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;Combo | ;Combo | ||
:First Game: [[ | :First Game: [[AC pnm 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 [[AC pnm 3|pop'n music 3]] through [[AC pnm 6|6]], the combo was displayed in the top center of the screen. Starting with [[AC pnm 7|pop'n music 7]], though, they are directly displayed above the border line of the individual note hit. And starting with [[AC pnm 9|pop'n music 9]], the combo slowly fades out after a note is hit. | ||
;COOL | ;COOL | ||
:First Game: [[ | :First Game: [[AC pnm 6|pop'n music 6]] | ||
:A note that registers more accurate than a GREAT. First introduced in courses, but later spun off into its own mode in [[ | :A note that registers more accurate than a GREAT. First introduced in courses, but later spun off into its own mode in [[AC pnm 13|pop'n music 13 カーニバル]] called CHOU-CHALLENGE (超CHALLENGE) MODE. COOLs can also be played in FREE MODE in [[CS pnm 14|pop'n music 14 FEVER! CS]]; scores with/without COOLs are stored separately. ([[CS pnm 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 [[CS pnm portable|pop'n music portable]], [[CS pnm portable 2|its sequel]], and [[AC pnm 20|pop'n music 20 fantasia]] onwards, COOLs are ''always'' on. | ||
;COURSE MODE | ;COURSE MODE | ||
:First Game: [[ | :First Game: [[AC pnm 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 [[ | :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 [[CS pnm 6|6]] through [[CS pnm 8|8]], certain songs can only be played in GAME/FREE Mode by playing them in courses. Though dropped in [[AC pnm 18|pop'n music 18 せんごく列伝]], courses were revived years later in [[AC pnm Lapistoria|pop'n music ラピストリア]]. They did not, however, return again in [[AC pnm eclale|pop'n music éclale]]. | ||
:Prior to courses, there was a mode in [[ | :Prior to courses, there was a mode in [[AC pnm 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 | ||
:First Game: [[ | :First Game: [[AC pnm SP|pop'n music Sunny Park]] | ||
:A new difficulty level introduced in pop'n music Sunny Park. This mode replaces the old 5 | :A new difficulty level introduced in pop'n music Sunny Park. This mode replaces the old 5-Buttons difficulty level and features simple charts that use 3 to 9 buttons. Not every song has an EASY chart, though every song introduced from [[AC pnm Lapistoria|pop'n music ラピストリア]] onward has one. | ||
;EXCITE | ;EASY MODE | ||
:First Game: [[ | :First Game: [[AC pnm 12|pop'n music 12 いろは]] | ||
:An early arcade mode where a CPU rival would throw at you certain mods/distractions throughout the song. EXCITE was removed in [[ | :Formerly known as ''ENJOY MODE'', this mode allowed new players to play simple 5 or 9 Button charts from a small selection of licensed and KONAMI original songs. It was renamed as EASY MODE in [[AC pnm 20|pop'n music 20 fantasia]], the last game featuring it. | ||
;EXCITE MODE | |||
:First Game: [[AC pnm|pop'n music]] | |||
:An early arcade mode where a CPU rival would throw at you certain mods/distractions throughout the song. EXCITE was removed in [[AC pnm 5|pop'n music 5]], though some of the mods live on as OJAMAs in CHALLENGE MODE. | |||
;EXtra (Stage) | ;EXtra (Stage) | ||
:First Game: [[ | :First Game: [[AC pnm 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 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 [[ | :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 [[AC pnm 8|pop'n music 8]], EX charts can be played in the arcade on any level after being unlocked. | ||
:Note that until [[ | :Note that until [[AC pnm 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. | ||
:From [[ | :From [[AC pnm Lapistoria|pop'n music ラピストリア]] onwards, EXtra STAGE is [[PASELI]]-only. You need to clear five songs, each spelling a letter in the word EXTRA, to unlock it at the end of your round of play | ||
:Also, up until [[ | :Also, up until [[CS pnm 10|pop'n music 10 CS]], all EX charts had to be unlocked one by one in CHALLENGE MODE in the CS games. From 10 CS onwards, 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.) | ||
;FREE MODE | ;FREE MODE | ||
:First Game: [[ | :First Game: [[CS pnm|pop'n music CS]] | ||
