Pop'n Music 3 Append Disc (Konami, Music Rhythm Game, DCast) Secrets FAQ (Frequently Asked Questions) V1.0 5/31/00 Written by: Richard Uyeyama (ru e ama best com)* * Instances of the letter "y", the "at" symbol, and all periods have been removed (replaced with spaces) from the above e-mail address in order to prevent unscrupulous UCE (unsolicited commercial e-mail) bot processes from adding to the amount of e-mail I already get... The latest version of this file can be found at: Welcome to Club Pop'n - with DJ ruyeyama http://www.best.com/~ruyeyama/dcast/wtcp.html Document formatting, organization, and wording Copyright 2000 by Richard Uyeyama. Permission granted by author to duplicate (unaltered) this document in its entirety for NON-PROFIT purposes only. All other rights reserved. Author reserves the right to rescind specific or general permission, if he sees a reason (such as loophole abuse) to do so. Unauthorized duplication of this document is a violation of all applicable national and international laws. This document is protected by International Copyright Law. It is a criminal act to use this document in any way that makes you (and/or your company) money; you MAY NOT sell this document, host this document on a website with an ad banner and/or membership fee, give this document away as a "purchase bonus", and/or use this document in any other manner which profits (financially) you (and/or your company) either directly or indirectly. If you are unsure as to whether you can use this document, or if you wish to apply for specific rights not granted to you by the above, send a polite, detailed, and clearly phrased inquiry to me at the e-mail address listed above. GameFAQs (www.gamefaqs.com) has been granted permission to host this document. Pop'n Music 3 is Copyright 1998, 2000 by Konami, Co., Ltd. "Konami", "pop'n music", and "BEMANI" are trademarks of Konami, Co., Ltd. All rights reserved. Table of Contents: 0. Document History I. Basic Stuff 1. What is this document? 2. What does "Append Disc" mean? 3. What's new/different in Pop'n3 (compared to Pop'n2)? 4. Terminology and notation? II. Songs and Characters 1. How do I free up the hidden songs? A. Codes B. Conditions C. Time release 2. Can I play Hyper songs in Normal, Excite, and Party modes? 3. Is there anything special in Hyper mode? A. Secret Course B. BGM Course variation 4. Do you have a complete song list? 5. Say, are the songs listed in a different order in Free, Training and Records Modes? 6. Do you have a complete character list? III. Miscellany 1. Do you know of any other codes? A. Pop-kun speed B. Abort song C. Training Mode in-game song Speed D. Soft reset 2. What can you tell me about the end credits sequence? 3. How is score calculated? 4. Is there a screensaver? IV. Thanks and Stuff ------------------- 0. Document History ------------------- V1.0: 5/31/00 Launch version (2/10/00: DCast Pop'n Music 3 Append Disc now on sale) (2/10/00: PSX Pop'n Music 3 Append Disc now on sale) -------------- I. Basic Stuff -------------- I.1 What is this document? This document is an English language informational resource for Pop'n Music 3 Append Disc (which I shall hereafter refer to as Pop'n3, for brevity's sake), a music rhythm game (available in Japan) by Konami. Pop'n Music is a part of Konami's immensely popular "BEMANI" series of games. In this document, I'll be covering codes and secrets and other such information which may be of interest to Pop'n3 fans. This is a Secrets FAQ, and not a strategy guide, btw, so I won't be including game strategies, or note patterns, or anything like that in this document... This document was written for the DCast version of Pop'n3, but I'm pretty sure that most of the basic secrets information contained herein (for example, the song release conditions) will probably apply to the PSX version of the game as well... (note: if