AC pnm 6: Difference between revisions

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** 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]].
* A lot of modes, mods, and cosmetic changes were added to the series in pop'n music 6, including:
* Several game modes cosmetic changes were added to the series in pop'n music 6, including:
** pop-kuns now being separated into lanes corresponding to their color.
** pop-kuns are now being separated into lanes corresponding to their color.
** BATTLE and EXPERT modes, and CHALLENGE MODE now being available in 5-Button.
** CHALLENGE MODE now being available in 5-Buttons.
** The introduction of HI-SPEED 3 and 4.
** The introduction of HI-SPEED 3 and 4.
** EX charts being playable now outside of EXtra Stage.
** EX charts being playable now outside of EXtra Stage.
** The concept of fully animated intros, this one in case animated by [[Tomoko Shiono|shio]].
** The concept of fully animated intros, this one in case animated by [[Tomoko Shiono|shio]].
** The debut of banners on the song select screen. They were noticeably taller than later games in the series. Come the [[AC pnm 7|following installment]], the banners were made smaller, looking closer to those of fellow BEMANI series DanceDanceRevolution.
** The debut of banners on the song select screen. They were noticeably taller than later games in the series. The banners were designed slightly shorter on the [[AC pnm 7|following installment]], looking closer to those of fellow BEMANI series DanceDanceRevolution.
** Two new game modes, BATTLE and EXPERT.
*** BATTLE mode where two players play with only three buttons (green, white and yellow) arranged to either the left or right. The blue button triggers a minigame and if lost, triggers an Ojama depending on the player's level, which filled with GREATs.
*** EXPERT mode, a 9-buttons exclusive. Players play a course of four songs consecutively with a different Groove Gauge that decreases fast for BADs and increases slowly; the game ends once the gauge is depleted at any point.
* First appearance of beatmania sound director [[Takehiko Fujii]], as well GUITARFREAKS & drummania mainstays [[Hideyuki Ono]] and [[Harumi Ueko|Jimmy Weckl]] in the series.  
* First appearance of beatmania sound director [[Takehiko Fujii]], as well GUITARFREAKS & drummania mainstays [[Hideyuki Ono]] and [[Harumi Ueko|Jimmy Weckl]] in the series.  
** Long-time pop'n music staff member [[Tomoyuki Uchida|Mr.T]] writes music for the series for the first time.
** Long-time pop'n music staff member [[Tomoyuki Uchida|Mr.T]] writes music for the series for the first time.
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= EXPERT COURSE =
= EXPERT COURSE =
New to pop'n music 6 is EXPERT COURSE mode, where you play four songs back to back with no pause. You start with a full GROOVE GAUGE, which will go down as you get BADs. If you get to the far left of the GROOVE GAUGE, it's instant GAME OVER. High scores for courses will be displayed in the game's attract mode.


Songs with ※ denotes that song is a course exclusive song.


== Default ==
== Default ==
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