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What is ITG?
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'In the Groove,' or ITG for short, is a dance simulation game produced by Roxor Games, Inc. The concept of the game is simple: step on the panels when the corresponding arrow on the screen reaches the top bar. Every successful step will raise your lifebar, while every missed step will lower it. The object of the game is to 'pass' a song by never letting your lifebar empty. Songs, for the most part are unique in their stepping pattern, which gives room for personality of individual players to customize their play style based on what songs / steps they decide to play.
ITG is essentially a spin-off of the popular game craze originally created by Konami, 'Dance Dance Revolution' (more info available at Konami.com or DDR Freak). For those who are already familiar with the play style of Dance Dance Revolution, ITG is not very different.
In terms of gameplay, the two major additions introduced are Mines and Hands. Mines are red-centered circles which scroll along the same columns as arrows, and explode if you keep your foot on the corresponding panel as it passes through the targets, lowering your life a little bit. Hands make you use your hands (or feet, if they're big enough) to hit either 3 or 4 arrows simultaneously, as well as hit unused panels while holding two freeze arrows. Both of these new features can be disabled through the options screen, though it'll disqualify you from the high-score rankings.
Although everyone will make comparisons between the ITG and DDR, it's best to think of In the Groove as something entirely new. It takes the formula that DDR has perfected so well, and expands upon it in many ways; some small (BPM displayed on options screen), and some big (Hands, Mines). Below, you can find a chart comparing some of the more important features. If any of the terms used are unknown to you, please refer to the dictionary below.
Dictionary
The main purpose of this dictionary is to define terms that differ between DDR and ITG, or terms that are brand new. If you're looking for a word that belongs to dance games in general, we highly recommend checking out DDR Freak's dictionary. Special thanks to the helpful members of the ITG Freak forums for providing the terms and definitions.
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Base Terminology
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Mod
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short for 'modifier'. Also known as a 'gameplay option' - one of any of over 50 selectable upon entering the options screen. Mods change the display and orientation of arrows during gameplay
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Stacking
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Choosing multiple mods on the same line
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Target
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The silver directionals at the top of the screen (default). Arrows pass onto these when it's time to step.
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Tap
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A single step
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Jump
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Two taps on the same beat
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Hand
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Any combination of holds and/or arrow hits which equals more than 2
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Mine
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Flashing disk in place of an arrow, you lose life if the mine is triggered when it reaches the targets
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Hold
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You don't let go of a hold step until the end of its tail has reached the target (DDR's "freeze")
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Roll
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One or more arrows that have to be hit at least once every 0.3 seconds. Judged the same as Holds.
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Chain
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A quick alternating pattern of jumps and taps. Each jump and tap in a chain is 'connected' by common arrows (for example, U+R, R, L+R, L, D+L, D)
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Disqualified (DQ'd)
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Ineligible to be entered on the High Score ranking list. Occurs upon picking certain mods under certain circumstances (for example, picking a C-Mod on a tempo-changing song.)
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Edit
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Custom made stepchart, requires USB card
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FEC
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Full excellent combo - completing a song with only fantastic and excellent grade steps
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FFC
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Full fantastic combo - completing a song with 100% fantastics
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Blue Combo
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minimum of 20% of a song's steps completed with 100% fantastics
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Gold Combo
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minumum of 20% of a song's steps completed with only fantastics+excellents
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Song Combo
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Number of maximum steps in a song, displayed on the bar underneath the grading scale on the results screen
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Peak Combo
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Number of hit steps increasing from song to song at the bottom of the grade sheet on the result screen
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Speed Mod Terminology
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"X" or Scroll Multiply
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x1, x1.5, x2, x2.5, x3, x4, 5x, or x8 times the normal scroll speed of a song.
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"C" or Scroll Constant
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300, 400, or 500. Changes the scroll speed of the arrows to mimic a song at 1x with the appropriate BPM. Arrows will auto-adjust speed during tempo changes to keep a constant speed throughout the song
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Perspective Terminology
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Overhead
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Default perspective of most bemani games. Arrows scroll with no angled distortion from the source to the targets.
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Hallway
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Default perspective of ITG. Arrows scroll from an outward perspective and steadily get larger as they reach the targets
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Space
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Arrows scroll from a close perspective and steadily get smaller as they reach the targets
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Distant
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Arrows appear "distant" and are skewed back away from the screen as they reach the targets
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Incoming
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Arrows appear as though they are "incoming" and are skewed forward toward the screen as they reach the targets
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Noteskins
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Cell
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Single-body "solo" noteskin with a cel-shaded look
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Metal
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4-cell "solo" noteskin with a shiny metallic look
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Flat
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All arrows are quarter beat Metal notes
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Robot
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(only found in Battle Mode + Marathon courses) All arrows are desaturated Metal notes
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Vivid
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Metal noteskin, except that the arrows change color as they scroll up.
