2002 (year): Difference between revisions

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pop'n music saw two new arcade releases and two new home games this year. [[AC pnm 8|pop'n music 8]], much like beatmania THE FINAL and DanceDanceRevolution EXTREME, saw a lot of BEMANI crossovers come its way, possibly as a late hurrah for the aging BEMANI FIREBEAT HARDWARE, being the last game in the series to run on it. [[AC pnm 9|pop'n music 9]], released near the end of the year, was the first to run on BEMANI VIPER HARDWARE, but was also the first to support e-AMUSEMENT for saving scores. As if that wasn't enough, KONAMI revived near ''every'' song from the past eight arcade games back, many of them which received brand-new charts. Most licensed characters could also be finally played as as well, after years of being restricted to only being rivals.
pop'n music saw two new arcade releases and two new home games this year. [[AC pnm 8|pop'n music 8]], much like beatmania THE FINAL and DanceDanceRevolution EXTREME, saw a lot of BEMANI crossovers come its way, possibly as a late hurrah for the aging BEMANI FIREBEAT HARDWARE, being the last game in the series to run on it. [[AC pnm 9|pop'n music 9]], released near the end of the year, was the first to run on BEMANI VIPER HARDWARE, but was also the first to support e-AMUSEMENT for saving scores. As if that wasn't enough, KONAMI revived near ''every'' song from the past eight arcade games back, many of them which received brand-new charts. Most licensed characters could also be finally played as as well, after years of being restricted to only being rivals.


The first of the two new home releases was [[PnM_CS_6|pop'n music 6 CS]], the last Japanese game on the original PlayStation. It had the biggest songlist in PlayStation BEMANI history with 104 songs and included all the new originals from [[PnM_AC_6|pop'n music 6]], and most of the course songs. Near the entire [[AC pns|pop'n stage]] songlist was included for play as well as a bonus. But this came with some sacrifices: all but two licenses were gone, BATTLE MODE and RGB MODE were removed, and course songs only had the chart in that course and no others. Despite this, the game ran at a smooth 60 FPS and boasted an impressive high number of new songs as well. It also introduced [[Kanashiine|悲しいね]], at the time considered the hardest song ever in a CS pop'n music title, going at a frantic 200 BPM and putting in 820 notes into a song barely over 90 seconds long! The second game released this year, [[PnM_CS_7|pop'n music 7 CS]], saw the series switch over to the PlayStation 2. Space restrictions were a thing of the past: BATTLE MODE made its CS debut, course songs now had their full charts and playable in arcade mode as well, and the loading times got overall shorter. 7 CS sold well and was even re-released as part of KONAMI's KONAMI the BEST line several years later at less than half its price.
The first of the two new home releases was [[PnM_CS_6|pop'n music 6 CS]], the last Japanese game on the original PlayStation. It had the biggest songlist in PlayStation BEMANI history with 104 songs and included all the new originals from [[AC pnm 6|pop'n music 6]], and most of the course songs. Near the entire [[AC pns|pop'n stage]] songlist was included for play as well as a bonus. But this came with some sacrifices: all but two licenses were gone, BATTLE MODE and RGB MODE were removed, and course songs only had the chart in that course and no others. Despite this, the game ran at a smooth 60 FPS and boasted an impressive high number of new songs as well. It also introduced [[Kanashiine|悲しいね]], at the time considered the hardest song ever in a CS pop'n music title, going at a frantic 200 BPM and putting in 820 notes into a song barely over 90 seconds long! The second game released this year, [[PnM_CS_7|pop'n music 7 CS]], saw the series switch over to the PlayStation 2. Space restrictions were a thing of the past: BATTLE MODE made its CS debut, course songs now had their full charts and playable in arcade mode as well, and the loading times got overall shorter. 7 CS sold well and was even re-released as part of KONAMI's KONAMI the BEST line several years later at less than half its price.


GUITARFREAKS & drummania still struggled with the space restrictions with the PlayStation-based KONAMI BEMANI SYSTEM 573 DIGITAL hardware. [[AC GF7DM6|GUITARFREAKS 7thMIX & drummania 6thMIX]] only had 98 songs versus the [[AC GF6DM5|previous game]]'s 138, though the new songlist spawned quite a few popular BEMANI crossovers choices for the future, including [[Concertino in Blue]], considered one of the better songs from the classic era of the franchise and was even popular enough to be transplanted into beatmania IIDX, DanceDanceRevolution, jubeat, and pop'n music many years later. [[AC GF8DM7|GUITARFREAKS 8thMIX & drummania 7thMIX]] was the first game to revive older songs, and was the first ever BEMANI game to support e-AMUSEMENT for exclusive content; in this case, the ability to play songs from the '''power-up version''' of the game that came a few months later, which added six new songs and saw re-ratings for near every chart in the game.
GUITARFREAKS & drummania still struggled with the space restrictions with the PlayStation-based KONAMI BEMANI SYSTEM 573 DIGITAL hardware. [[AC GF7DM6|GUITARFREAKS 7thMIX & drummania 6thMIX]] only had 98 songs versus the [[AC GF6DM5|previous game]]'s 138, though the new songlist spawned quite a few popular BEMANI crossovers choices for the future, including [[Concertino in Blue]], considered one of the better songs from the classic era of the franchise and was even popular enough to be transplanted into beatmania IIDX, DanceDanceRevolution, jubeat, and pop'n music many years later. [[AC GF8DM7|GUITARFREAKS 8thMIX & drummania 7thMIX]] was the first game to revive older songs, and was the first ever BEMANI game to support e-AMUSEMENT for exclusive content; in this case, the ability to play songs from the '''power-up version''' of the game that came a few months later, which added six new songs and saw re-ratings for near every chart in the game.