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Here are the meetings for the 2006 / 2007 school year (all activities will be held from 2:30 pm - 4pm in A/B Commons except where noted)
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A player must move his or her feet to a set pattern, stepping in time to the general rhythm or beat of a song. During normal gameplay, arrows scroll upwards from the bottom of the screen and pass over stationary, transparent arrows near the top. When the scrolling arrows overlap the stationary ones, the player must step on the corresponding arrows on the dance platform. Successfully hitting the arrows in time with the music fills the "Dance Gauge", or life bar, while failure to do so drains it. If the Dance Gauge is fully depleted during gameplay, the player fails the song, usually resulting in a game over. Otherwise, the player is taken to the Results Screen, which rates the player's performance with a letter grade and a numerical score (or a % score in ITG), among other statistics. The player may then be given a chance to play again, depending on the settings of the particular machine (the limit is usually 3-5 songs per game).
5 Panel refers to Pump It Up's playing style. Intead of featuring 4 arrows in horizontal and vertical directions, Pump has 4 diagonal arrows and one middle button equalling 5 panels.
Pump is the same concept as DDR or ITG. Orange up-right or up-left arrows, blue down-left or down-right arrows, and yellow center buttons rise to the top of the screen, and pass over stationary, transparent arrows near the top. When they cross these, you must hit the arrows in order to get a good score. At the end of a song, you recieve a grade similar to ITG and DDR.
Unlike DDR or ITG, if you misstep your life bar won't drop drastically. Pump appeals the most to beginners because on some songs, even if you miss all the arrows, you can still pass!
5 or 7 key refers to Beatmania. The actual play of beatmania is purely about rhythm. Each key has a corresponding vertical bar onscreen, as does the turntable. In these bars, horizontal notes cascade down. The player must hit each note, which will then play a sound sample, as it reaches the bottom of the bar, and is rated on how close to the actual timing he hits. The result is that the player adds instruments and effects on top of the existing song in real time. The challenge comes in the fact that a record of good and bad hits are recorded and represented in a life bar with a green and red portion. The red portion is at the high end, when the player does well. The green portion is much larger and represents the cut-off point where the player will "fail" the song, ending the game once the song is finished.
Unlike its successors such as Dance Dance Revolution, beatmania is very unforgiving of incorrect moves. Not only does missing existing notes quickly lower your bar out of the red range, but hitting non-existent notes will also count against you. The scoring system is like the one used in Dance Dance Revolution, where players are graded on their ability on a letter scale (from E to AAA) at the end of each song played. However, additional modes are available which grades a player cumulatively over the course of a predetermined set of songs. These modes are often more challenging, as a player must sustain a high level of play through several songs.
Contact Information:
Telephone: (586) 219-7942
Fax: (596) 239-9475
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Last Updated: May 30, 2006
Sources
http://www.inthegroove.com/page/About_ITG
http://en.wikipedia.org/wiki/Pump_it_up
http://en.wikipedia.org/wiki/Beatmania
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