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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. And what a sendoff; it had the biggest songlist in PlayStation BEMANI history with 104 songs. It included all the new originals from [[PnM_AC_6|pop'n music 6]], and even most of the course songs as well. As if that wasn't enough, near the entire [[PnS_AC_1|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 thee 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. And what a sendoff; it had the biggest songlist in PlayStation BEMANI history with 104 songs. It included all the new originals from [[PnM_AC_6|pop'n music 6]], and even most of the course songs as well. As if that wasn't enough, near the entire [[PnS_AC_1|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 thee 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 | 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. | ||
beatmania IIDX saw two new arcade releases in 2002 as well. [[AC 7th style|beatmania IIDX 7th style]] came out this year, introducing the new EXTRA STAGE and ONE MORE EXTRA STAGE model for exclusive songs rewarded to those who managed to complete the requirements for them. [[AC 8th style|beatmania IIDX 8th style]] was noticeable in that it was the first game in the series to be released after beatmania's end, released just a day later. Many beatmania | beatmania IIDX saw two new arcade releases in 2002 as well. [[AC 7th style|beatmania IIDX 7th style]] came out this year, introducing the new EXTRA STAGE and ONE MORE EXTRA STAGE model for exclusive songs rewarded to those who managed to complete the requirements for them. [[AC 8th style|beatmania IIDX 8th style]] was noticeable in that it was the first game in the series to be released after beatmania's end, released just a day later. Many beatmania regulars at the time migrated over to beatmania IIDX; sound director [[Takehiko Fujii|SLAKE]] even joined the beatmania IIDX staff as a member of the following two arcade games. Unfortunately, similar to | ||
GUITARFREAKS & drummania, beatmania IIDX found itself struggling with the limitations of the Twinkle arcade hardware - new songs in 8th style didn't even have overlays, and a lot of originals in both 8th and the preceding were removed due to space. KONAMI seemed to be aware of this, though, as the following year saw a big change in store for the series, one that would turn into the future cornerstone of all of BEMANI altogether. | GUITARFREAKS & drummania, beatmania IIDX found itself struggling with the limitations of the Twinkle arcade hardware - new songs in 8th style didn't even have overlays, and a lot of originals in both 8th and the preceding 7th were removed due to space. KONAMI seemed to be aware of this, though, as the following year saw a big change in store for the series, one that would turn it into the future cornerstone of all of BEMANI altogether. | ||
On the CS front, only a single new beatmania IIDX CS release came out this year; [[CS 6th style|beatmania IIDX 6th style -new songs collection-]], near 10 months after [[AC 6th style| | On the CS front, only a single new beatmania IIDX CS release came out this year; [[CS 6th style|beatmania IIDX 6th style -new songs collection-]], near 10 months after [[AC 6th style|the arcade release]]. Despite its numerous features (the first CS game with an art gallery, H-SPEED 4, EASY/HARD modifiers, an enhanced DRILL MODE) and exclusives (Tatsujin videos, Music Clip Mode, daily expert courses), the game struggled to sell. One of two reasons have been given on the Internet: either KONAMI made too many copies of the game, or it became a target of massive bootlegging. Whichever the case, beatmania IIDX 6th style -new songs collection- was a financial failure, and KONAMI put the production of future CS games on hold for well over a year, requiring the fans' support to continue going. | ||
With the end of beatmania and | With the end of beatmania and hibernation beginning for the arcade version of DanceDanceRevolution, [[2003]] would see KONAMI make a big change for beatmania IIDX, and the start of a new DanceDanceRevolution series internationally, the first home console games made outside of Japan. | ||
[[Category:History]] | [[Category:History]] |