356,555
edits
No edit summary |
No edit summary |
||
Line 17: | Line 17: | ||
Internationally, DanceDanceRevolution continued to make strides in North America and Europe. In both areas KONAMI released two new games for both. North America's first release was the final PlayStation release in that country, [[CS DDR KONAMIX|DanceDanceRevolution KONAMIX]], which contained a large 52 songs. As the name applies, it only contained KONAMI originals, its songs consisting of most of the KONAMI originals from before [[AC DDRMAX|DDRMAX]]. Its second release was the first on PlayStation 2, [[CS DDRMAX US|DDRMAX -DanceDanceRevolution-]]. Despite sharing the interface and the same name as the Japanese arcade game, DDRMAX US instead focused on more KONAMI originals that weren't in KONAMIX, new BEMANI crossovers, as well as classic Dancemania songs that hadn't appeared in a US DDR release at the time. The game became a hit, and KONAMI would continue to release new PlayStation 2 DanceDanceRevolution every fall for the next seven years in North America. | Internationally, DanceDanceRevolution continued to make strides in North America and Europe. In both areas KONAMI released two new games for both. North America's first release was the final PlayStation release in that country, [[CS DDR KONAMIX|DanceDanceRevolution KONAMIX]], which contained a large 52 songs. As the name applies, it only contained KONAMI originals, its songs consisting of most of the KONAMI originals from before [[AC DDRMAX|DDRMAX]]. Its second release was the first on PlayStation 2, [[CS DDRMAX US|DDRMAX -DanceDanceRevolution-]]. Despite sharing the interface and the same name as the Japanese arcade game, DDRMAX US instead focused on more KONAMI originals that weren't in KONAMIX, new BEMANI crossovers, as well as classic Dancemania songs that hadn't appeared in a US DDR release at the time. The game became a hit, and KONAMI would continue to release new PlayStation 2 DanceDanceRevolution every fall for the next seven years in North America. | ||
Europe's only home release of 2002 was [[CS DS PARTY EDiTiON|Dancing Stage PARTY EDiTiON]] on the Sony PlayStation, which featured all but six of the songs from KONAMIX, replaced with five brand-new licenses. Its 51 song tracklist would be the biggest in the series for the next two years, and the largest in the European PlayStation library. However, Europe ''did'' get something this year that North America did not; an arcade release! [[AC DS EuroMIX2|Dancing Stage EuroMIX2]] came out this year, based on the | Europe's only home release of 2002 was [[CS DS PARTY EDiTiON|Dancing Stage PARTY EDiTiON]] on the Sony PlayStation, which featured all but six of the songs from KONAMIX, replaced with five brand-new licenses. Its 51 song tracklist would be the biggest in the series for the next two years, and the largest in the European PlayStation library. However, Europe ''did'' get something this year that North America did not; an arcade release! [[AC DS EuroMIX2|Dancing Stage EuroMIX2]] came out this year, based on the DDRMAX2 game engine (though CHALLENGE charts did not transfer over). 11 new licenses and three new KONAMI originals were bundled together with eight older Dancemania licenses, along with 30 classic DDR tracks that hadn't appeared in any European arcade release at the time. It was also the first arcade release with the now traditional BEGINNER difficulty. While CHALLENGE MODE is gone, NONSTOP MODE takes its place. While its tracklist of 78 songs wasn't quite as big as DDRMAX2's 135, EuroMIX2 contained several DDR originals that still haven't been revived in the arcades in Japan to this day, such as [[LET THEM MOVE]] and [[HYPNOTIC CRISIS|HYPNØTIC CRISIS]]. | ||
pop'n music saw two new arcade releases and two new home games this year. [[PnM_AC_8|pop'n music 8]], much like beatmania THE FINAL and DanceDanceRevolution EXTREME, saw a lot of BEMANI crossovers come its way, possibly as a late hurrah for the aging BEMANI FIREBEAT HARDWARE, being the last game in the series to run on it. [[PnM_AC_9|pop'n music 9]], released near the end of the year, was the first to run on BEMANI VIPER HARDWARE, but was also the first to support [[e-AMUSEMENT]] for saving scores. As if that wasn't enough, KONAMI revived near ''every'' song from the past eight arcade games back, many of them which received brand-new charts. | pop'n music saw two new arcade releases and two new home games this year. [[PnM_AC_8|pop'n music 8]], much like beatmania THE FINAL and DanceDanceRevolution EXTREME, saw a lot of BEMANI crossovers come its way, possibly as a late hurrah for the aging BEMANI FIREBEAT HARDWARE, being the last game in the series to run on it. [[PnM_AC_9|pop'n music 9]], released near the end of the year, was the first to run on BEMANI VIPER HARDWARE, but was also the first to support [[e-AMUSEMENT]] for saving scores. As if that wasn't enough, KONAMI revived near ''every'' song from the past eight arcade games back, many of them which received brand-new charts. Most licensed characters could also be finally played as as well, after years of being restricted to only being rivals. | ||
The first of the two new home releases was [[PnM_CS_6|pop'n music 6 CS]], the last Japanese game on the original PlayStation. It had the biggest songlist in PlayStation BEMANI history with 104 songs and included all the new originals from [[PnM_AC_6|pop'n music 6]], and most of the course songs. Near the entire [[AC pns|pop'n stage]] songlist was included for play as well as a bonus. But this came with some sacrifices: all but two licenses were gone, BATTLE MODE and RGB MODE were removed, and course songs only had the chart in that course and no others. Despite this, the game ran at a smooth 60 FPS and boasted an impressive high number of new songs as well. It also introduced [[Kanashiine|悲しいね]], at the time considered the hardest song ever in a CS pop'n music title, going at a frantic 200 BPM and putting in 820 notes into a song barely over 90 seconds long! The second game released this year, [[PnM_CS_7|pop'n music 7 CS]], saw the series switch over to the PlayStation 2. Space restrictions were a thing of the past: BATTLE MODE made its CS debut, course songs now had their full charts and playable in arcade mode as well, and the loading times got overall shorter. 7 CS sold well and was even re-released as part of KONAMI's KONAMI the BEST line several years later at less than half its price. | The first of the two new home releases was [[PnM_CS_6|pop'n music 6 CS]], the last Japanese game on the original PlayStation. It had the biggest songlist in PlayStation BEMANI history with 104 songs and included all the new originals from [[PnM_AC_6|pop'n music 6]], and most of the course songs. Near the entire [[AC pns|pop'n stage]] songlist was included for play as well as a bonus. But this came with some sacrifices: all but two licenses were gone, BATTLE MODE and RGB MODE were removed, and course songs only had the chart in that course and no others. Despite this, the game ran at a smooth 60 FPS and boasted an impressive high number of new songs as well. It also introduced [[Kanashiine|悲しいね]], at the time considered the hardest song ever in a CS pop'n music title, going at a frantic 200 BPM and putting in 820 notes into a song barely over 90 seconds long! The second game released this year, [[PnM_CS_7|pop'n music 7 CS]], saw the series switch over to the PlayStation 2. Space restrictions were a thing of the past: BATTLE MODE made its CS debut, course songs now had their full charts and playable in arcade mode as well, and the loading times got overall shorter. 7 CS sold well and was even re-released as part of KONAMI's KONAMI the BEST line several years later at less than half its price. |