AC pnm 6: Difference between revisions

Jump to navigation Jump to search
390 bytes added ,  8 July 2019
no edit summary
No edit summary
Line 10: Line 10:


* 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.
* First non-spinoff pop'n music game with anime licenses, featuring pop'n music mascots [[Mimi]] and [[Nyami]] dressed up for each license. They, as long as other pop'n music characters, would continue doing so for licenses up until [[AC pnm 15|pop'n music 15 ADVENTURE]].
** Anime/TV characters are not playable, a trend that would continue in the series until [[AC pnm 9|pop'n music 9]].
* ''Only'' pop'n music game where difficulty levels for non-Battle charts 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.)

Navigation menu