48,768
edits
Morning Blue (talk | contribs) (Will finish later.) |
Morning Blue (talk | contribs) No edit summary |
||
Line 9: | Line 9: | ||
:A note either hit too late, or not at all. Hitting notes when you're not supposed to can also get you BADs. You get no points for BADs. | :A note either hit too late, or not at all. Hitting notes when you're not supposed to can also get you BADs. You get no points for BADs. | ||
;BATTLE | ;BATTLE | ||
:First Game: [[PnM_AC_6|pop'n music 6]] | :First Game: [[PnM_AC_6|pop'n music 6]] | ||
: | :A mode where you and one other person play simplified charts of only three buttons each (the white, green, and yellow buttons on both sides of the controller), with the goal being to get the most points across three stages. Score enough points and you can unleash various OJAMAs at certain levels, with 4/MAX being the highest. Songs originally only had one set of BATTLE charts, but beginning with [[PnM_AC_8|pop'n music 8]], HYPER BATTLE charts were added. (Note that not all pop'n music songs, even in the latest games, have HYPER BATTLE charts.) This mode was not in [[PnM_CS_6|pop'n music 6 CS]], but it was present on all the PlayStation2 installments save [[PnM_CS_Best_Hits|pop'n music Best Hits!]]. [[PnM_CS_7|pop'n music 7 CS]] and [[PnM CS portable|pop'n music portable]] have only one set of BATTLE charts available. BATTLE charts do not appear in [[PnM CS portable 2|pop'n music portable 2]], the LONG songs in [[PnM_AC_9|pop'n music 9]], or the URA songs in [[PnM_AC_11|pop'n music 11]]. | ||
;CHALLENGE MODE | ;CHALLENGE MODE | ||
:First Game: [[PnM_AC_5|pop'n music 5]] | :First Game: [[PnM_AC_5|pop'n music 5]] | ||
:An arcade mode where you can gather points determined by the difficulty level of the song (i.e. a level 13 song cleared will earn you 13 points), as well as using mods called | :An arcade mode where you can gather points determined by the difficulty level of the song (i.e. a level 13 song cleared will earn you 13 points), as well as using mods called OJAMAs. Netting points was also the ''only'' way in the earlier pop'n music arcade games with CHALLENGE MODE that let you play EX charts (via EXtra Stage). From pop'n musics [[PnM_AC_5|5]] through [[PnM_AC_7|7]], OJAMAs had to be set before you chose a song. (A maximum of two can be set.) Starting with [[PnM_AC_8| pop'n music 8]], though, OJAMAs are set ''after'' choosing a song. (This was also the first game to let you set a permanent OJAMA through the song, worth 1.5 times the usual amount.) In some (earlier) games, getting a certain amount of points unlocks the EXtra Stage or a special pic, though never both in the same round. | ||
;CHO CHALLENGE (超CHALLENGEモード) | ;CHO CHALLENGE (超CHALLENGEモード) | ||
:First Game: [[PnM_AC_13|pop'n music 13 カーニバル]] | :First Game: [[PnM_AC_13|pop'n music 13 カーニバル]] | ||
:An arcade mode that plays similar to CHALLENGE MODE, but has COOLs on the entire game. Certain | :An arcade mode that plays similar to CHALLENGE MODE, but has COOLs on the entire game. Certain OJAMAs can only be used in this mode, and the point requirements for an EXtra Stage are much, much higher. | ||
;Combo | ;Combo | ||
:First Game: [[PnM_AC_3|pop'n music 3]] | :First Game: [[PnM_AC_3|pop'n music 3]] | ||
:How many GOODs/GREATs/COOLs you have going before you get a BAD or miss a note. From | :How many GOODs/GREATs/COOLs you have going before you get a BAD or miss a note. From [[PnM_AC_3|pop'n music 3]] through [[PnM_AC_6|6]], the combo was displayed in the top center of the screen. Starting with [[PnM_AC_7|pop'n music 7]], though, they are directly displayed above the border line of the individual note hit. And starting with [[PnM_AC_9|pop'n music 9]], the combo slowly fades out after a note is hit. | ||
;COOL | ;COOL | ||
:First Game: [[PnM_AC_6|pop'n music 6]] | :First Game: [[PnM_AC_6|pop'n music 6]] | ||
