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Incomplete groove feature cam
Incomplete groove feature cam





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In The Groove 2 was also made available as a conversion kit for older Dance Dance Revolution machines. However, in 2006 Roxor announced that they themselves would take over cabinet production for In The Groove 2 dedicated cabinets. The new cabinet was initially produced by Andamiro, the creators of Pump It Up, another dance-simulation game.

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The game reached store shelves on June 17, 2005, and introduced several new gameplay features, including the Novice difficulty, new Marathon courses, and new Fitness and Training modes.Īt the 2005 Amusement Showcase International in Chicago, IL, Roxor Games announced that In the Groove 2 would be released with its own dedicated cabinet as well as an upgrade kit for old In The Groove conversion kits. This version has all the features and songs from the arcade release, in addition to four "preview songs" from the arcade version of In the Groove 2. RedOctane published a PlayStation 2 version of In the Groove. A total of 72 songs are available in the original release of the game, ten of which are unlockable and one of which (Liquid Moon) is only available at the end of a single Marathon course. ITG was produced in the United States, and the majority of the In the Groove fanbase consists of players who desire songs and step patterns of a higher difficulty than those found in Dance Dance Revolution.

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In the Groove is based on a modified version of the free and open source StepMania engine, which was originally designed to simulate the Dance Dance Revolution series. The game has safety nets for players on easy difficulties that allows them to play all of the songs on their credit without failing out.Īt the end of the song, the results screen displays a grade for each player based on the percentage of points that they got. However, if the player utilizes a USB card to keep track of their scores, their combo will also carry over from one credit to the next. A player's combo carries over from one song to the next, typically ending at the conclusion of a credit. In the middle of the screen, the game keeps track of a player's current "combo," which is the length of the player's most recent chain of good timing judgements. For holds and rolls, if the player finishes the hold or roll successfully, they receive a "Yeah!" judgement. From highest to lowest, possible judgements are "Fantastic," "Excellent," "Great," "Decent," "Way Off," and "Miss". Similar to other dancing games, the player is judged for how accurately they step relative to when they were supposed to step. All machines will immediately fail any player who stops hitting arrows long enough to accrue 30 misses in a row. Most machines have the Auto-Fail feature turned off - that is, any player whose life bar empties during a song can still finish playing that song, but will be failed at its conclusion. This is affected by the accuracy judgements the player receives for hitting (or missing) arrows. On the player's far side of the screen is a life bar. Mines deduct score and health if a player's foot is on an arrow when they pass by the corresponding target arrow on-screen. "Rolls" (as introduced in In the Groove 2), which appear to be spiky, green and yellow holds, must be rapidly tapped (like a drumroll, hence the name) for them to count. Longer arrows referred to as "Holds" must be held down for their entire length for them to count. When the scrolling arrows overlap the stationary ones, the player must step on the corresponding arrow(s) on the dance platform. During normal gameplay, color arrows scroll upwards from the bottom of the screen and pass over a set of gray, stationary arrows near the top (referred to as "targets"). The gameplay mechanics of In the Groove are very similar to Konami's Dance Dance Revolution series, involving stepping in time to the general rhythm or beat of a song using a four-arrowed Dance Pad. See also: Gameplay of Dance Dance Revolution







Incomplete groove feature cam