AC pnm 6: Difference between revisions

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12 bytes added ,  26 November 2018
FEVER also does this for most of its Battle charts.
(FEVER also does this for most of its Battle charts.)
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* First pop'n music game where GOODs don't stop your combo. This has been a series staple since.
* First pop'n music game where GOODs don't stop your combo. This has been a series staple since.
* ''Only'' pop'n music game where difficulty levels for songs are determined by their notecount.
* ''Only'' pop'n music game where difficulty levels for non-Battle charts are determined by their notecount.
** Difficulty levels are calculated as such; notecount/20, and then rounded off. (For example, a song with 200 notes would be rated a 10.)
** Difficulty levels are calculated as such; notecount/20, and then rounded off. (For example, a song with 200 notes would be rated a 10.)
* Result screens no longer show individual performances on buttons, a feature first introduced in [[AC pnm 2|pop'n music 2]].
* Result screens no longer show individual performances on buttons, a feature first introduced in [[AC pnm 2|pop'n music 2]].

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