:A note that registers more accurate than a | :A note that registers more accurate than a GREAT. First introduced in courses, but later spun off into its own mode in [[PnM_AC_13|pop'n music 13 カーニバル]] called "超CHALLENGEモード". COOLs can also be played in FREE MODE in [[PnM_CS_14|pop'n music 14 FEVER! CS]]; scores with/without COOLs are stored separately. ([[PnM_CS_13|pop'n music 13 カーニバル CS]] lets you play with COOLs on in Free Mode, but doesn't display the scores in Records.) In [[PnM CS portable|pop'n music portable]], [[PnM CS portable 2|its sequel]], and [[PnM_AC_20|pop'n music 20 fantasia]] onwards, COOLs are ''always'' on. | ||
;COURSE MODE | ;COURSE MODE | ||
:First Game: [[PnM_AC_6|pop'n music 6]] | :First Game: [[PnM_AC_6|pop'n music 6]] | ||
:Courses are an arcade mode of play where you play four predetermined songs back to back on a single gauge. The gauge does not go up during play. An empty gauge results in your immediate disqualification, though you can still enter your name if you got a high enough score on the rankings. In the pop'n music CS games [[PnM_CS_6|6]] through [[PnM_CS_8|8]], certain songs can only be played in GAME/FREE Mode by playing them in courses. Though dropped in [[PnM_AC_18|pop'n music 18 せんごく列伝]], courses were revived years later in [[PnM AC Lapistoria|pop'n music ラピストリア]]. | :Courses are an arcade mode of play where you play four predetermined songs back to back on a single gauge. The gauge does not go up during play. An empty gauge results in your immediate disqualification, though you can still enter your name if you got a high enough score on the rankings. In the pop'n music CS games [[PnM_CS_6|6]] through [[PnM_CS_8|8]], certain songs can only be played in GAME/FREE Mode by playing them in courses. Though dropped in [[PnM_AC_18|pop'n music 18 せんごく列伝]], courses were revived years later in [[PnM AC Lapistoria|pop'n music ラピストリア]]. | ||
:Prior to courses, there was a mode in [[PnM_AC_3|pop'n music 3]] which allowed you to play through three songs back-to-back with HYPER notecharts. This mode was never used again due to | :Prior to courses, there was a mode in [[PnM_AC_3|pop'n music 3]] which allowed you to play through three songs back-to-back with HYPER notecharts. This mode was never used again due to HYPER charts being added to the core game the following installment. | ||
;EASY | ;EASY | ||
Line 40: | Line 40: | ||
;EXCITE | ;EXCITE | ||
:First Game: [[PnM_AC_1|pop'n music]] | :First Game: [[PnM_AC_1|pop'n music]] | ||
:An early arcade mode where | :An early arcade mode where a CPU rival would throw at you certain mods/distractions throughout the song. EXCITE was removed in [[PnM_AC_5|pop'n music 5]], though some of the mods live on as OJAMAs in CHALLENGE MODE. | ||
;EXtra (Stage) | ;EXtra (Stage) | ||
:First Game: [[PnM_AC_5|pop'n music 5]] | :First Game: [[PnM_AC_5|pop'n music 5]] | ||
:EX is the name given to the fourth (and highest) difficulty level in the game, typically highlighted in red on the music select screen. EX(tra) stage is rewarded for passing three songs without fail & ranking a certain amount of points up in CHALLENGE MODE. Songs in this category tend to be much harder than their | :EX is the name given to the fourth (and highest) difficulty level in the game, typically highlighted in red on the music select screen. EX(tra) stage is rewarded for passing three songs without fail & ranking a certain amount of points up in CHALLENGE MODE. Songs in this category tend to be much harder than their HYPER counterparts, ranging from Levels 29 to 50 (maximum). This mode was originally named because EX charts could ''only'' be played through EXtra Stage. Starting with [[PnM_AC_8|pop'n music 8]], EX charts can be played in the arcade on any level after being unlocked. To unlock an EX chart in recent arcade games, you have to full combo the NORMAL chart, get a high score(?) on the HYPER chart, and then beat the EX chart on the EXtra Stage. | ||
:Note that until [[PnM_AC_17|pop'n music 17 THE MOVIE]], not every song introduced had an EX chart. Also, over the years older pop'n songs prior to the EX chart's introduction have been given EX charts. | :Note that until [[PnM_AC_17|pop'n music 17 THE MOVIE]], not every song introduced had an EX chart. Also, over the years older pop'n songs prior to the EX chart's introduction have been given EX charts. | ||