:A console-only mode where you can play any song on any difficulty level without stage number restrictions. Up until [[ | :A console-only mode where you can play any song on any difficulty level without stage number restrictions. Up until [[AC pnm9|pop'n music 9 CS]], songs had to be played in ARCADE MODE before being playable in FREE MODE (except for one or two default beginner songs that varied in each game). | ||
;FULL COMBO | ;FULL COMBO | ||
:First Game: n/a | :First Game: n/a | ||
:Every note hit in a song was either a GOOD, GREAT, or (depending on the mode) COOL, with no additional missed notes. From [[ | :Every note hit in a song was either a GOOD, GREAT, or (depending on the mode) COOL, with no additional missed notes. From [[AC pnm 13|pop'n music 13 カーニバル]] through [[AC pnm 19|19 TUNE STREET]], a message displaying "NO BAD!" appears at the end of a song for those who obtain a full combo. (Beginning with [[AC pnm 20|pop'n music 20 fantasia]], it just says "FULL COMBO" like in beatmania IIDX.) In addition, in most of the later AC/CS games, a little mark with two crowns/onions/whatever will be displayed next to the song with a FULL COMBO. | ||
;GOOD | ;GOOD | ||
:First Game: [[ | :First Game: [[AC pnm|pop'n music]] | ||
:A note that barely hits the lane. Prior to [[ | :A note that barely hits the lane. Prior to [[AC pnm 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: [[ | :First Game: [[AC pnm|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 [[ | :You hit the note perfectly/near perfectly, resulting in 100% possible score for that note without COOLs, and 50% with them on. As of [[AC pnm Lapistoria|pop'n music ラピストリア]], GREATs are worth 70% the amount of a COOL. | ||
;HELL | ;HELL | ||
:First Game: [[ | :First Game: [[AC pnm 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 [[ | :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 [[AC pnm 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 [[AC pnm 18|pop'n music 18 せんごく列伝]], but were revived in [[AC pnm Lapistoria|pop'n music ラピストリア]]. | ||
;HI-SPEED | ;HI-SPEED | ||
:First Game: [[ | :First Game: [[AC pnm 2|pop'n music 2]]. | ||
: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 [[ | :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 [[AC pnm 6|pop'n music 6]] with 3X and 4X, and in [[AC pnm 9|pop'n music 9]] with the hidden 6X. (5X was eventually introduced in [[AC pnm 11|pop'n music 11]], where it was also hidden. In addition, [[CS pnm 9|pop'n music 9 CS]] had 8X, the only game to ever have that speed mod.) Starting with [[AC pnm 15|pop'n music 15 ADVENTURE]], speed mods also come in increments of 0.5 up to 6X. In [[AC pnm 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 OJAMAs | :Note that OJAMAs 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 | ||
:First Game: [[ | :First Game: [[CS pnm|pop'n music CS]] | ||
:A level of difficulty higher than NORMAL, but less than EX. They are highlighted in yellow on most games' music select screens. Songs in this level range between 10 to the high 30's. (The highest to date is [[Concertare]], a 48.) Originally a CS exclusive level of play, HYPER charts weren't introduced in the arcade until [[ | :A level of difficulty higher than NORMAL, but less than EX. They are highlighted in yellow on most games' music select screens. Songs in this level range between 10 to the high 30's. (The highest to date is [[Concertare]], a 48.) Originally a CS exclusive level of play, HYPER charts weren't introduced in the arcade until [[AC pnm 3|pop'n music 3]], and even then they were only playable in HYPER mode (a course consisting of HYPER-only notecharts). HYPER notecharts became available for normal arcade play in [[AC pnm 4|pop'n music 4]]. Since [[AC pnm 6|pop'n music 6]], all new AC/CS songs (except for a few licenses in [[AC pnm 10|pop'n music 10]]) have had HYPER charts. | ||
: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 | ;LONG songs | ||
:First Game: [[ | :First Game: [[AC pnm 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 LONG song takes up two stages, except for the long version of [[Homesick Pt.2&3]]. All other LONG songs were removed in [[ | :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 [[AC pnm 16|pop'n music 16 PARTY♪]]. LONG songs do not have Battle charts. | ||
