Timing Display: Difference between revisions

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Undo revision 76872 by CuteYoshi101 (talk) These clarifications are necessary to make sure the misconception is corrected. What little of it was left in the last edit seems like it would be easily missed, which wouldn't help much in educating people about these things.
m (Undo revision 76872 by CuteYoshi101 (talk) These clarifications are necessary to make sure the misconception is corrected. What little of it was left in the last edit seems like it would be easily missed, which wouldn't help much in educating people about these things.)
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{{Timing
{{Timing
|just=When the player's timing is perfect or near-perfect.
|just=When the player's timing is perfect or near-perfect.
|miss=When the player goes too early or too late.
|miss=When the player misses the mark by going too early or too late. For all intents and purposes, this is regarded as a miss.
|through=When the player does nothing or does something when they're not supposed to. Depending on the game, performing an action when the player isn't supposed to will either be ignored or considered a miss.}}
|through=When the player does nothing or does something when they're not supposed to. Depending on the game, performing an action when the player isn't supposed to will either be ignored or considered a miss.}}
Missing during a [[Perfect Campaign]] will end the run, forcing the player to restart for another try. Missing in a game with a lives counter (as in certain [[Endless Games]] or during a Lives Goal in [[Challenge Land]]) reduces the amount of lives by one.
Missing during a [[Perfect Campaign]] will end the run, forcing the player to restart for another try. Missing in a game with a lives counter (as in certain [[Endless Games]] or during a Lives Goal in [[Challenge Land]]) reduces the amount of lives by one.
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*A similar display appears in [[Drum Lesson]] in ''[[Rhythm Tengoku]]'' known as the "Timing Lamp", which uses five colored lights to indicate how accurate the player's timing is.
*A similar display appears in [[Drum Lesson]] in ''[[Rhythm Tengoku]]'' known as the "Timing Lamp", which uses five colored lights to indicate how accurate the player's timing is.
*During the [[Two-Player Menu|2 Player]] games in the [[Rhythm Tengoku (Arcade)|arcade version of Rhythm Tengoku]], the word "Miss" appears to make it clearer which of the two players is mistiming.
*During the [[Two-Player Menu|2 Player]] games in the [[Rhythm Tengoku (Arcade)|arcade version of Rhythm Tengoku]], the word "Miss" appears to make it clearer which of the two players is mistiming.
*In ''[[Rhythm Heaven]]'' only, the games [[Shoot-'em-up 2|Shoot-'Em-Up]], [[Frog Hop]], and [[Lockstep]] (as well as their arrange versions and in [[Remix]]es) do not end a [[Perfect Campaign]] if the player inputs too early or too late, but it does affect the rating while not going for a [[Perfect Campaign|Perfect]]. These exceptions, along with ''[[Rhythm Heaven]]'' not explicitly defining how timing works, led to a popular misconception that early or late inputs are counted as a successful input, despite that they are misses by definition.
*In ''[[Rhythm Heaven]]'' only, the games [[Shoot-'em-up 2|Shoot-'Em-Up]], [[Frog Hop]], and [[Lockstep]] (as well as their arrange versions and in [[Remix]]es) do not end a [[Perfect Campaign]] if the player inputs too early or too late, but it does negatively affect the rating while not going for a [[Perfect Campaign|Perfect]], still counting as a miss. These exceptions, along with ''[[Rhythm Heaven]]'' not explicitly defining how timing works, led to a popular misconception that early/late mistimed inputs are counted as a successful input, despite that they are misses by definition.
*Although the timings can be applied to the [[Rhythm Games]] in all instalments of the [[Rhythm Heaven Series]], this display only appears in ''[[Rhythm Heaven Megamix]]''.
*Although the timings can be applied to the [[Rhythm Games]] in all instalments of the [[Rhythm Heaven Series]], this display only appears in ''[[Rhythm Heaven Megamix]]''.
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