Category:Rhythm Game: Difference between revisions

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Traditionally the commands are represented with little '''markers''', such as arrows or gems. Over time, the markers scroll toward a '''target zone'''. If the correct input is hit with good timing as the marker passes by the target zone, the marker disappears or [[Made of Explodium|blows up]] indicating success. Missing is usually represented by the marker drifting past the target zone unharmed.
 
This highly involved game of Simon has seen a particular boom in recent years. The actual device used for input also varies; there's the famous Dance Pad, a "buttons on the floor" setup which requires a quite a bit of physical activity on higher levels, then there's plastic versions of musical instruments, [http://en.[wikipedia.org/wiki/:Rocksmith |actual]] [http://www.rockband.com/forums/showthread.php?t=210340&page=1 musical] [http://www.fender.com/promos/2010/rockband3 instruments], full-motion cameras, and even *gasp* a regular controller or touch screen.
 
As a game style, they're similar to [[Bullet Hell]], in that they are very much about practice, and often feature extreme difficulty curves with very high skill ceilings, so a wide range of difficulties spanning from [[Easier Than Easy]] to [[Harder Than Hard]] is the norm. Similarly, [[Gameplay Grading]] exists in almost every rhythm game alongside the conventional [[Life Meter]], so perfectionists can differentiate themselves from those with looser playstyles. Like bullet hell, there are (at higher difficulties) countless things flying around the screen in a manner that looks like chaos to the uninitiated. Unlike a Bullet Hell, in which the object is to avoid all those things, you have to ''catch'' them all here.
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[[Category:Rhythm Game]]
[[Category:Index Index]]
[[Category:Category:Rhythm Game]]