you do find any discrepancies between the DCast and PSX version, feel free to let me know by e-mailing me at the address listed near the top of this document) Pop'n Music 3 Append Disc basic info: 1 Disc (T-9591M) 1-4 Players Works with: Arcade stick, VMU (7 blocks), PuruPuru Pack, Pop'n Controller. Pop'n Music 2 (Key Disc) basic info: 1 Disc (T-9590M) 1-4 Players Works with: Arcade stick, VMU (6 blocks), PuruPuru Pack, Pop'n Controller. I.2 What does "Append Disc" mean? An Append Disc is a disc that cannot be run on its own, and instead must be loaded through use of another disc (a Key Disc). In other words, you have to load the Key Disc first, then select a special load option (in that game), to be able to play the Append Disc. In the case of Pop'n3, the Key Disc is Pop'n Music 2, so if you don't have Pop'n2, you can't run Pop'n3. On the plus side, though, Append Discs are usually cheaper than the average game (Pop'n3 retails for only 2800 (y)en!), so... =) Note: Pop'n3 is not an add-on to Pop'n2, but is rather a complete and separate game. The use of Pop'n2 as a Key Disc is probably just to load the game engine, etc. I.3 What's new/different in Pop'n3 (compared to Pop'n2)? New stat: COMBO. Your Combo number is one less than the number of consecutive Greats you've done. The game will keep track of your Max Combo (listed under your score), which will be displayed as a fourth Stat on the summary screen, after you finish the song. New mode: HYPER. Hyper mode is sort of like Survival Mode from Pop'n2, except that the Hyper courses are only 3 songs long... and made up entirely of Hyper versions of songs! Like Survival, Bads will cause your gauge to go down (one notch at a time), and Goods and Greats will keep your gauge where it is. Unlike Survival, though, if your gauge hits zero, your game doesn't immediately end, but rather, you'll have a couple seconds to try to build your gauge up (Greats can raise your gauge only during this time), so you can keep playing. Also, after finishing a song, you'll actually get a minor gauge increase before your next song! New songs and characters. Also, some (but not all, of course) returning songs and characters from Pop'n 2. (see character and song lists later in this document for complete lists) Different announcer voice. No Marathon or Survival Mode. There are some other new things as well, but those are the major differences... I.4 Terminology and notation? Yep. Just so there's no confusion about things, here's some terminology and notation and stuff which I may make use of in this document: Controller info: For the most part, it will be assumed in this document that you are playing Pop'n3 with a Pop'n Controller. If you do not have a Pop'n Controller, I would *strongly* suggest (if you're a fan of the Pop'n Music series, that is) that you get one; the game is definitely a lot easier, and imho a lot more fun when playing with a Pop'n Controller. =) Also note that some of the codes covered in this document might not work with the standard DCast controller, if the DCast "A" button defaults to a necessary key... The two standard ways of referring to the Pop'n controller keys are by letters, and by numbers: B D F H 2 4 6 8 A C E G I 1 3 5 7 9 The letter notation is the "official" designation (i.e. it's printed on the controller), but the number notation is probably slightly more intuitive to use (even numbers on top, odd numbers on bottom); I've actually seen the number notation used on parts of the Konami website. =) Song difficulty ratings: The difficulty scale is 23 notches wide, with 5 green, 6 yellow, 6 orange, and 6 red notches. The two standard ways of referring to song difficulty ratings are by relative (how many notches into a particular color the rating is) and absolute (how many notches total the rating spans) numbers. Here are the equivalents: G-1 - G-5 1 - 5 Y-1 - Y-6 6 - 11 