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step difficulty revolution

glossary

This is a work in progress. Some entries will be added / updated to improve clarity and understanding.

  • arc: A type of playstyle for a specific pattern where the player turns into the minimal viewfield for a moment and then turned back out in the reverse direction.
  • crossover: A lateral-transfer that maintains orientation but changes the player's viewfield range from standard to limited or vice versa.
  • diagonal-transfer: To determine the distance traveled during a diagonal-transfer, we use the following pythagorean theorem style formula: 2 × sqrt((panelLength^2)/2 + footApex^2).
  • double-step: The point of play in which one of the player's feet will move from one arrow to another on a pattern's consecutive beats. This is generally in order to keep a standard viewfield range of the game screen but interrupts an efficient alternating foot playstyle.
  • ETS syndrome: A sequence or chart that has a tendency to have a player in one orientation throughout.
  • footApex: A player relative variable that describes the average maximum height of a foot during a transfer. This is used to determine the player's total distance traveled after completing play of a chart.
  • foot assignment: The designation of a foot to an arrow in a chart depending on stage rules and other accounts of determining position.
  • foot-switch: A type of playstyle for a specific pattern where player continues to alternate feet on jacks or jackhammer patterns to keep a constant momentum or viewfield.
  • jack: Two consecutive arrows of the same direction type in a row.
  • jackhammer: Three or more consecutive arrows of the same direction type in a row.
  • lateral-transfer: To determine the distance traveled during a lateral-transfer, we use the following pythagorean theorem style formula: 2 × sqrt(panelLength^2 + footApex^2).
  • orientation: A generalization to describe the direction the player's body is facing using the hips. Primarily, a player's body will have a left or right orientation though orientations that are neither left or right are common as well (ie.: maximal or minimal viewfields).
  • outside-step: A type of playstyle for a specific pattern where the player's foot will move outside of the game stage in order to maintain a standard viewfield range without passing through the minimal viewfield. This is the longest possible distance the foot can travel and therefore not normally considered in gauging difficulty.
  • panelLength: A stage relative variable that describes the length of a stage arrow panel. This is used to determine the player's total distance traveled after completing play of a chart.
  • spin: A type of playstyle for a specific pattern where the player passes through the limited viewfield range completely, returning into the standard viewfield range with an opposite oirentation.
  • stage rules: A set of generalizations to describe how the average player performs on the game stage.
  • viewfield: An attempt to loosely quantify how well a player can view the game screen at a particular moment. Below are the general types of viewfields:
    • maximal: The moment that a player faces directly toward the game screen; yaw of 0 degrees and the most optimal orientation for reading the game screen.
    • minimal: The moment that a player faces completely away the game screen; yaw of (+/-)180 degrees and the least optimal orientation for reading the game screen.
    • moderate: The moment that a player is approximately halfway between maximal and minimal viewfields. The yaw of -90 degrees is a full left orientation and the yaw of +90 degrees is a full right orientation.
    • standard range: All possible directions between the moderate and maximal viewfields; A yaw of -90 < maximal < +90.
    • limited range: All possible directions between the moderate and minimal viewfields; A yaw of -90 < minimal < +90 (remember minimal is +/-180 degrees).
  • yaw: The player's rotation in relation to the game screen which combines both orientation and viewfield.
  • zero-transfer: To determine the distance traveled during a zero-transfer, we use the following formula: 2 × footApex.