const UI_HELP_CONTEXT HOW_TO_PLAY 3 --- = 0x0003; // How To PlayVmusic rhythm reading skills. The object of the game is to tap out the examples shown on the screen in correct rhythm using either the computer keyboard or a synthesizer keyboard attached through a MIDI interface.
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Getting Started
1) To see the computer play the examples, select the "Demo" option in the Rhythmaticity menu.
2) To learn how to play Rhythmaticity, select the "How To Play" option in the Help menu.
3) To see how to change the default settings, look at the following Help options: (a) Number of Players, (b) Player Names, (c) Level of Skill, (d) Tempo, and (e) Strike zone.
4) To begin playing the game select the "Begin/Resume Play" button.
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Over" resets the scores to zero.
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How To Play6
The metronome establishes the beats. You can begin the first note of an example on any strong beat of the metronome. When you tap the first note accurately, it is played and it changes color. You must then tap out the rest of the example in correct rhythm. The regular keys on the computer keyboard can be used as the tap key. (Function, arrow, calculator keys, etc. don't work.) We recommend any of the letter keys, not the space bar. You can also use any key on a synthesizer keyboard if you have set up a MIDI interface.
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a MIDI interface.
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The Scoring System{
The number of points you get for each example depends on the difficulty (skill level, tempo, and strike zone) that you select. To get the best score, select the highest level where you can consistently play the examples without er
const UI_HELP_CONTEXT HELP_NUMBER 6 --- = 0x0006; // Number of PlayersO
const rors.
You start the game with 5 extra sprites (smiley faces). When you miss, you lose one sprite, but you can repeat that example to get the points for it without risk. When you have run out of extra sprites and make a mistake, the game is over. When you have played twelve examples correctly, you get promoted to the next level and get an additional sprite.
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MIDId
Although Rhythmaticity can be played without it, we recommend that you use a MIDI system because (1) the sound is better, and (2) you have the option of practicing playing correct pitches as well as rhythms. Hear is what you need:
1) a keyboard/synthesizer with a MIDI interface
2) a MIDI interface in the computer
3) cables to connect the two together
To use MIDI, make sure the MIDI outputs and the MIDI channels are selected in the "Note Output" and "Metronome Output" panels of the Setup menu.
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enu.
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Number of Players
Rhythmaticity can be played with one or two players. Two players take turns playing the examples and compete against each other for the higher score.
The "2 players" check box on the main menu panel changes the number of players. Press <Tab> until this box is highlighted, and then press <Enter> (or click on the check box with the mouse) to toggle its setting.
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Skill Level
The complexity of the rhythm patterns generated increases with the skill level. The skill levels can be roughly classified as follows:
const UI_HELP_CONTEXT HELP_MENUS 9 --- = 0x0009; // Menus and Data BoxesO
const UI_HELP_CO Advanced 21 to 25
Virtuoso 26 to 30
To choose the skill level, press <Tab> until the Skill Level box is highlighted. Then enter a number between 1 and 30 and press <ENTER>.
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Tempo
Tempo is the number of beats per minute. You can change the tempo in the Tempo box on the main menu panel. Enter the number of beats per minute that you would like and press <Enter>. If the tempo is less than the minimum or greater than the maximum for the current skill level, if will be reset automatically.
You get more points per example by selecting a higher tempo. Advanced skill levels raise the lower limit for the tempo.
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we recommend that you u9 ---
HELP_NAMES 10 ---
HELP_CHANNELS 11 ---
HELP_SOUND 12 ---
HELP_KEY_CHECK 13 ---
HELP_IMKAT 14 ---
HELP_METRONOME 15 ---
HELP_METRO_OUTPUT 16 ---
HELP_ANALYSIS 17 ---
Menus and Data Boxes#
There are four ways to make menu selections:
1) Hold down the <Alt> key as you type the underlined letter.
2) Use the arrow keys to highlight the choice and then press <Enter>.
3) If you have a Microsoft-compatible mouse, use the mouse to point to the selection and click on it with the left mouse button.
4) If you have a MIDI keyboard, see "IMKAT" in the Help menu.
To modify data in a box, press <Tab> until that box is highlighted, change the data, and press <Enter>.
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Player Name
To give your name, select the box labelled "Player 1" (or "Player 2" for second player). Then type your name and press <Enter>.
