Pop'n music Glossary: Difference between revisions

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A list of terms/modes in pop'n music. English name listed to the left, with the Japanese name to the right if applicable.
A list of terms/modes in pop'n music. English name listed to the left, with the Japanese name to the right if applicable.


;5-Buttons
;5-Button
:First Game: [[AC pnm 5|pop'n music 5]]
:First Game: [[AC pnm 5|pop'n music 5]]
:The former lowest rated difficulty level in pop'n music. It uses the center 5 buttons exclusively, with notecounts typically around 100-400 notes. 5-Buttons was removed in [[AC pnm SP|pop'n music Sunny Park]], replaced by EASY. Most songs from pop'n music 5 through [[AC pnm 20|pop'n music 20 fantasia]] had a 5-Buttons chart, and songs present in [[CS pnm portable|pop'n music portable]] and [[CS pnm portable 2|its sequel]] have also 5-Buttons HYPER charts.
:The former lowest rated difficulty level in pop'n music. It uses the center 5 buttons exclusively, with notecounts typically having around 100-400 notes. 5-Buttons was removed in [[AC pnm SP|pop'n music Sunny Park]] and replaced by EASY. Most songs from pop'n music 5 through [[AC pnm 20|pop'n music 20 fantasia]] had a 5-Buttons chart, and songs present in [[CS pnm portable|pop'n music portable]] and [[CS pnm portable 2|its sequel]] also had 5-Button HYPER charts.


;BAD
;BAD
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;BATTLE MODE
;BATTLE MODE
:First Game: [[AC pnm 6|pop'n music 6]]
:First Game: [[AC pnm 6|pop'n music 6]]
:A mode where you and one other person play simplified charts of only three buttons each (the white, green, and yellow buttons on both sides of the controller), with the goal being to get the most points across three stages. Score enough points and you can unleash various OJAMAs at certain levels, with 4/MAX being the highest. Songs originally only had one set of Battle charts, but beginning with [[AC pnm 8|pop'n music 8]], Battle HYPER charts were added. (Note that not all pop'n music songs, even in the latest games, have HYPER BATTLE charts.) This mode was not in [[CS pnm 6|pop'n music 6 CS]], but it was present on all the PlayStation 2 installments save [[CS pnm Best Hits|pop'n music Best Hits!]]. [[CS pnm 7|pop'n music 7 CS]] and [[CS pnm portable|pop'n music portable]] have only one set of Battle charts available. Battle charts do not appear in [[CS pnm portable 2|pop'n music portable 2]], the LONG songs in [[AC pnm 9|pop'n music 9]], or the URA charts in [[AC pnm 11|pop'n music 11]], and are also absent from the licensed song [[AC ban Disney TsumTsum medley|AC版ディズニー ツムツムメドレー]].
:A mode where you and one other person play simplified charts of only three buttons each (the white, green, and yellow buttons on both sides of the controller), with the goal being to get the most points across three stages. Score enough points and you can unleash various OJAMAs at certain levels, with 4/MAX being the highest. Songs originally only had one set of Battle charts, but beginning with [[AC pnm 8|pop'n music 8]], Battle HYPER charts were added. (Note that not all pop'n music songs, even in the latest games, have HYPER BATTLE charts.) This mode was not in [[CS pnm 6|pop'n music 6 CS]], but it was present on all the PlayStation 2 installments save [[CS pnm Best Hits|pop'n music Best Hits!]]. [[CS pnm 7|pop'n music 7 CS]] and [[CS pnm portable|pop'n music portable]] have only one set of Battle charts available. Battle charts do not appear in [[CS pnm portable 2|pop'n music portable 2]], the LONG songs in [[AC pnm 9|pop'n music 9]], or the URA charts in [[AC pnm 11|pop'n music 11]]. They were also absent from the licensed song [[AC ban Disney TsumTsum medley|AC版ディズニー ツムツムメドレー]].


;CHALLENGE MODE
;CHALLENGE MODE
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;Combo
;Combo
:First Game: [[AC pnm 3|pop'n music 3]]
: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 [[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.
: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. Starting with [[AC pnm 9|pop'n music 9]], the combo slowly fades out after a note is hit.


;COOL
;COOL
:First Game: [[AC pnm 6|pop'n music 6]]
: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 [[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.
: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: [[AC pnm 6|pop'n music 6]]
: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 [[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]].
: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. 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 [[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.
: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.