O-1 - O-6 12 - 17 R-1 - R-6 18 - 23 Song genre abbreviations: The game will sometimes refer to "J-Rhythm & Blues" as "J-R&B", "J-Rhythm & Blues 2" as "J-R&B 2", and "Guitar Pop" as "G-Pop", so if you see any of those abbreviations in the game (or this document), that's what they stand for. ------------------------ II. Songs and Characters ------------------------ II.1 How do I free up the hidden songs? There are five hidden songs in Pop'n3 (Positive, Boys, Lovely, Jungle, and Prelude), which can be made playable via specific codes, conditions, or in-song time release. II.1.A Codes At the Main Menu (i.e. where you select Arcade Mode, Free Mode, Training Mode, etc.), input one of the following codes: Positive A B C D F F G G H H I A A. Boys F H F H H F H H F H H F C. Lovely C F H F F I F B F H F. Jungle G F C G C H D A B B B A G. Prelude A B C I F D H G A C I F D H G. Or, if you prefer numerical designations: Positive 1 2 3 4 6 6 7 7 8 8 9 1 1. Boys 6 8 6 8 8 6 8 8 6 8 8 6 3. Lovely 3 6 8 6 6 9 6 2 6 8 6. Jungle 7 6 3 7 3 8 4 1 2 2 2 1 7. Prelude 1 2 3 9 6 4 8 7 1 3 9 6 4 8 7. If you do this right, you'll hear a tone&laugh (same as when you select a Hyper version of a song), and a small, blinking, colored star will appear above the title, as follows (locations listed below are approximate): Positive green above first "p" in "pop'n music" Boys purple above "m" Lovely blue above "o" Jungle orange above "c" Prelude red above "i" So if you did all five codes, the colors would line up, from left to right, as follows: green, blue, purple, red, orange. Once you have a star (or stars) showing, select Arcade Mode (if you select something else, and then come back, the code will no longer be active) and play Normal, Excite, or Party mode, and the appropriate song (or songs) will be playable. - Note that these codes are *temporary* codes, and so will only remain active for one game. Songs will become permanently playable, however, according to the time release conditions, listed below. II.1.B Conditions In Arcade Mode, during a Normal, Excite, or Party mode game, if you fulfill specific conditions, a hidden song will become playable (just for that game), as follows: Positive - For Stage 1, defeat a male opponent with a female character, or a female opponent with a male character, and Positive will be playable on Stage 2. Boys - Play as a male character, then defeat male opponents for both Stages 1 and 2, and Boys will be playable on Stage 3. Lovely - For Stage 1, pass Guitar Pop with at least 80% Greats, then for Stage 2, pass Lounge (no special requirements; just pass the song), and Lovely will be playable on Stage 3. Jungle - Pass both Stages 1 and 2 with a Max Combo of at least 100 (it doesn't matter which songs you choose, so pick whichever ones are easiest for you to get 100-Combos on), and Jungle will be playable on Stage 3. Prelude - Earn a high score of at least 85000 for Avantgarde (you can do this in Arcade or Free Mode). Anytime after this (i.e. you don't have to do the following immediately after), play Normal, Excite, or Party mode, and pass any song for Stage 1. Then for Stage 2, pass Classic 3 with a score of at least 90000, and a Max Combo of at least 40, and Prelude will be playable on Stage 3. - Fulfillment of an above set of in-game conditions will release the appropriate song just for that game (i.e. temporarily). Songs will become permanently playable, however, according to the time release conditions, listed below. - Continues don't matter for the above conditions, so if you realize you're not going to fulfill a particular condition, you can always Abort your song (hold the START button down for a second or two), Continue, and try again. Unless you have a really nice high score going that you don't want to lose by Continuing, of course... =) II.1.C Time release Time release appears to be based upon the amount of