a touch screen as its main method of control - the first in the Bemani series to do so - and has gameplay based on 2-player competition, which has been compared to air hockey.
Beatmania IIDX 19: Lincle is the 19th game in the beatmania IIDX series of music video games. The location test itself was announced on April 18, 2011. The location test was held first on Akihabara on April 20, 2011. Umeda's location test started on April 22, 2011, and both ended on April 25, 2011. Fukuoka and Nagoya had their location test started from April 28, 2011 until May 1, 2011. Kyoto and Sapporo's location test started on May 6, 2011 until May 8, 2011. It was released on September 15, 2011.
beatmaniaIIDX 20 tricoro is a music video game and the 20th installment of the Beatmania IIDX series of video games. It was first announced on April 14, 2012. Location tests began in Akihabara and Osaka on April 18 and 20, 2012 respectively. Both ended on April 24, 2012. It was released on September 19, 2012 for new cabinets and September 25, 2012 for upgrade kits of old machines. This is the 1st game that requires an internet connection for startup.
Beatmania IIDX 21: Spada is a music video game and the 21st installment of Beatmania IIDX series of video games. The main motif of the game revolves around swords, as the title of the game, Spada is Italian for sword. The UI has a medieval fantasy theme and mainly features black, brown, and red colors. It was first announced on June 12, 2013. Location tests began in Akihabara on June 14, 2013 and ended on June 16, 2013. It was released on November 13, 2013.
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