History Main / RhythmGame

13th Sep '17 12:12:06 PM Darkmoonfire
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* VideoGame/LostInHarmony
28th Aug '17 7:04:19 PM LucaEarlgrey
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* VideoGame/BeatStream
24th Aug '17 2:31:31 PM PrincessPandaTrope
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* ''Disney/{{Fantasia}}: Music Evolved''
31st Jul '17 11:27:07 AM lalaTKG
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* Franchise/DreamFestival
11th Jul '17 5:51:32 PM portaljumper339
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* ''VideoGame/{{Thumper}}'' combines rhythm elements with an endless runner.
14th Jun '17 7:57:19 PM BillowyRangiferine
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* VideoGame/Idolish7
29th Apr '17 3:25:23 PM nombretomado
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* ''Franchise/TokimekiMemorial 2 Substories: Dancing Summer Vacation'', a VisualNovel containing the ''VideoGame/DanceDanceRevolution Tokimeki Mix'', which is a GameWithinAGame serving as the center of [=DSV=]'s main storyline and as [=DSV=]'s mini-game.

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* ''Franchise/TokimekiMemorial ''VisualNovel/TokimekiMemorial 2 Substories: Dancing Summer Vacation'', a VisualNovel containing the ''VideoGame/DanceDanceRevolution Tokimeki Mix'', which is a GameWithinAGame serving as the center of [=DSV=]'s main storyline and as [=DSV=]'s mini-game.
16th Apr '17 10:06:20 AM Dallenson
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* VideoGame/RiffRacer
8th Apr '17 9:46:54 PM nombretomado
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In rhythm games, Syncing the audio, video, and gameplay altogether is very important, and lag in either the audio or video is very noticeable to long-time rhythm game players, and can frustrate new players as well. Fortunately, modern games have calibration control to make up for this. The small downside to calibration for experienced players is that the TV still won't know if you were successful in hitting a marker until after the fact, so the marker will explode too late and past the target zone, but at least it'll give full points. The downside for casual players is that setting it up is hard, though some games like RockBand have controllers that have light and sound sensors that attempt to find the calibration for you (fan opinions vary wildly on how accurate these methods are, but for casual play it's usually good enough). Older CRT setups with built-in speakers (or simple speakers with no middle-man device) are the best in this regard, though most don't go so far as to BreakOutTheMuseumPiece since the audio-visual quality is generally lower.

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In rhythm games, Syncing the audio, video, and gameplay altogether is very important, and lag in either the audio or video is very noticeable to long-time rhythm game players, and can frustrate new players as well. Fortunately, modern games have calibration control to make up for this. The small downside to calibration for experienced players is that the TV still won't know if you were successful in hitting a marker until after the fact, so the marker will explode too late and past the target zone, but at least it'll give full points. The downside for casual players is that setting it up is hard, though some games like RockBand VideoGame/RockBand have controllers that have light and sound sensors that attempt to find the calibration for you (fan opinions vary wildly on how accurate these methods are, but for casual play it's usually good enough). Older CRT setups with built-in speakers (or simple speakers with no middle-man device) are the best in this regard, though most don't go so far as to BreakOutTheMuseumPiece since the audio-visual quality is generally lower.
1st Apr '17 1:31:12 AM TroperN912
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* ''Videoagame/{{Bully}}'' (music class minigame)

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* ''Videoagame/{{Bully}}'' ''VideoGame/{{Bully}}'' (music class minigame)
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http://tvtropes.org/pmwiki/article_history.php?article=Main.RhythmGame