in-song time (as opposed to in-game time) that has been logged, so simply leaving the game idle for six hours or so probably won't time release a thing; you'll have to actually play the game. =) I think only songs in Normal, Excite, and Party mode games (in Arcade Mode) will count towards the time release totals. As far as I know, there is no way to check your current in-game time logged (besides calculating it yourself, from the "Play" data for each song in the Chart section of Records Mode, and approximate song times, etc., that is...). Anyway, here are what seem to be the totals needed to release each of the hidden songs: (hrs:min) Positive 2:00 Boys 2:30 Lovely 3:00 Jungle 3:30 Prelude 6:00 - Once a song has been time released, it will be permanently playable. - For approximate song times, see the "complete song list" section of this document. The most efficient way of logging time, of course, is simply to play the longest song in the game (Live) over and over and over, by failing and continuing, failing and continuing... Of course, imho, actually playing the game is probably more fun (and less tedious)... =) - The most time-efficient (longest) set of songs appears to be: Guitar Pop, Live, Dreamy. Logging about 5'34" per game played, this set of songs should time release all five hidden songs by the time your 65th game is complete. Of course, since each game takes at least 6 or 7 minutes to play, your actual total in-game time will probably be closer to 7 or 7.5 hours than 6 hours... II.2 Can I play Hyper songs in Normal, Excite, and Party modes? You sure can. =) After all Normal (i.e. non-Beginner and non-Hyper) songs (including the hidden songs) have been completed (whether passed or failed doesn't matter (i.e. just make it to the end of the song)) at least once, if you hold the START button down during song select, certain song choices will display Hyper songs (easily distinguishable by a pulsating rainbow effect (song genre and opponent name)) instead of the normal selection, as follows: (Note: Holding the START button down will also enable the Hyper selections in Free and Training Modes...) Normal Song (opponent) HYPER SONG (opponent) ---------------------- --------------------- Guitar Pop (Rie-chan) POPS (Rie-chan) Magicalgirl (Megumi) ANIME HERO (Shollkee) Kangtong (LingLing) Rockabilly (Jennifer) Cute (Anzu) CUTE (Anzu) Akiba (Shollkee) J-TEKNO (Shollkee) ---------------------- --------------------- Mondo (Cyber) Heartful (Candy) ENKA (Ice) Celt (Poet) CLASSIC (Hamanov) Jazzy (Charly) SPY (Charly) Groove Rock (Pepper) Classic 3 (Hamanov) CLASSIC 3 (Hamanov) *Positive (Sunny) New Folk (Flower) Live (Aya) AFRICA (Aya) Lounge (Ice) NEO ACO (Ice) J-Rhythm & Blues (tourmaline) ---------------------- --------------------- *Lovely (Sanae-chan) Soundtrack (P-1&P-2) CLASSIC 2 (Hamanov) New-commer (Kate) J-POP (Aya) Powerfolk (Ash) J-Rhythm & Blues 2 (tourmaline) *Jungle (Bamboo?) Dancepop (Rave Girl) DANCE (Judy) Dreamy (Boy) TECHNO'80 (Boy) Super Pop (Captain Super Pop) URBAN POP (Aya) *Boys (Hikaru) *Prelude (Edward) PRELUDE (Edward) Sexy Girls (May-Fa) SEXY GIRLS (May-Fa) J-Garage Pop (Kelly) J-GARAGE POP (Kelly) Avantgarde (Edward) AVANTGARDE (Edward) II.3 Is there anything special in Hyper mode? The normal lineup of Hyper Courses is as follows: Course Songs Vocal J-POP ANIME HERO ENKA Cutie Pop POPS URBAN POP NEO ACO Electric J-TEKNO DANCE TECHNO'80 BGM CLASSIC CLASSIC 2 AFRICA Pop'n1 J-TEKNO ANIME HERO SPY There is, however, a hidden sixth course (Secret), as well as a variation on the BGM Course... II.3.A Secret Course From any selection on the Hyper Course select screen, input the following code: Dx3, Fx5, Dx2, Fx7, Dx3, Fx4. (i.e. move the Course select left three times, right five times, left two times, etc...) If you do this right, you'll end up on a course called "Secret", which will have been inserted