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MODEs are the single core mechanic that is present through every game in the BIT.TRIP series. As players progress through a level, their performance will determine which MODE they go to, with a poor performance leading to a lower MODE, and a good performance leading to a higher one. The higher the player's MODE, the more points they will earn, with the ultimate goal being to reach the highest MODE in the game, and then remain there for the remainder of the level, or as long as possible.

BEAT introduced 3 MODES, and each subsequent game in the original hexology introduced a new highest MODE. In the RUNNER spin-offs, they retain the same modes as the original RUNNER, with no additions or removals.

Standard MODES[]

NETHER[]

BIT.TRIP NETHER

Introduced in BIT.TRIP BEAT, NETHER is the lowest possible MODE in all games except for RUNNER, Runner2, and Runner3. In NETHER, there is no music, all sounds are simple monotone beeps, and the visuals lose most, if not all of their colour. This MODE is the last chance a player has to keep playing, continued poor performance in NETHER will lead to a game over, but a good performance will MODE-up the player to HYPER, with the exception of FLUX, which resets the player to the beginning of the stage they were in, setting them back at HYPER.

In BIT.TRIP RERUNNER, NETHER appears very briefly as CommanderVideo is flying back to the last checkpoint after taking a hit.

HYPER[]

BIT.TRIP HYPER

Introduced in BIT.TRIP BEAT, HYPER is the starting MODE in every game in the series. The visuals are simple, usually with the interface coloured yellow in all games except VOID, where there is no interface, and FLUX, where it is a translucent purple instead. The music is simple as well, with no special flourishes, and the sounds are simple tones tuned to the playing song. A poor performance in this MODE will MODE-down the player to NETHER, but a good performance will MODE-up the player to MEGA.

MEGA[]

BIT.TRIP MEGA

Introduced in BIT.TRIP BEAT, MEGA is the next MODE up from HYPER. In all games except for FATE and FLUX, the music gains an additional layer to it. The visuals of MEGA in all games except VOID feature a cycling colour palette of either 5 or 9 colours. In VOID, the word MEGA appears in the background in translucent black, pulses 4 times, and then rotates as if on the side of a cube. In BEAT, this was the highest MODE available, and a poor performance in this MODE will MODE-down the player to HYPER. In BEAT, a MODE-up from MEGA will give the player MULTI+, increasing their score multiplier. Starting from CORE, a good performance in this MODE will MODE-up the player to SUPER.

SUPER[]

BIT.TRIP SUPER

Introduced in BIT.TRIP CORE, SUPER is the next MODE up from MEGA. Just like MEGA, the music gains an additional layer to it in all games excluding FATE and FLUX. The visuals of SUPER in all games except VOID feature a smooth rainbow gradient moving across the interface. In VOID, the word SUPER appears in the background as a single solid colour that cycles through the rainbow, tilting left and right. In CORE, this was the highest MODE available, and a poor performance in this MODE will MODE-down the player to MEGA. Starting from VOID, a good performance in this MODE will MODE-up the player to ULTRA.

ULTRA[]

BIT.TRIP ULTRA

Introduced in BIT.TRIP VOID, ULTRA is the next MODE up from SUPER. Just like MEGA and SUPER, the music gains an additional layer to it in all games excluding FATE and FLUX. The visuals of ULTRA in all games feature scrolling MODE names with a single solid colour that cycles through the rainbow. In FLUX, the MODE names scroll to the right instead of the left. In VOID, this was the highest MODE available, and a poor performance in this MODE will MODE-down the player to SUPER. Starting from RUNNER, a good performance in this MODE will MODE-up the player to EXTRA.

EXTRA[]

BIT.TRIP EXTRA

Introduced in BIT.TRIP RUNNER, EXTRA is the next MODE up from ULTRA. Just like MEGA, SUPER, and ULTRA, the music gains an additional layer to it in all games excluding FATE and FLUX. The visuals of EXTRA feature outlined interface elements, with the MODE name and score having a series of bouncing outlines that extend out diagonally, before collapsing back in, with the colours changing after each collapse. In RUNNER, this was the highest MODE available, and a poor performance in this MODE will MODE-down the player to ULTRA (FATE and FLUX only) or reset them back to HYPER or another MODE (RUNNER, Runner2, Runner3, RERUNNER) based on their checkpoint. Starting from FATE, a good performance in this MODE will MODE-up the player to GIGA.

GIGA[]

BIT.TRIP GIGA

Introduced in BIT.TRIP FATE, GIGA is the next MODE up from EXTRA. In FATE only, during this MODE, the music gains an additional drum track. The visuals of GIGA feature a fading animation between two gradients oriented in opposite directions from each other, with both going from an opaque light pink to transparent. This mode is absent from Runner 2, Runner 3 and RERUNNER. In FATE, this was the highest MODE available, and a poor performance in this MODE will MODE-down the player to EXTRA. In FATE, a MODE-up from GIGA will give the player 500,000 points. In FLUX, a good performance in this MODE will MODE-up the player to META.

META[]

BIT.TRIP META

Introduced in BIT.TRIP FLUX, META is the next MODE up from GIGA, and to date is the highest MODE possible. In FLUX, reaching META will change the backgrounds of EPIPHANY and PERCEPTION to show a solar system and a cell dividing respectively. The visuals of META feature a metalic gradient which gets brighter, then dimmer, over a long period of time. The MODE-up and MODE-down bars also feature a red-white-red gradient in them. This mode is absent from Runner 2, Runner 3 and RERUNNER. A poor performance in this MODE will MODE-down the player to GIGA. A MODE-up from META will give the player MULTI+, increasing their score multiplier.

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