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* Only PlayStation 2 pop'n music game with preview songs for the next arcade pop'n music title. | * Only PlayStation 2 pop'n music game with preview songs for the next arcade pop'n music title. | ||
* First pop'n music game with [[ee'MALL]] transplants. | * First CS pop'n music game with [[ee'MALL]] transplants. | ||
* First CS pop'n music that allows you use to play as almost ''all'' the characters, not just the ones new to the game and unlockable songs from the previous CS game. | * First CS pop'n music game that allows you use to play as almost ''all'' the characters, not just the ones new to the game and unlockable songs from the previous CS game. | ||
** It's also the first | ** It's also the first to let you play as TV/ANIME characters, though they need to be unlocked. | ||
* First CS pop'n music to ''not'' have all the hidden arcade songs from the previous CS game carried over to the next. | * First CS pop'n music game to ''not'' have all the hidden arcade songs from the previous CS game carried over to the next. | ||
** It's also the first to not bring over all of the CS crossovers from its corresponding arcade counterpart back over to its CS release. | ** It's also the first to not bring over all of the CS crossovers from its corresponding arcade counterpart back over to its CS release. | ||
* First CS pop'n music to contain HI-SPEED X6. | * First CS pop'n music game to contain HI-SPEED X6. | ||
* Only CS pop'n music | ** Only CS pop'n music game to contain HI-SPEED X8. | ||
* Last CS pop'n music in which you must play songs in ARCADE to play them in FREE MODE (by default, only [[Requiem|MISSA]] is playable), as well as individually unlock ''all'' EX charts. | * Last CS pop'n music game in which you must play songs in ARCADE to play them in FREE MODE (by default, only [[Requiem|MISSA]] is playable), as well as individually unlock ''all'' EX charts through EXtra STAGE. | ||
* FREE MODE and TRAINING MODE are separate modes once again. | * FREE MODE and TRAINING MODE are separate modes once again. | ||
** As such, scores achieved in TRAINING MODE no longer save. | ** As such, scores achieved in TRAINING MODE no longer save. | ||
* First CS pop'n music game with MARATHON MODE. | |||
* Difficulty levels for songs are based on [[AC pnm 10|pop'n music 10]], not the arcade version of [[AC pnm 9|pop'n music 9]]. | * Difficulty levels for songs are based on [[AC pnm 10|pop'n music 10]], not the arcade version of [[AC pnm 9|pop'n music 9]]. | ||
* Total songs: 111 | * Total songs: 111 | ||
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* 9 hours: Hidden charts | * 9 hours: Hidden charts | ||
* cup-kun [9] - obtain more than 1800 stars in FREE to unlock this character. | * cup-kun [9] - obtain more than 1800 stars in FREE to unlock this character. | ||
== MARATHON MODE == | |||
MARATHON MODE is unlocked after finishing the Gambler de Z (ギャンブラーZ) unlock system, either through time release or completing the event proper. | |||
As the name suggestions, MARATHON MODE is a run through all of pop'n music 9's songs back to back on a difficulty of the player's choosing (5 BUTTON, 9 BUTTON, HYPER, or EX), in order of increasing difficulty (if multiple songs have the same difficulty level, it goes by note count). LONGs count as two songs. | |||
As opposed to the usual GROOVE GAUGE, you are instead given 50 lives, with each BAD taking one away; losing all of them will result in failure. Lives are fully replenished after reaching checkpoints every set number of songs, depending on the difficulty: six songs for 5 BUTTON/9 BUTTON, and every three songs for HYPER/EX). The player's progress is automatically saved at each checkpoint and can be resumed at any time, even after failing, until it is overwritten by a new MARATHON MODE playthrough, a new checkpoint, or by clearing MARATHON MODE. FEVER! is achieved with a current combo count of 100 or more (it carries between songs). | |||
== Codes == | == Codes == |