;Max Combo | ;Max Combo | ||
:First Game: [[ | :First Game: [[AC pnm 3|pop'n music 3]] | ||
:The longest line of COOLs/GREATs/GOODs in a song before you break your combo with a MISS or BAD. | :The longest line of COOLs/GREATs/GOODs in a song before you break your combo with a MISS or BAD. | ||
:Note that up to [[ | :Note that up to [[AC pnm 16|pop'n music 16 PARTY♪]], the highest Max Combo you can gain is the total notes of the minus 1. Since [[AC pnm 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 | :A term used by players for the small pop'n music controllers (sometimes derogatorily) for the PlayStation/Dreamcast/PlayStation 2 games, originally black. The controller was completely redesigned (and re-colored white) for the release of [[CS pnm 10|pop'n music 10 CS]]. Minis are also fully compatible with the beatmania IIDX CS games, even [[CS USA|the U.S. version]]; the two farthest left buttons are used for the turntable (the top being used for upwards, and the bottom for downwards). | ||
;NAVIGATE MODE | ;NAVIGATE MODE | ||
:First Game: [[ | :First Game: [[AC pnm 20|pop'n music 20 fantasia]] | ||
:NAVIGATE MODE is a | :NAVIGATE MODE is a mode exclusive to pop'n music 20 fantasia 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: [[ | :First Game: [[AC pnm 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 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. | :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 | ;NORMAL | ||
:First Game: [[ | :First Game: [[AC pnm|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 9 ([[ | :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 ([[Yakankou|夜間行]]). All songs in pop'n music have a NORMAL chart. | ||
;NORMAL MODE | |||
:First Game: [[AC pnm 20|pop'n music 20 fantasia]] | |||
:The regular game mode in the arcade pop'n music series since fantasia's removal of both CHALLENGE and CHOU-CHALLENGE MODEs. Like the latter, it always has COOLs enabled. | |||
;PARTY | ;PARTY | ||
:First Game: [[ | :First Game: [[AC pnm|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 [[ | :An arcade mode in which certain mods would be forced upon you if you hit one in a song. This mode was removed in [[AC pnm 6|pop'n music 6]]. | ||
;PERFECT(!) | ;PERFECT(!) | ||
:First Game: n/a | :First Game: n/a | ||
:Every note hit was a GREAT, earning you a perfect score of 100,000 (or GREAT and COOL if COOLs are on). Starting with [[ | :Every note hit was a GREAT, earning you a perfect score of 100,000 (or GREAT and COOL if COOLs are on). Starting with [[AC pnm 13|pop'n music 13 カーニバル]], a message displaying "PERFECT!!" appears for those who do this at the end of a song, along with the result screen announcer congratulating you by saying, "Marvelous!" In addition, in most of the later AC/CS games, a little mark with three crowns/onions/whatever will be displayed next to a song with a FULL COMBO. | ||
;pop-kun | ;pop-kun | ||
:First Game: [[ | :First Game: [[AC pnm|pop'n music]] | ||
:The official name of the multi-colored notes that drop from above in a song. | :The official name of the multi-colored notes that drop from above in a song. | ||
;URA | ;URA | ||
:First Game: [[ | :First Game: [[AC pnm 11|pop'n music 11]] | ||
:Exclusive to pop'n music 11, URA songs are old pop'n music songs with brand-new charts and color palettes for the characters in the songs. Most of them are more difficult, but a few songs are slightly easier due to more modern flowing charts. URA songs do not have | :Exclusive to pop'n music 11 and its [[CS pnm 11|CS counterpart]], URA songs are old pop'n music songs with brand-new charts and color palettes for the characters in the songs. Most of them are more difficult, but a few songs are slightly easier due to more modern flowing charts. URA songs do not have Battle charts. | ||
:Although URA charts have never appeared in another arcade or CS game, some of the URA charts were added their regular counterparts as HYPER/EX charts (i.e. [[777]] and [[STAR TREK]].) | |||
{{stub}} | {{stub}} | ||
[[Category:Terminology]] | [[Category:Terminology]] |