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;EASY MODE
;EASY MODE
:First Game: [[AC pnm 12|pop'n music 12 いろは]]
:First Game: [[AC pnm 12|pop'n music 12 いろは]]
: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.
: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 EASY MODE in [[AC pnm 20|pop'n music 20 fantasia]], the last game featuring it.


;EXCITE MODE
;EXCITE MODE
:First Game: [[AC pnm|pop'n music]]
: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.
: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 its mods live on as OJAMAs.


;EXtra (Stage)
;EXtra (Stage)
:First Game: [[AC pnm 5|pop'n music 5]]  
: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 [[AC pnm 8|pop'n music 8]], EX charts can be played in the arcade on any level after being unlocked.
: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 [[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.
: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 music songs prior to the EX chart's introduction have been given EX charts.
: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
: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 [[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.)
: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.)
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;GUIDE SE
;GUIDE SE
:First Game: [[AC pnm Usaneko|pop'n music うさぎと猫と少年の夢]]
:First Game: [[AC pnm Usaneko|pop'n music うさぎと猫と少年の夢]]
:An option that makes a sound based on the judgement of notes hit during play. The better the judgement, the louder the hit sound will be. For all judgements except COOL, the hit sound is different depending on whether notes are hit FAST (above the judgement line) or SLOW (below the judgement line). FAST is represented by a brief sharp sound, while SLOW is represented by a softer sound.  
:An option that makes a sound based on the judgement of notes hit during play. The better the judgement, the louder the hit sound will be. For all judgements except COOL, the hit sound is different depending on whether notes are hit FAST (above the judgement line) or SLOW (below the judgement line). FAST is represented by a brief sharp sound, while SLOW is represented by a softer sound.  
:If a note is not hit, then it will not make a sound.
:If a note is not hit, it will not make a sound.


;HELL
;HELL
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;HI-SPEED
;HI-SPEED
:First Game: [[AC pnm 2|pop'n music 2]].
: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 [[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.
: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 PlayStation 2 pop'n music 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 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!
: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.


;HYPER
;HYPER
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: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.
: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: [[AC pnm 3|pop'n music 3]]
: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 [[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.
:Note that up to [[AC pnm 16|pop'n music 16 PARTY♪]], the highest combo you could gain was the total notes of a song minus 1. Since [[AC pnm 17|pop'n music 17 THE MOVIE]], though, this has been dropped, and the highest combo you can get in the song is the exact amount of notes in a song.


;Mini
;Mini
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;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 [[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!"  
: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 current versions, a PERFECT on a song is indicated by a Gold star. In most of the earlier AC/CS games, a little mark with three crowns/onions/whatever are displayed next to a song with a FULL COMBO.
:In current versions, a PERFECT on a song is indicated by a Gold star. In most of the earlier AC/CS games, a little mark with three crowns/onions/whatever are displayed next to a song with a FULL COMBO.


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;UPPER
;UPPER
:First game: [[AC pnm peace|pop'n music peace]]
:First game: [[AC pnm peace|pop'n music peace]]
:UPPER charts (denoted by an "UPPER" stamp on their banners) are alternate charts for songs, much like pop'n music 11's URA charts (see below).
:UPPER charts (denoted by an "UPPER" stamp on their banners) are alternate charts for songs, much like pop'n music 11's URA charts (see below). No UPPER charts retain their backgrounds.


;URA
;URA
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:Debuting in 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.
:Debuting in 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.
:Some of the URA charts were added their regular counterparts as HYPER/EX charts (i.e. [[777|<ruby>777<rt>★★★</rt></ruby>]] and [[STAR TREK]].) After being absent since their debut game, URA charts were revived in [[AC pnm peace|pop'n music peace]], where they were given a Battle NORMAL chart (as they did not have any Battle charts in pop'n music 11 or [[CS pnm 11|its CS counterpart]]).
:Some of the URA charts were added their regular counterparts as HYPER/EX charts (i.e. [[777|<ruby>777<rt>★★★</rt></ruby>]] and [[STAR TREK]].) After being absent since their debut game, URA charts were revived in [[AC pnm peace|pop'n music peace]], where they were given a Battle NORMAL chart (as they did not have any Battle charts in pop'n music 11 or [[CS pnm 11|its CS counterpart]]).
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[[Category:pop'n music]]
[[Category:pop'n music]]
[[Category:Terminology]]
[[Category:Terminology]]