into the lineup between Pop'n1 and Vocal. The Secret Course consists of: J-GARAGE POP, CUTE, and SEXY GIRLS. The above is a temporary code, and so will last only for one game (i.e. you will have to do the code anew, each time you want to play the Secret Course). II.3.B BGM Course variation (Note: This information has not been tested) If, after finishing the first two songs (CLASSIC and CLASSIC 2) of the BGM Course, your Gauge is still at least 2/3 full, then instead of AFRICA, you'll get to play AVANTGARDE instead. Note: I don't know if the condition applies to your gauge before or after your gauge bonus... but I would hope it's after. ^^; II.4 Do you have a complete song list? Yep. Here are some nice, organized charts for you: (notes: songs listed by genre; songs are listed below in the order they are listed in Arcade Mode; hidden songs marked by *; Beginner songs in full lowercase; Hyper songs in FULL CAPS; approximate length of song based upon span from first Pop-kun (or character, if no Pop-kuns are visible) movement to screen fade (i.e. the full length of time during which inputs are accepted).) (note on difficulty ratings: note that difficulty ratings for Beginner and Hyper songs are not necessarily indicative of their actual (or even relative) difficulty, since the Beginner difficulty ratings are the same (in spite of the songs being easier) as their Normal counterparts, and all Hyper songs are given a difficulty rating of R-6 (23), in spite of the fact that some Hyper songs are a *lot* easier than others...) Key: --- Song genre difficulty approx.time notes opponent Beginner songs: -------------- guitar pop Y-5 (10) 1'37" 201 Rie-chan new-commer R-1 (18) 1'39" 127 Kate celt Y-6 (11) 1'35" 178 Poet kangtong O-1 (12) 1'35" 215 LingLing groove rock O-4 (15) 1'32" 111 Pepper magicalgirl Y-4 (9) 1'31" 186 Megumi powerfolk R-6 (23) 1'38" 136 Ash j-rhythm & blues 2 O-2 (13) 1'28" 105 tourmaline dreamy O-3 (14) 1'50" 137 Boy sexy girls R-4 (21) 1'33" 133 May-Fa Normal songs: ------------ Guitar Pop Y-5 (10) 1'37" 201 Rie-chan Magicalgirl Y-4 (9) 1'31" 186 Megumi Kangtong O-1 (12) 1'35" 262 LingLing Rockabilly O-1 (12) 1'32" 199 Jennifer Cute G-5 (5) 1'27" 144 Anzu Akiba O-1 (12) 1'35" 181 Shollkee Mondo O-2 (13) 1'33" 182 Cyber Heartful O-3 (14) 1'37" 147 Candy Celt Y-6 (11) 1'35" 239 Poet Jazzy O-5 (16) 1'36" 256 Charly Groove Rock O-4 (15) 1'32" 197 Pepper Classic 3 O-6 (17) 1'35" 151 Hamanov *Positive R-5 (22) 1'36" 197 Sunny New Folk O-4 (15) 1'35" 261 Flower Live Y-6 (11) 2'07" 238 Aya Lounge O-3 (14) 1'30" 161 Ice J-Rhythm & Blues O-2 (13) 1'41" 230 tourmaline *Lovely O-4 (15) 1'33" 199 Sanae-chan Soundtrack R-4 (21) 1'34" 270 P-1&P-2 New-commer R-1 (18) 1'39" 236 Kate Powerfolk R-6 (23) 1'38" 363 Ash J-Rhythm & Blues 2 O-2 (13) 1'28" 159 tourmaline *Jungle R-6 (23) 1'36" 343 Bamboo? Dancepop O-5 (16) 1'38" 296 Rave Girl Dreamy O-3 (14) 1'50" 242 Boy Super Pop R-2 (19) 1'43" 360 Captain Super Pop *Boys R-4 (21) 1'44" 295 Hikaru *Prelude R-3 (20) 1'36" 214 Edward Sexy Girls R-4 (21) 1'33" 230 May-Fa J-Garage Pop O-6 (17) 1'45" 274 Kelly Avantgarde R-6 (23) 1'30" 187 Edward Hyper songs: ----------- POPS R-6 (23) 1'23" 189 Rie-chan ANIME HERO R-6 (23) 1'34" 325 Shollkee CUTE R-6 (23) 1'27" 287 Anzu J-TEKNO R-6 (23) 1'28" 175 Shollkee ENKA R-6 (23) 1'38" 277 Ice CLASSIC R-6 (23) 1'58" 425 Hamanov SPY R-6 (23) 1'30" 350 Charly CLASSIC 3 R-6 (23) 1'35" 286 Hamanov AFRICA R-6 (23) 1'52" 414 Aya NEO ACO R-6 (23) 1'28" 348 Ice CLASSIC 2 R-6 (23) 1'32" 358 Hamanov J-POP R-6 (23) 1'53" 323 Aya DANCE R-6 (23) 1'24" 224 Judy TECHNO'80 R-6 (23) 1'54" 295 Boy URBAN POP R-6 (23) 1'36" 338 Aya *PRELUDE R-6 (23) 1'36" 338 Edward SEXY GIRLS R-6 (23) 1'33" 295 May-Fa J-GARAGE POP R-6 (23) 1'45" 385 Kelly AVANTGARDE R-6 (23) 1'30" 401 Edward II.5 Say, are the songs listed in a different order in Free, Training and Records Modes? Yes, they