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Successfully lifting will reward a green checkmark judgement and a small point bonus, while failing to do so will reward a yellow "!" and no points.Ĭompleting a song while a player still has energy remaining in their health bar will award a "pass" to the player. Appropriately named, the player is expected to lift off the panel at the precise time the lift reaches the end of the playfield.
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If a player's lifebar empties entirely, scoring will halt and the song will no longer be able to be "passed" for that player, although the game will still continue until a player manually ends the song or the song completes.Īdditional note types are also included with StepManiaX's gameplay. Missing notes will cause a player's lifebar to decrease. Stepping accurately will contribute to the player's life bar, visible on the edge of the screen.
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Any judgement that is not "PERFECT!!" will show an indicator if the input was registered early or late compared to the intended timing. These, from most accurate to least, are: PERFECT!!, PERFECT, EARLY, LATE, and MISS. Each note judged has multiple "windows" that it can be categorized into. When these scrolling arrows reach the end, the player must step on the corresponding arrows on the dance stage, and the player is given a judgement for their accuracy of the input. During normal gameplay, arrows scroll upwards from the bottom of the screen towards the end of the play area, towards a set of receptor markers on the sides of the arrow lanes. The core gameplay involves players stepping on the panel with their feet to correspond with the scrolling arrows (or "Notes") on-screen once they reach the end of beat lines (horizontal bars that move up the screen). Players can also customize modifiers adjust to their preferred style, such as changing the visual appearance of patterns, how fast patterns appear, background brightness, etc. Players can select between seven different difficulty levels that affect how many inputs are active and the difficulty of patterns displayed. StepManiaX uses five identically sized inputs, arranged similarly to a Directional Pad - Up, Down, Left, Right, and the inclusion of Center. Similar to other stepping or dance-based games, StepManiaX uses a "stage" that the user stands on with certain areas being pressure-sensitive buttons, or "panels". SMX Gameplay, showing holds, pits, early perfects, and so forth.
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