Thank you very much.
Yeah, Question #2 still puzzles me, as the guide never explains what those colored text mean.
In addition:
4. I looked through this topic and guide, and those do not specify the requirements or conditions to get to the Top 50 or Top 20.
We'll go backwards.
The reason why they generally don't specify the conditions for a top 50 or a top 20 is because it's literally dependant on the charts. The Tokyo Pop top 100 will tell you how many single sales you need to make a rank.
As the game goes on, the competition heats up, meaning although your team will perform better, so will the competition.
Wow! Thank you very much everyone! Sorry for asking, but the guide does not answer my questions.
1. The guide does not explain how to do a memory bomb. How do you do a memory bomb?
2. In this link, http://imas2.wota.info/idol-specific-communication/kisaragi-chihaya , Towards the bottom of the where it says Normal Work, the Japanese text is highlighted in blue and next to it it says "Bad". What does it mean by "Bad"
3. I'm stuck in Week 4 because there are so many things to do like lives, festivals, promotions, shop. Where do I begin?
1. A memory bomb I think refers to a specific strategy applied (mostly) in festivals.
It goes like this:
Voltage build until 66% to 75% (Depends if you have a charm that boosts memory appeals)
Memory Appeal. This should get you into the ability to burst the moment the appeal's scoring finishes.
The first chance you get, convert your burst.
The first note you get after the burst, Memory appeal again, making sure you change the appealing character from the first appeal.
What will happen is the game will give you a duo appeal (instead of a standard.) You can further capitalise this by appealing with the third unused person, creating a trio appeal chain.
This is commonly used in festivals, since with two appeals in short succession, (Assuming you went first) you'll shut out the opposition from scoring for a good 20-30 seconds.
2. In regard with specific communications, you can in fact go backwards (Not in the memory appeal count though). Bad is when you go out of your way to upset them. Granted, the results can be funny (or disturbing) but they impose a morale penalty on the idol (And I suspect the group) if you execute it.
3. For places to begin (I assume you're playing on normal) you'll probably want to pick a location, and focus on getting fans happy (namely, from blue face to red) while building up the levels of the team you selected. Ideally that means a fair number of weeks with 'lessons + promotions', and perform as necessary.
Don't spread yourself too thin (Japan's a big place) and get an area of core fans. To sell singles (which is what affects your goal) you need fans, and just as importantly, you need them to be motivated fans so they'll buy your stuff, so you need to carry out activities to raise your profile.
Once you get a handle on the game, you'll find your own pattern that works. It's unlikely your first game will net you a good ending. It's actually more likely than not that you'd get the bad ending, but that's expected.
In Hyper mode, I personally perform about once every 6 weeks (You MUST perform a song (basically post a score) before the single hits the shelves, as the highest score you make is part of the sales formula), until the group has 5 memory appeals and is level 16 then proceed to conquer Japan, but that's because I drop somewhere between a quarter and half a million in paid promotions around the clock, and can get perfect + bonus on all the lessons without looking.
Before you ask, the only advantage with the super lessons is the fact you get an extra 15 seconds, meaning it's more likely you'll perform better (but it costs you two units of time, instead of one), but if you can get the minigames down pat, you can get maximum benefits out of a normal lesson (saving you 900 yen, and a time unit)