:Also, up until [[PnM_CS_10|pop'n music 10 CS]], all EX charts had to be unlocked one by one in CHALLENGE MODE in the CS games. From [[PnM_CS_10|10 CS]] onward, though, they're all unlocked after you complete the unlocking system of the respective CS game. (Certain EX charts unlock after certain upgrades are reached in the arcade games as well.) | :Also, up until [[PnM_CS_10|pop'n music 10 CS]], all EX charts had to be unlocked one by one in CHALLENGE MODE in the CS games. From [[PnM_CS_10|10 CS]] onward, though, they're all unlocked after you complete the unlocking system of the respective CS game. (Certain EX charts unlock after certain upgrades are reached in the arcade games as well.) | ||
Line 59: | Line 59: | ||
;GOOD | ;GOOD | ||
:First Game: [[PnM_AC_1|pop'n music]] | :First Game: [[PnM_AC_1|pop'n music]] | ||
:A note that barely hits the lane. Prior to [[PnM AC Lapistoria|pop'n music ラピストリア]], a GOOD was only worth 20% the amount a GREAT is without COOLs on, and only 10 | :A note that barely hits the lane. Prior to [[PnM AC Lapistoria|pop'n music ラピストリア]], a GOOD was only worth 20% the amount a GREAT is without COOLs on, and only 1/10 the amount of a COOL with COOLs on. Currently, they're worth 40% the amount of a COOL. | ||
;GREAT | ;GREAT | ||
:First Game: [[PnM_AC_1|pop'n music]] | :First Game: [[PnM_AC_1|pop'n music]] | ||
:You hit the note perfectly/near perfectly, resulting in 100% possible score for that note without COOLs, and 50% with them on. As of [[PnM AC Lapistoria|pop'n music ラピストリア]], | :You hit the note perfectly/near perfectly, resulting in 100% possible score for that note without COOLs, and 50% with them on. As of [[PnM AC Lapistoria|pop'n music ラピストリア]], GREATs are worth 70% the amount of a COOL. | ||
;HELL | ;HELL | ||
:First Game: [[PnM_AC_6|pop'n music 6]] | :First Game: [[PnM_AC_6|pop'n music 6]] | ||
:The name of a course in pop'n music (usually) containing the four hardest new songs in the game. It is often one of the final unlocks in any given pop'n music game. Since [[PnM_AC_8|pop'n music 8]], HELL courses have had exclusively EX charts in them. It is also the name of an | :The name of a course in pop'n music (usually) containing the four hardest new songs in the game. It is often one of the final unlocks in any given pop'n music game. Since [[PnM_AC_8|pop'n music 8]], HELL courses have had exclusively EX charts in them. It is also the name of an OJAMA that punishes you severely for missing a note when activated. Courses, including HELL, were removed in [[PnM AC 18|pop'n music 18 せんごく列伝]], but were revived in [[PnM AC Lapistoria|pop'n music ラピストリア]]. | ||
;HI-SPEED | ;HI-SPEED | ||
:First Game: ? | :First Game: ? | ||
:The rate a song's notes scroll - the higher the mod, the faster they descend. Originally only double speed was available, but speed mods were upgraded in [[PnM_AC_6|pop'n music 6]] with 3X and 4X, and in [[PnM_AC_9|pop'n music 9]] with the hidden 6X. (5X was eventually introduced in [[PnM_AC_11|pop'n music 11]], where it was also hidden. In addition, [[PnM_CS_9|pop'n music 9 CS]] had 8X, the only game to ever have that speed mod.) Starting with [[PnM_AC_15|pop'n music 15 ADVENTURE]], speed mods also come in increments of 0.5 up to 6X. | :The rate a song's notes scroll - the higher the mod, the faster they descend. Originally only double speed was available, but speed mods were upgraded in [[PnM_AC_6|pop'n music 6]] with 3X and 4X, and in [[PnM_AC_9|pop'n music 9]] with the hidden 6X. (5X was eventually introduced in [[PnM_AC_11|pop'n music 11]], where it was also hidden. In addition, [[PnM_CS_9|pop'n music 9 CS]] had 8X, the only game to ever have that speed mod.) Starting with [[PnM_AC_15|pop'n music 15 ADVENTURE]], speed mods also come in increments of 0.5 up to 6X. In [[PnM AC Lapistoria|pop'n music ラピストリア]], speed could be in increments of as little as 0.1, and now go up to HI-SPEED 10. | ||
:Note that | :Note that OJAMAs in CHALLENGE MODE set to a certain speed mod are compounded into the speed mod. For example, using a 2X OJAMA and turning on HI-SPEED 3 will result in a scrolling rate of 6X. Be careful! | ||
;HYPER | ;HYPER | ||
Line 79: | Line 79: | ||
:Over the years some older songs have been given HYPER charts as well. | :Over the years some older songs have been given HYPER charts as well. | ||
