AC pnm 6: Difference between revisions

Jump to navigation Jump to search
no edit summary
No edit summary
No edit summary
Line 11: Line 11:


== General Information / Changes ==
== General Information / Changes ==
* 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 well as other pop'n music characters, would continue doing so for licenses up until [[AC pnm 15|pop'n music 15 ADVENTURE]].
* First non-spinoff pop'n music game with anime licenses, featuring pop'n music mascots [[Mimi]] and [[Nyami]] dressed up for them. They, as well 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]].
** 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.)
* 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]].
* pop'n music 6 introduced a ''lot'' of cosmetic and game mode changes:
* pop'n music 6 introduced a ''lot'' of cosmetic and game mode changes, including:
** pop-kuns are now being separated into lanes corresponding to their color.
** pop-kuns separated into lanes corresponding to their color.
** CHALLENGE MODE now being available on 5-Buttons.
** CHALLENGE MODE now being available on 5-Buttons.
** HI-SPEED 3 and 4 were added.
** Newly added HI-SPEED 3 and 4.
** EX charts are now playable outside of EXtra STAGE.
** EX charts now being playable outside of EXtra STAGE.
** First game with a fully animated intro, this one animated by [[Tomoko Shiono|shio]].
** An animated intro, this one animated by [[Tomoko Shiono|shio]].
** First appearance 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.
** 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 fellow BEMANI series DanceDanceRevolution.
** Two new game modes were added: BATTLE and EXPERT.
** Two new game modes being added: BATTLE and EXPERT.
*** BATTLE has two players play with only three buttons (green, white and yellow) on the left or right side of the machine. The blue button triggers a minigame; if you lose, it triggers an Ojama depending on the player's level, which fills with GREATs.
*** BATTLE has two players play with only three buttons (green, white and yellow) on the left or right side of the machine. The blue button triggers a minigame; if you lose, it triggers an OJAMA depending on the player's level, which fills with GREATs.
*** EXPERT, a 9-buttons exclusive mode where players play four songs consecutively with a different GROOVE GAUGE that decreases fast for BADs and increases slowly; the game automatically ends once the gauge is depleted at any point.
*** EXPERT, a 9-button exclusive mode where players play four songs consecutively with a different GROOVE GAUGE that decreases fast for BADs and increases slowly; the game automatically ends once the gauge is depleted at any point.
* This is the first mainline arcade pop'n music title with no new [[Hiroshi Takeyasu]] song.
* This is the first mainline arcade pop'n music title with no new [[Hiroshi Takeyasu]] song.
* Only appearance of [[RGB Mode]].
* Only appearance of [[RGB Mode]].
Line 42: Line 41:


== Game Modes ==
== Game Modes ==
* NORMAL
* NORMAL
* CHALLENGE
* CHALLENGE
Line 62: Line 60:


= Default Songs =
= Default Songs =
{{pnm popn6 Songlist Header|
{{pnm popn6 Songlist Header|
{{pnm Songlist Category|Anime/TV}}
{{pnm Songlist Category|Anime/TV}}
Line 99: Line 96:


== Hidden Songs ==
== Hidden Songs ==
{{pnm popn6 Songlist Header|
{{pnm popn6 Songlist Header|
{{pnm Songlist Category|Hidden songs}}
{{pnm Songlist Category|Hidden songs}}
Line 111: Line 107:


== Default ==
== Default ==
* Parquets course (パーキッツコース) - ★
* Parquets course (パーキッツコース) - ★
** [[Suichuukazoku no theme|CELT]]※ / [[Over The Rainbow|FRIENDLY]]※ / [[Koi no charade|MAGICAL GIRL]]※ / KITERETSU
** [[Suichuukazoku no theme|CELT]]※ / [[Over The Rainbow|FRIENDLY]]※ / [[Koi no charade|MAGICAL GIRL]]※ / KITERETSU

Navigation menu