Template:RhythmGame: Difference between revisions

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For those wondering why there is no BPM parameter:
For those wondering why there is no BPM parameter:
*This is information that the game does not explicitly provide during gameplay. As such, it would have to be discovered through datamining the games, or otherwise externally measured. An issue arises however when you have to consider what would be the best objective way to show this information. In a lot of cases, this would just be a single number which shows how many beats per minute the music is. This gets complicated however when one has to consider the following:
*This is information that the game does not explicitly provide during gameplay. As such, it would have to be discovered through datamining the games, or otherwise externally measured. An issue arises however when you have to consider what would be the best objective way to show this information. In a lot of cases, this would just be a single number which shows how many beats per minute the music is. This gets complicated however when one has to consider the following:
**Games with tempo changes in the middle of the game. This may be simple for games such as [[Tap Trial]] or [[Power Calligraphy]], which change the tempo only a handful of times throughout the song, but some games such as [[See-Saw]] or [[Iai Giri]] change the tempo very often. Displaying each and every tempo the song gets to would be comprehensive, but quickly bloat the infobox. Extrapolating only a few BPMs (such as the base tempo, fastest and slowest) would alleviate that problem, but it would lead to incomplete information. This point also counts for games whose tempo was changed in later appearances, such as [[Quiz Show]] being slowed down from ~138 BPM in ''[[Rhythm Tengoku]]'' to 120 BPM in ''[[Rhythm Heaven Megamix]]'', as well as any differences during [[Practice]], in the [[Studio]], [[Music Corner]] or [[:Category:Soundtracks|Soundtracks]]. Many [[Endless Games]] change the tempo over time as a means of raising the difficulty, which opens the question of should every tempo change in these games be documented as well.
**Games with tempo changes in the middle of the game. This may be simple for games such as [[Tap Trial]] or [[Power Calligraphy]], which change the tempo only a handful of times throughout the song, but some games such as [[See-Saw]] or [[Iai Giri]] change the tempo very often. Displaying each and every tempo the song gets to would be comprehensive, but quickly bloat the infobox. Extrapolating only a few BPMs (such as the base tempo, fastest and slowest) would alleviate that problem, but it would lead to incomplete information. This point also counts for games whose tempo was changed in later appearances, such as [[Quiz Show]] being slowed down from ~138 BPM in ''[[Rhythm Tengoku]]'' to 120 BPM in ''[[Rhythm Heaven Megamix]]'', as well as any differences during [[Practice]], in the [[Studio]], [[Music Corner]] or [[:Category:Soundtrack CDs|Soundtracks]]. Many [[Endless Games]] change the tempo over time as a means of raising the difficulty, which opens the question of should every tempo change in these games be documented as well.
**Due to the refresh rate of the [[niwanetwork:Game Boy Advance|Game Boy Advance]] and [[niwanetwork:Nintendo DS|Nintendo DS]] families of systems not being an exact 60 FPS, the tempo for sequenced music in games played on these systems is effectively slower than what the internal value suggests it should be. For example, a game in ''[[Rhythm Tengoku]]'' set to 120 BPM internally would actually play closer to 119,455001139212 BPM on original hardware due to this. This discrepency would mean the objective, internal value would be inaccurate for what the player perceives during gameplay, and as ''[[Rhythm Tengoku]]'' can be played on multiple models and consoles, through emulators, and an arcade port, each with their own differences in refresh rates, what the exact effective tempo would be can vary quite a bit. The same holds true for sequenced music in later games to potentially lesser extents.
**Due to the refresh rate of the [[niwanetwork:Game Boy Advance|Game Boy Advance]] and [[niwanetwork:Nintendo DS|Nintendo DS]] families of systems not being an exact 60 FPS, the tempo for sequenced music in games played on these systems is effectively slower than what the internal value suggests it should be. For example, a game in ''[[Rhythm Tengoku]]'' set to 120 BPM internally would actually play closer to 119,455001139212 BPM on original hardware due to this. This discrepency would mean the objective, internal value would be inaccurate for what the player perceives during gameplay, and as ''[[Rhythm Tengoku]]'' can be played on multiple models and consoles, through emulators, and an arcade port, each with their own differences in refresh rates, what the exact effective tempo would be can vary quite a bit. The same holds true for sequenced music in later games to potentially lesser extents.
***Streamed music does not provide a completely objective number either, due to being stored as the duration of the song in beats and duration in seconds divided by the sample rate. This creates tiny inaccuracies in tempo, for example [[Karate Man Combos!]] is set to 402 beats and 4 287 988/32 000=133,999625 seconds. Diving the beats by the seconds and multiplying by 60 fps, we get 180,000503732753 BPM. This can be reasonably rounded to 180 BPM, with the decimal difference being negligible, though the exact decimal can also be unclear.
***Streamed music does not provide a completely objective number either, due to being stored as the duration of the song in beats and duration in seconds divided by the sample rate. This creates tiny inaccuracies in tempo, for example [[Karate Man Combos!]] is set to 402 beats and 4 287 988/32 000=133,999625 seconds. Diving the beats by the seconds and multiplying by 60 fps, we get 180,000503732753 BPM. This can be reasonably rounded to 180 BPM, with the decimal difference being negligible, though the exact decimal can also be unclear.
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