2002 (year): Difference between revisions

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The second big thing was the launch of [[e-amusement|e-AMUSEMENT]] for their arcade BEMANI titles. First launched in August 2002 with [[AC GF8DM7|GUITARFREAKS 8thMIX & drummania 7thMIX]], e-AMUSEMENT is an online service provided by KONAMI to access exclusive content you otherwise wouldn't be able to with just regular coin-based gameplay. Among the benefits of e-AMUSEMENT include the ability to save your scores and records for BEMANI games, view live Internet rankings, and be able to unlock content from events held in BEMANI games. While only GUITARFREAKS 8thMIX & drummania 7thMIX and [[AC pnm 9|pop'n music 9]] supported e-AMUSEMENT in BEMANI titles released in 2002, by the following year every then active arcade BEMANI series supported e-AMUSEMENT, which is still used to this very day.
The second big thing was the launch of [[e-amusement|e-AMUSEMENT]] for their arcade BEMANI titles. First launched in August 2002 with [[AC GF8DM7|GUITARFREAKS 8thMIX & drummania 7thMIX]], e-AMUSEMENT is an online service provided by KONAMI to access exclusive content you otherwise wouldn't be able to with just regular coin-based gameplay. Among the benefits of e-AMUSEMENT include the ability to save your scores and records for BEMANI games, view live Internet rankings, and be able to unlock content from events held in BEMANI games. While only GUITARFREAKS 8thMIX & drummania 7thMIX and [[AC pnm 9|pop'n music 9]] supported e-AMUSEMENT in BEMANI titles released in 2002, by the following year every then active arcade BEMANI series supported e-AMUSEMENT, which is still used to this very day.


beatmania entered its final year, as it released its two final games: [[AC bm 7th|beatmania 7thMIX -keepin' evolution-]] and [[AC bm THE FINAL|beatmania THE FINAL]]. 7thMIX introduced the short-lived 1-turn Scratches, which required you to turn the tuntable exactly once by the time the note ended to get the best score possible. THE FINAL featured the series' biggest number of songs in the series with 192 songs, with songs from every non-licensed game. While memory limitations met some games' songlists were very incomplete, as well as videos being reduced to just a little square boxes, all older songs received brand-new charts to replace any duplicate charts left over, and the new songs of the game featured the hardest charts the series had ever seen, with Double ANOTHER charts like [[IMPLANTATION]] and [[Quickening]]'s just as hard as any beatmania IIDX charts at the time. [[CS bm 6th + CORE REMIX|beatmania 6thMIX + CORE REMIX]] was also released on the Sony PlayStation, combining the new songs from both [[AC bm CORE REMIX|beatmania CORE REMIX]] and [[AC bm 6th|beatmania 6thMIX -THE UK UNDERGROUND MUSIC-]] together. It would be the last CS release, unfortunately, as neither 7thMIX or THE FINAL ever got home ports. (Though quite a few of 7th and THE FINAL's originals ended up in pop'n music via [[ee'MALL]] the following year.)
beatmania entered its final year, as it released its two final games: [[AC bm 7th|beatmania 7thMIX -keepin' evolution-]] and [[AC bm THE FINAL|beatmania THE FINAL]]. 7thMIX introduced the short-lived 1-turn Scratches, which required you to turn the tuntable exactly once by the time the note ended to get the best score possible. THE FINAL featured the series' biggest number of songs in the series with 192 songs, with songs from every non-licensed game. While memory limitations meant some games' songlists were very incomplete, as well as videos being reduced to just little square boxes, all older songs received brand-new charts to replace any duplicate charts left over, and new songs featured the hardest charts the series had ever seen, with Double ANOTHER charts like [[IMPLANTATION]] and [[Quickening]]'s just as hard as any beatmania IIDX charts at the time. [[CS bm 6th + CORE REMIX|beatmania 6thMIX + CORE REMIX]] was also released on the Sony PlayStation, combining the new songs from both [[AC bm CORE REMIX|beatmania CORE REMIX]] and [[AC bm 6th|beatmania 6thMIX -THE UK UNDERGROUND MUSIC-]] together. It would be the last CS release, unfortunately, as neither 7thMIX or THE FINAL ever got home ports. (Though quite a few of 7th and THE FINAL's originals ended up in pop'n music via [[ee'MALL]] the following year.)


DanceDanceRevolution saw the release of [[AC DDRMAX2|DDRMAX2 -DanceDanceRevolution 7thMIX-]], which introduced a whole new difficulty level; CHALLENGE. And with the new difficulty level came a new mode called CHALLENGE MODE, where you played courses made up of songs with one noticeable catch; you had a battery displayed instead of the traditional dance meter. Each time you got anything other than GREAT or PERFECT, you lost a part of the battery. Four misses results in an instant GAME OVER, though it will recharge after each song depending on your performance. KONAMI revived some older KONAMI originals as well, though memory limitations left the videos very pixelated. The end of the year saw [[AC DDR EXTREME|DanceDanceRevolution EXTREME]]. Intended to be a relaunch of the series (its arcade tagline was "We're starting over"), it ended up being the last arcade release in Japan for over three years. EXTREME revived near every KONAMI original from the series that had been earlier removed, along with 13 classic Dancemania tracks, as well as a then record 69 new songs to the series, with BEMANI crossovers ranging from the original beatmania to as recent as last year's '''MAMBO A GO GO'''. Despite lower sound quality and very grainy video, the game became a huge hit, and is considered one of the greatest DanceDanceRevolution releases. Only one new CS DanceDanceRevolution game came out in Japan in 2002; [[CS DDRMAX JP|DDRMAX -DanceDanceRevolution 6thMIX- CS]], a direct port of DDRMAX with two new songs. However, it did mark the first game in the series to be released on the PlayStation 2, and was the first game to introduce the '''V-RARE SOUND TRACK''' album concept explained above.
DanceDanceRevolution saw the release of [[AC DDRMAX2|DDRMAX2 -DanceDanceRevolution 7thMIX-]], which introduced a whole new difficulty level; CHALLENGE. And with the new difficulty level came a new mode called CHALLENGE MODE, where you played courses made up of songs with one noticeable catch; you had a battery displayed instead of the traditional dance meter. Each time you got anything other than GREAT or PERFECT, you lost a part of the battery. Four misses results in an instant GAME OVER, though it will recharge after each song depending on your performance. KONAMI revived some older KONAMI originals as well, though memory limitations left the videos very pixelated. The end of the year saw [[AC DDR EXTREME|DanceDanceRevolution EXTREME]]. Intended to be a relaunch of the series (its arcade tagline was "We're starting over"), it ended up being the last arcade release in Japan for over three years. EXTREME revived near every KONAMI original from the series that had been earlier removed, along with 13 classic Dancemania tracks, as well as a then record 69 new songs to the series, with BEMANI crossovers ranging from the original beatmania to as recent as last year's '''MAMBO A GO GO'''. Despite lower sound quality and very grainy video, the game became a huge hit, and is considered one of the greatest DanceDanceRevolution releases. Only one new CS DanceDanceRevolution game came out in Japan in 2002; [[CS DDRMAX JP|DDRMAX -DanceDanceRevolution 6thMIX- CS]], a direct port of DDRMAX with two new songs. However, it did mark the first game in the series to be released on the PlayStation 2, and was the first game to introduce the '''V-RARE SOUND TRACK''' album concept explained above.

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