Amplitude (2003 video game)
A rhythm game sequel that expanded Harmonix's reputation.
Amplitude is a rhythm game from 2003, created by Harmonix and released by Sony Computer Entertainment for the PlayStation 2. It follows up on the 2001 game Frequency. Players guide a beat blaster ship along a lane of six tracks, each tied to a different instrument, and shoot note gems in sync with the music. Accurate play earns points, and hitting flawless sequences builds a scoring multiplier; missing too many notes drains energy and can end the song early. While Frequency leaned heavily on electronica and trance, Amplitude added pop rock to its soundtrack. Critics praised the game, and it sold well enough to help Harmonix become a major player in music games. In 2014, Harmonix ran a successful Kickstarter campaign raising over $840,000 to create a new Amplitude for PlayStation 3 and 4, which launched in January 2016 under a license from Sony.
**Gameplay** The player controls a Beat Blaster moving along a path of varied shapes and lengths, with up to six color-coded tracks. Each track represents a song element—like percussion, synth, bass, or vocals—and holds a sequence of notes. Pressing buttons that match the notes activates a small part of the track. Activating enough notes in a row "captures" that track, making its section play automatically for several bars and freeing the player to capture another. The goal is to capture enough sections to finish the song. Missing notes lowers an energy meter; if it empties, the game ends. Powerups, earned by hitting special notes, can instantly capture tracks, double points, slow the game, or let the player enter a freestyle mode to riff without predefined notes.
**Modes** Amplitude has three modes: single player, remix, and multiplayer. In single player, the aim is to unlock and finish all songs across four difficulty levels: Mellow, Normal, Brutal, and Insane. Some songs only appear on harder settings, and players can earn pieces to build and customize a "FreQ" avatar—a feature carried over from Frequency. Remix mode, similar to Frequency's, lets players place notes on any song section except vocals, in any pattern, and control effects like chorus and delay as well as tempo. Finished remixes can be played in single player or multiplayer.
Quick Facts
- Title
- Amplitude
- Developer
- Harmonix
- Publisher
- Sony Computer Entertainment
- Director
- Greg LoPiccolo
- Producer
- Tracy Rosenthal-Newsom / Daniel Sussman
- Programmer
- Eran Egozy / Eric Malafeew
- Released
- NA · March 25, 2003 · EU · September 26, 2003
- Genre
- Rhythm
- Modes
- Single-player, multiplayer
- Platforms
- PlayStation 2
Facts from the source article.
Lore & Background
In Amplitude, the player controls a beat blaster ship across a lane of six tracks, each representing a musical instrument and containing note gems that the player shoots in time with the music. The player earns points for accurate playing and increases their scoring multiplier by playing flawless sequences; missing too many notes depletes energy and can end the song prematurely. Compared to Frequency, which used more electronica and trance, Amplitude included additional pop rock songs in its soundtrack.
The game offers three modes: single player, remix, and multiplayer. In single player, the player unlocks and completes songs across four difficulty levels: Mellow, Normal, Brutal, and Insane. Remix mode allows players to place notes on sections of a song and control effects and tempo.
Reader's Guide
Amplitude is significant as the sequel that built on Frequency's foundation, helping Harmonix become a major studio in music games. Its gameplay innovations—such as the spread-out track and FreQ avatar—addressed criticisms of its predecessor. The game received favorable reviews and was named best PlayStation 2 game of March 2003 by GameSpot, which also awarded it "Best Game No One Played" in 2003. It was nominated for three Interactive Achievement Awards. Though not a financial success, it sold more units than Frequency. In 2014, Harmonix raised over $840,000 via Kickstarter to create a reboot, released for PlayStation 4 in January 2016 and PlayStation 3 in April 2016 under license from Sony. The game's legacy includes influencing later rhythm titles and demonstrating the viability of crowdfunding for niche game revivals.
Did You Know?
- Amplitude includes 26 songs, with genres ranging from electronica and dance to hip hop and alternative rock.
- The game's online servers for the North American version were shut down on February 26, 2007.
- Harmonix raised over $840,000 through a 2014 Kickstarter campaign to build a new Amplitude game.
- The reboot of Amplitude was released for PlayStation 4 in January 2016 and for PlayStation 3 in April 2016.
