CS pnm 9: Difference between revisions

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As the name suggestions, MARATHON MODE is a run through all of pop'n music 9's songs back to back on a difficulty of the player's choosing (5 BUTTON, 9 BUTTON, HYPER, or EX), in order of increasing difficulty (if multiple songs have the same difficulty level, it goes by note count). LONGs count as two songs.
As the name suggestions, MARATHON MODE is a run through all of pop'n music 9's songs back to back on a difficulty of the player's choosing (5 BUTTON, 9 BUTTON, HYPER, or EX), in order of increasing difficulty (if multiple songs have the same difficulty level, it goes by note count). LONGs count as two songs.


As opposed to the usual GROOVE GAUGE, you are instead given 50 lives, with each BAD taking one away; losing all of them will result in failure. Lives are fully replenished after reaching checkpoints every set number of songs, depending on the difficulty: six songs for 5 BUTTON/9 BUTTON, and every three songs for HYPER/EX). The player's progress is automatically saved at each checkpoint and can be resumed at any time, even after failing, until it is overwritten by a new MARATHON MODE playthrough, a new checkpoint, or by clearing MARATHON MODE. FEVER! is achieved with a current combo count of 100 or more (it carries between songs).
As opposed to the usual GROOVE GAUGE, you are instead given 50 lives, with each BAD taking one away; losing all of them will result in failure. Lives are fully replenished after reaching checkpoints every set number of songs, depending on the difficulty: six songs for 5 BUTTON/9 BUTTON, and every three songs for HYPER/EX. The player's progress is automatically saved at each checkpoint and can be resumed at any time, even after failing, until it is overwritten by a new MARATHON MODE playthrough, a new checkpoint, or by clearing MARATHON MODE. FEVER! is achieved with a current combo count of 100 or more (it carries between songs).


== Codes ==
== Codes ==