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Scroll Terminology
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Reverse
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Targets are at the bottom of the screen and arrows scroll from top to bottom
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Split
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The L / D targets are at the top of the screen; the U / R targets are at the bottom of the screen, arrows scroll in according directions
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Alternate
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The L / U targets are at the top of the screen; the D / R targets are at the bottom of the screen, arrows scroll in according directions
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Cross
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The L / R targets are at the top of the screen; the U / D targets are at the bottom of the screen, arrows scroll in according directions
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Centered
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Targets are in the middle of the screen regardless of other scrolls are chosen, arrows scroll dependant on other scroll mods chosen
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Acceleration Terminology
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Accel
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Arrows steadily get faster as they reach the targets (DDR's "boost")
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Decel
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Arrows steadily get slower as they reach the targets (DDR's "brake")
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Wave
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Arrows slow down and speed up at fixed points on their way up the screen
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Expand
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Stretches and compresses the arrows' spacing in a rhythmic manner, as if the speed modifier were increasing and decreasing (DDR's "fuwa-fuwa")
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Boomerang
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Arrows appear and scroll opposite from the default targets' orientation, then slow down and change direction before reaching the targets again
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Effect Terminology
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Drift
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The targets sway from side to side and arrows scroll in a zig-zag pattern as they reach the targets
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Dizzy
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The arrows rotate as they scroll up
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Mini
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The arrows and targets are 60% their normal size and spacing
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Flip
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Default arrow orientation changes from LDUR to RUDL. On Double, the arrows are also coming up on the opposite
side they must be hit on.
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Tornado
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The arrows take a helix-like path and leave their columns completely as they reach the targets
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Float
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The targets sway up and down and arrows scroll at varying individual speeds as they reach the targets
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Bumpy
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(only found in Battle Mode + Marathon courses) The arrows appear to "bounce" toward and away from the screen, as if they were progressing over very bumpy terrain
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Beat
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(only found in Battle Mode + Marathon courses) The arrows, as well as the guide arrows, pulse sideways in rhythm with the beat of the music
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Fade Terminology
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Fade In
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Arrows appear from about 50% of their distance to the targets (DDR's "Sudden")
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Fade Out
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Arrows vanish at about 50% of their distance to the targets (DDR's "Hidden")
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Blink
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Arrows "blink" visibility on and off as they scroll towards the targets (WARNING: not recommended for players with epilepsy)
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Invisible
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Arrows are completely invisible as they scroll towards the targets (DDR's "stealth")
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Handicap Terminology
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No Mines
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Removes mines from a stepchart
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No Holds
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Removes Hold tails from a stepchart
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No Jumps
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Changes a stepchart so that no more than 1 arrow is to be hit at once
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No Stretch Jumps
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On Double, converts jumps that do not involve a middle arrow into a 1L+2R jump.
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No Rolls
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Converts rolls into holds that fall on beat.
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No Hands
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Changes a stepchart so that no more than 2 arrows are to be hit at once
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Simple
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Removes any steps which do not fall directly on the beat (DDR's "little")
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Turn Terminology
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Mirror
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Mirrors a stepchart (L changes to R, U changes to D, and likewise etc.), Not to be confused with Flip, the targets do not change orientation at all, merely placement of arrows in the chart itself.
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Right
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Turns all arrows in a stepchart one arrow to the right (Ex, L would be D, D would be U, U would be R, R would be L)
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Left
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Turns all arrows in a stepchart one arrow to the left (see example above)
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Random
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Equivalent to DDR's "shuffle"
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Blender
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Each arrow is individually re-assigned a new placement at random
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Insert Tap Terminology
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Stream
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Places 8th notes between 4th notes that dont already have 8th notes between them
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Quick
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Places a 16th step between every 4th and 8th note (triplets) that don't have any other notes between them
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Skippy
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Turns a 4th beat arrow into a 16th gallop where no 8th beat arrow preceeds it
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Wide
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Makes U+R and D+L jumps where an according arrow is available
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Echo
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Echoes step patterns in blank spaces
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Stomp
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All non-hold steps become jumps
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Insert "Other" Terminology
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Twister
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Adds many freezes to a stepchart, creating hands out of regular steps
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Planted
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33% Twister
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Floored
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66% Twister
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Add Mines
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Adds mines to a stepchart (and sometimes replaces arrows with mines)
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Hide Terminology
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Hide Targets
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The targets are not shown (DDR's "Dark")
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Hide Judgement
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The judgement (Fantastic, Excellent, Great...) is not shown
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Hide Background
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The background is black. No images or videos are shown
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Special Mod Combinations
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F2R
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Fade in, Flat, Random
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C3PO
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C300, Planted, Overhead
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R2D2
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Reverse, Random, Drift, Dizzy
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