sure are. And no, I don't know why. Here is the song order in Free Mode: Beginner Normal/Excite/Party -------- ------------------- guitar pop Lovely Kangtong Prelude J-R&B magicalgirl G-Pop Jungle Positive new-commer Soundtrack Dancepop Sexy Girls powerfolk Mondo Jazzy New Folk j-r&b 2 Magicalgirl Groove Rock J-Garage Pop celt New-commer Dreamy Cute kangtong Heartful Super Pop Akiba groove rock Power Folk Rockabilly Avantgarde dreamy J-R&B 2 Boys Live sexy girls Celt Classic 3 Lounge Hyper ----- AFRICA TECHNO'80 CLASSIC SEXY GIRLS J-POP URBAN POP POPS CLASSIC 2 J-TEKNO J-GARAGE POP DANCE AVANTGARDE ANIME HERO CUTE SPY ENKA NEO ACO The song order in Training Mode bears some similarities: Lovely Dreamy J-R&B J-TEKNO G-Pop Super Pop g-pop DANCE Soundtrack Rockabilly magicalgirl ANIME HERO Mondo Boys new-commer SPY Magicalgirl Classic 3 powerfolk ENKA New-commer Prelude j-r&b 2 NEO ACO Heartful Positive celt TECHNO'80 Power Folk Sexy Girls kangtong SEXY GIRLS J-R&B 2 New Folk sexy girls URBAN POP Celt J-Garage Pop groove rock CLASSIC 2 Kangtong Cute dreamy J-GARAGE POP Jungle Akibe AFRICA AVANTGARDE Dancepop Avantgarde CLASSIC CUTE Jazzy Live J-POP CLASSIC 3 Groove Rock Lounge POPS PRELUDE Note: Basically, the above is: 1) Normal songs in Free Mode order; 2) Beginner songs in Free Mode order, except with "sexy girls" being moved between "kangtong" and "groove rock"; 3) Hyper songs in Free Mode order; 4) CLASSIC 3 and PRELUDE. And here's the song order in the Chart section of Records Mode: (N=Normal, B=Beginner, H=Hyper) Lovely N Dreamy N B J-R&B N G-Pop N B Super Pop N Africa H Soundtrack N Rockabilly N Classic H Mondo N Boys N J-Pop H Magicalgirl N B Classic 3 N H Pops H New-commer N B Prelude N H J-Tekno H Heartful N Positive N Dance H Powerfolk N B Sexy Girls N B H Anime Hero H J-R&B 2 N B New Folk N Spy H Celt N B J-Garage Pop N H Enka H Kangtong N B Cute N H Neo Aco H Jungle N Akiba N Techno'80 H Dancepop N Avantgarde N H Urban Pop H Jazzy N Live N Classic 2 H Groove Rock N B Lounge N II.6 Do you have a complete character list? Here you go: (notes: characters are listed below in the order they are listed on the character select screen; characters not initially available are marked with a * (to release a character as playable, simply face that character as an opponent (it doesn't matter if you pass or fail the song); m=male, f=female)). Mimi f Judy f Boy m Nyami f Kate f Anzu f Mary f LingLing f Flower m the King m Megumi f Kelly f Shollkee m Poet f Edward m Charly m Rie-chan f Jennifer f Ash m Sanae-chan f *Hikaru m Aya f Rave Girl f Pepper m *Bamboo? m P-1&P-2 m *Sunny f Candy f tourmaline f Captain Super Pop m Cyber m May-Fa f Ice m Hamanov m --------------- III. Miscellany --------------- III.1 Do you know of any other codes? Yep. III.1.A Pop-kun speed In Arcade or Free Mode, at the mode/character select screen, hold the START button down to select (use the Blue buttons (D and F)) between NORMAL, QUICK, and TURBO pop-kun speeds. imho notes: I find that TURBO is a little too much on the fast side for normal play, but QUICK is actually playable... and may even be advantageous for timing purposes. Due to the fact that the pop-kuns are moving faster, they will be spaced out further, making it easier to distinguish timing patterns (as well as the individual timing points). And this can potentially make it easier to properly time such things as slow sections of a song, or clusters of tightly-packed notes... III.1.B Abort song During a song (Arcade, Free, or Training Mode), if you hold the START button down for a second or two, you can Abort (i.e. automatically fail, regardless of the status of your gauge) the song. This will take you directly to the summary screen, then the "Continue?" prompt (Arcade) or menu (Free). In Training Mode, Aborting a song will take you directly to the Training options menu. Notes: An Aborted