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* First pop'n music game to tell you the BPM of a song during the song. | * First pop'n music game to tell you the BPM of a song during the song. | ||
** Also the last pop'n music game to date to list the BPM of a song at the music select screen. | ** Also the last pop'n music game to date to list the BPM of a song at the music select screen. | ||
* | * Character animations (MISS/FEVER/etc.) no longer begin until a character's neutral animation has finished, both for player and rival characters. This has since been consistent in the franchise. In previous games, hitting notes on a certain grade (GREAT, GOOD, or BAD) would change the animations in real time. | ||
** According to staff member [[Tomoko Shiono|shio]] on the [http://www.konami.jp/bemani/popn/music8/qa/08.html pop'n music 8 Q&A page], this was done due to the increased note density of more recent pop'n music games hurting the eyes of players due to the constant switching of animations. | |||
** She also notes it was done for a secondary reason; to show more animations for high-level players, as opposed to them only seeing FEVER animations for an entire song on the left, and nothing but the MISS banner/animations for their rival on the right. | |||
* First pop'n music game that shows you your combo count right above the pop-kun you hit, as opposed to the center of the screen. | * First pop'n music game that shows you your combo count right above the pop-kun you hit, as opposed to the center of the screen. | ||
* [[Jun Wakita]] starts writing original music for the series. | * [[Jun Wakita]] starts writing original music for the series. |