; | ;LONG songs | ||
:First Game: [[PnM_AC_9|pop'n music 9]] | :First Game: [[PnM_AC_9|pop'n music 9]] | ||
:Longer versions of pre-existing pop'n music songs, ranging from 3 to 5 minutes long. Due to their length, a | :Longer versions of pre-existing pop'n music songs, ranging from 3 to 5 minutes long. Due to their length, a LONG song takes up two stages, except for the long version of [[Homesick Pt.2&3]]. All other LONG songs were removed in [[PnM_AC_16|pop'n music 16 PARTY♪]]. LONG songs do not have BATTLE charts. | ||
;Max Combo | ;Max Combo | ||
:First Game: [[PnM_AC_3|pop'n music 3]] | :First Game: [[PnM_AC_3|pop'n music 3]] | ||
:The longest line of | :The longest line of COOLs/GREATs/GOODs in a song before you break your combo with a MISS or BAD. | ||
:Note that up to [[PnM_AC_16|pop'n music 16 PARTY♪]], the highest Max Combo you can gain is the total notes of the minus 1. Since [[PnM_AC_17|pop'n music 17 THE MOVIE]], though, this has been dropped, and the highest max combo you can get in the song is the exact amount of notes in a song. | :Note that up to [[PnM_AC_16|pop'n music 16 PARTY♪]], the highest Max Combo you can gain is the total notes of the minus 1. Since [[PnM_AC_17|pop'n music 17 THE MOVIE]], though, this has been dropped, and the highest max combo you can get in the song is the exact amount of notes in a song. | ||
;Mini | ;Mini | ||
:A term used by players for the small pop'n music controllers (sometimes derogatorily) for the PS/DC/PS2 games, originally black. The controller was completely redesigned (and re-colored white) for the release of [[PnM_CS_10|pop'n music 10 CS]]. Minis are also fully compatible with the | :A term used by players for the small pop'n music controllers (sometimes derogatorily) for the PS/DC/PS2 games, originally black. The controller was completely redesigned (and re-colored white) for the release of [[PnM_CS_10|pop'n music 10 CS]]. Minis are also fully compatible with the beatmania IIDX CS games, even [[CS_USA|the US version]]; the two farthest left buttons are used for the turntable (the top being used for upwards, and the bottom for downwards). | ||
; | ;NAVIGATE MODE | ||
:First Game: [[PnM_AC_20|pop'n music 20 fantasia]] | :First Game: [[PnM_AC_20|pop'n music 20 fantasia]] | ||
: | :NAVIGATE MODE is a recently introduced mode in the pop'n music arcade games that lets you create a course based on a list of preferences (such as artist, level, genre and the mood of the song). | ||
;Net Taisen Mode (NET対戦) | ;Net Taisen Mode (NET対戦) | ||
:First Game: [[PnM_AC_12|pop'n music 12 いろは]] | :First Game: [[PnM_AC_12|pop'n music 12 いろは]] | ||
:An arcade mode where you play against two other players online, challenging each other for the highest scores in a song. Certain | :An arcade mode where you play against two other players online, challenging each other for the highest scores in a song. Certain OJAMAs can be unlocked for play in this mode depending on your performance. In the PlayStation 2 installments, TAISEN MODE is only playable against two CPU opponents, as the PlayStation 2 pop'n music games cannot go online. | ||
; | ;NORMAL | ||
:First Game: [[PnM_AC_1|pop'n music]] | :First Game: [[PnM_AC_1|pop'n music]] | ||
:Occasionally known as 9-Button / 9-Line / 9KEY, it is the lowest level default chart that uses all 9 buttons on the controller. It is usually highlighted in green in the games' song select screens. Difficulty levels range from | :Occasionally known as 9-Button / 9-Line / 9KEY, it is the lowest level default chart that uses all 9 buttons on the controller. It is usually highlighted in green in the games' song select screens. Difficulty levels range from 9 ([[Monde des songe]]) up to 36 ([[Yakankyou|夜間行]]). All songs in pop'n music have a NORMAL chart. | ||
; | ;PARTY | ||
:First Game: [[PnM_AC_1|pop'n music]] | :First Game: [[PnM_AC_1|pop'n music]] | ||
:An arcade mode in which certain mods would be forced upon you if you hit one in a song. This mode was removed in [[PnM_AC_6|pop'n music 6]]. | :An arcade mode in which certain mods would be forced upon you if you hit one in a song. This mode was removed in [[PnM_AC_6|pop'n music 6]]. |