The MIDI system can use up to 16 channels, which are numbered from 1 to 16. The computer and the keyboard/synthesizer must agree on which channels to use for the note sounds and the metronome. Some experimentation may be required to find the optimum setup for your MIDI equipment. The instruction manual for your keyboard/synthesizer should help you to understand MIDI channels.
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Sound Options
The sounds produced by the game can be sent to the computer's internal speaker. However, the sound is greatly improved if you have either a Music Synthesizer Card or a MIDI interface connected to a synthesizer.
You can override the default settings and select MIDI channel numbers in the "Note Output" and "Metronome Output" panels of the Setup menu.
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Pitch Performance Mode
The "Pitch Performance" panel of the Options menu allows you to select one of five modes. In the default "Full Melody" mode, the pitch range of the melody is two octaves. The "Limited Melody" option limits the melody to the fiP_KEY_CHECK 13 --- = 0x000D; // Pitch Performance Modeo
const UI_HELP_CONTEXT HELP_METRONOME 15 --- = 0x000F; // Volume ave notes from C5 to G5. In "Drum Line" mode all notes are on the same pitch.
With a MIDI keyboard as the input device, the above modes allow you to use any key on this keyboard as the tap key to play the examples. With either "Full Play" or "Limited Play" mode selected, you not only have to play the correct rhythms, but the correct pitches as well. This is much more challenging.
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Interactive Music Keyboard Assignment Table
You can use your music keyboard to make selections:
Note Function Nearest Equivalent Key
---- -------- ----------------------
C Menu Alt
C# Help F1
D Select Enter
D# Menu Close Esc
E Left Left Arrow
F Down Down Arrow
F# Up Up Arrow
G Right Right Arrow
G# Previous Shift-Tab
A Next Tab
A# Window Close F3
B Cancel Esc
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Volume and Patches
The "Volumes and Patches" panel of the Setup menu allows you to adjust:
const UI_HELP_CONTEXT HELP_STRIKE_ZONE 18 --- = 0x0012; // Strike ZoneY The "patch" numbers correspond to different musical sounds. The patch settings make a difference only for synthesizer cards and certain MIDI devices.
When this panel appears, the metronome is turned on so that you can hear how your changes affect its sound. You can also hear how the melody note sounds by selecting the "Play Note" button.
The volume can be between 1 and 127, where higher numbers make the sound louder. The patch numbers can be any number between 0 and 127.
The m
Metronome Output
The best way to set up the metronome is to find a MIDI channel that produces drums and other percussion sounds. Assign that channel to the metronome MIDI channel in the "Metronome Output" panel of the Setup menu.
Next use the "Volumes and Patches" panel in the Setup menu to select sounds for the metronome. On some MIDI devices, various percussion sounds are produced by different "pitches," so as you raise and lower the pitches of the primary and secondary metronome accents in this panel, you should hear different percussion instruments, and you can pick the sounds you like.
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AnalysisT
When you complete an example, you can request "Analysis" from the menu box. This option shows, for each note, how early or late the tap occurred. An arrow pointing left (right) indicates that the tap was early (late).
The magnitude of the time difference is also shown in milliseconds (or hundredths of a second on CGA monitors). A zero with no arrow indicates that the time difference is less than 22 milliseconds, which is good enough to call perfect.
When you miss an example, the analysis is shown for notes up to the one you missed.
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_STRIKE_ZONE 18 ---
HELP_DEFAULT 19 ---
Strike ZoneC
The "Strike Zone" is our term for the time interval in which a key tap is accepted. It is almost impossible to tap a key at exactly the correct instant in time. Fortunately, the program allows you to be slightly early or slightly late without getting the infamous scowling face.
Selecting the "Easy" strike zone gives you a wider acceptance time, but you get fewer points per example. Beginners and very young players (under 8 years old) should start on the "Easy" setting to avoid frustration.
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Default Configuration
Select "YES" button to return to default settings:
etronome consists of two pitches -- the "Primary accent" and the "Secondary accent". The setup panel has a <RAISE> and <LOWER> button for each accent. Select these buttons to change the accent pitches.
The metronome output might interfere with the note output, unless the metronome pitches are above F6 or below G4. However, these pitches (G4 to F6) can be used if the output is sent to a drum machine.