song does not count as completed, and so will not count towards any conditions that require song completion. The Abort code actually works on the Beginner mode pre-game instructional demo, so if you're playing Beginner mode, and don't feel like waiting, just Abort the demo! ^^ III.1.C Training Mode in-game song Speed In Training Mode, you can actually change your song's Speed setting *during* the song, simply by using the analog control on the standard DCast controller. Up is faster (up to standard speed), and down is slower... III.1.D Soft reset On the standard DCast controller, the standard 5-button reset (hold A+B+X+Y, then press START) will bring you back to the main title screen (the one that says "PRESS START BUTTON"). On the Pop'n Controller, a 10-button reset (hold A+B+C+D+E+F+G+H+I, then press START) will do the same. From the main title screen, if you input the reset command again, you'll exit the game and go to the main Dreamcast menu. III.2 What can you tell me about the end credits sequence? In Arcade Mode, if you complete an Excite, Party, or Hyper mode game, you'll be treated to an end credits sequence. For Excite and Party modes, this basically the same as the Pop'n2 end credits sequence (gameplay field, "Theme of staff roll - special mix -", character showcase, and upward-scrolling credits), except with the Pop'n3 characters (and credits) instead. For Hyper mode, you'll instead be treated to a special "winter" version of "Give Me Your Pain" (Candy Pop, from Pop'n2), some light snow, and snapshots of some of the characters during the (upward-scrolling) end credits. After all Normal (i.e. non-Beginner and non-Hyper) songs have been completed (whether passed or failed) at least once, the Excite and Party mode credits sequence will become the same as the Hyper mode one ("winter" version of "Give Me Your Pain", etc.). For those who are interested, here are the character pairings in the normal credits: the King Mary Ash Bamboo? Candy Cyber Ice Charly Kate LingLing Megumi Poet Rie-chan Sanae-chan Rave Girl P-1&P-2 tourmaline May-Fa Hamanov Boy Anzu Flower Kelly Edward Jennifer Hikaru Pepper Sunny Captain Super Pop Shollkee Aya Judy Nyami Mimi Initially, only the King, Mary, Nyami, and Mimi will be shown. The other characters can be uncovered by playing against that character in all (which in most cases is just one) of his/her Normal songs. The one exception to this is Judy, who has no Normal song. Judy can be uncovered by playing against her in Hyper mode (i.e. play Electric Course, and get past J-TEKNO; you don't have to defeat DANCE to uncover Judy in the standard credits sequence). And for those who are interested, here is the snapshot order for the special credits: 1. Shollkee 2. Rie-chan 3. the King 4. Mary 5. Ice 6. LingLing 7. Ash 8. Kate 9. Hamanov 10. P-1&P-2 11. Cyber 12. Nyami & Mimi 13. Anzu 14. Kelly 15. Captain Super Pop 16. Judy 17. Group photo: Nyami, Mary, the King, and Mimi III.3 How is score calculated? The technical explanation: For n = total # of notes in a song, the value of a single Great, Good, or Bad is as follows: Great = 100,000/n Good = 20,000/n Bad = 0 Thus, total score is calculated as follows (A = total # of Greats earned, C = total # of Goods earned): Total score = A(100,000/n) + C(20,000/n) Scores are always rounded down. The more colloquial explanation: For any song, if you get all Greats, you will earn the maximum score of 100,000 points for that song. If you get all Goods, you will earn only 20,000 points. And if you get all Bads, you're obviously not trying. =) Since the maximum score obtainable for any song is 100,000 points, the value of each Great/Good will vary from song to song, according to how many notes that song has (if you're interested, the "complete song list" section of this document does list the total number of notes for each song). The more notes a song has, the