A Year of Sequels and New Franchises
The 2003 gaming calendar was packed with follow-up titles that kept beloved series alive. Fans of sports simulation could choose between Madden NFL 2004, NBA Live 2004, and ESPN NBA Basketball, while action and adventure players had options ranging from Tony Hawk's Underground to Prince of Persia: The Sands of Time and Sonic Heroes. Franchise continuations like Final Fantasy X-2, Mario Kart: Double Dash, Mario & Luigi: Superstar Saga, Star Wars: Knights of the Old Republic, Uru: Ages Beyond Myst, and WWE SmackDown! Here Comes the Pain all landed in the same twelve-month window, creating an unusually dense release schedule. At the same time, publishers launched a wave of entirely new intellectual properties, including Call of Duty, Beyond Good & Evil, Manhunt, PlanetSide, TrackMania, Disgaea, Drakengard, Viewtiful Joe, True Crime: Streets of LA, and the sun-tracking novelty Boktai: The Sun is in Your Hand. Despite this flood of new and returning titles, the worldwide best-seller of the year was Pokémon Ruby/Sapphire, marking the fifth occasion since 1998 that a Pokémon entry claimed the global top-selling spot.
Hardware Milestones and Retirements
2003 marked a significant turning point for Nintendo's handheld line. The company unveiled the Game Boy Advance SP, which it positioned as the definitive second iteration of the GBA and which many observers later regarded as the finest entry in the entire Game Boy family. A key engineering change was the switch from disposable AA batteries to a rechargeable cell topped up via an AC adapter, making the SP the first Nintendo handheld to offer that convenience. The launch of the SP also signified the end of an era for older hardware. On March 23, Nintendo halted worldwide production of both the original Game Boy and the Game Boy Color, effectively retiring the two systems that had defined portable gaming since the early 1990s. Later in the year, on September 23, the company ceased manufacturing the Family Computer and Super Famicom in Japan, closing out production of the 8-bit and 16-bit consoles that had anchored the company's domestic market for over a decade.
The Widening Gap Between PC and Console
By 2003, the balance of power in the American entertainment software market had shifted decisively toward living-room hardware. Computer games experienced a fourteen percent sales decline in the United States, continuing a pattern of losing ground to console titles. The overall US entertainment software market still managed a modest increase, reaching roughly seven billion dollars for the year, but the composition of that figure told a clear story. Console games accounted for approximately 5.8 billion dollars of the total, while the PC segment shrank to just 1.2 billion dollars. In practical terms, nearly four out of every five dollars spent on software in America went toward titles designed for dedicated gaming hardware rather than personal computers. This trend underscored how the industry's center of gravity had moved away from the desktop and toward the television-connected machines that dominated the household entertainment space.
The Platforms That Defined the Year
The console landscape in 2003 was anchored by four major systems competing for the living-room spotlight: Sony's PlayStation 2, Nintendo's GameCube, Microsoft's Xbox, and the aging but still relevant PlayStation. Together, these four machines carried the bulk of the 5.8 billion dollars in US console software sales. In the portable space, Nintendo's Game Boy Advance held a near-untouchable position as the dominant handheld, a status that only strengthened with the arrival of the GBA SP. Critical reception of the year's titles was tracked by review aggregators such as Metacritic and GameRankings, which compiled scores from professional journalists into single reference points. In Japan, Famitsu magazine maintained its own prestige recognition, the Platinum Hall of Fame, awarding the distinction to titles scoring at least 36 out of 40. Games that fell short of critical expectations were similarly catalogued, giving players a broader picture of which 2003 releases earned praise and which drew widespread disappointment.
Frequently Asked Questions
What is Amplitude (2003)?
Amplitude is a rhythm video game developed by Harmonix and published by Sony Computer Entertainment for the PlayStation 2 in 2003. It is the direct sequel to the 2001 title Frequency.
How does Amplitude's core gameplay work?
You pilot a beat blaster ship down a six-track lane, each track mapped to a different instrument, and fire note gems in sync with the music. Landing flawless streaks raises your scoring multiplier, but missing too many notes drains your energy meter and can cut the song short.
What is the biggest musical difference between Amplitude and Frequency?
Frequency leaned almost exclusively on electronica and trance, whereas Amplitude broadened its soundtrack to include pop rock alongside those genres. The lane-shooting mechanic stayed essentially the same, but the expanded musical palette was a notable step forward.
Who developed and published Amplitude, and on what console did it appear?
Harmonix handled development while Sony Computer Entertainment took on publishing duties. The title was released exclusively for the PlayStation 2 in 2003.
Why is Amplitude considered a milestone in music-game history?
It reinforced Harmonix's standing as a top developer in the rhythm genre and proved the format could comfortably support a wider variety of musical styles beyond electronic music. Critics responded positively, and the game helped set the stage for the studio's later, more ambitious titles.
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