less each Great/Good will be worth. Within a song, however, a Great or Good will always be worth the same amount (you'll probably see an apparent variance of 1 point occasionally, but this is actually a result of the accumulated decimal values adding up, as opposed to the Great or Good actually changing value). Additionally, within a song, a Great will always be worth five times as much as a Good. So how is score calculated? Take 100,000, divide it by the number of notes in the song, then multiply that by the total number of Greats you earned; this is the number of points you've earned from Greats. Now take 20,000, divide it by the number of notes in the song, then multiply that by the total number of Goods you earned; this is the number of points you've earned from Goods. Add these two numbers together, and you should (after rounding the number down to the base integer) have your total score. III.4 Is there a screensaver? Why, yes, there is. More than one, actually. After 5 minutes of idle time (no inputs, and no reading from the disc), the standard DCast screensaver (screen darkening) will kick in. At 20 minutes of idle time, one of four game-specific screensavers will start (one will be chosen randomly). About every 3 minutes thereafter, the current game-specific screensaver will end, and a new one (or the same one again, if the same one is (randomly) chosen) will start. (side note: CD spin stop activation time is 1 hour (60 minutes) of idle time.) The four game-specific screensavers are all pop-kun screensavers, and thus, I've designated them as follows: snow-pop, bounce-pop, lob-pop, and radial-pop. snow-pop - Pop-kuns will drift gently down the screen, like snow. There are multiple (at least 4 or 5, I think) layers of "snow" (Pop-kuns that are farther away will appear to be smaller, and will drift down more slowly). Nearing the end of this screensaver, the snow will start to thin, then eventually stop completely, allowing the next screensaver to start. (Note: Sometimes, after the snow has cleared, a giant pink pop-kun will fall (quickly) down the screen before the next screensaver starts) bounce-pop - 2 pop-kuns of each color (yes, even red) will bounce diagonally around the screen, leaving temporary echo trails as they move. lob-pop - Pop-kuns will be lobbed upward, from below the screen, then bounce (on the bottom of the screen, and the left and right edges) a bit (kind of like a soccer ball, or something), before eventually disappearing. (Note: If you've seen the card bounce sequence at the end of the standard Win95 Solitaire game, it's sort of like that, except with pop-kuns) radial-pop - Pop-kuns will be tossed out radially, from the center of the screen, in a counter-clockwise rotating pattern. So if you imagine an extremely fast baseball pitching (or tennis ball serving) machine at the center of the screen, sitting on a counter-clockwise rotating platform... that's sort of what it's like. =) Leaving the game in attract mode (cycling through the title screen and demos) will not cause screensavers to activate (the game reads from the disc every once in a while during attract mode). Leaving the game at a select screen or menu (I've tested the Mode select and song select screens) should work just fine, though. =) -------------------- IV. Thanks and Stuff -------------------- Thanks to: The Dreamcast secrets site at (http://www.geocities.co.jp/Playtown-Dice/6400/urawaza.html), for the hidden song in-game conditions, and the Pop-kun speed setting code... Shuukan Dreamcast Magazine (2000, Vol.8, 3/10), for the hidden song codes, the Secret Hyper Course code, and the BGM Hyper Course variation info... The Konami webpages (http://www.konami.co.jp/), for confirming the Secret Hyper Course code, and the Lovely and Jungle codes. ruyeyama dedicates this Secrets FAQ to the people who love music and game. Peace. (eof)