CHUNITHM
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CHUNITHM is an arcade rhythm game developed by SEGA.
Introduction
CHUNITHM (Japanese: チュウニズム) is an arcade music game developed by SEGA. The main gameplay is to match the rhythm of the music and perform corresponding operations by touching the keyboard or raising your hand.
CHUNITHM started operations in Japan on July 16, 2015. The game has multiple built-in songs with different difficulty charts for players to play. Players can play several tracks by inserting a coin (Credit). The game regularly updates its version, UI, music, charts, game mechanics and other content through network updates. With the version change, CHUNITHM was updated to the NEW!! version on November 4, 2021. Along with this update is a new frame that supports 120fps and has a yellow machine shell. The versions since the NEW!! version are therefore also called the new frame period. Some old frame machines that are still in the CHUNITHM PARADISE LOST version will cease online service from February 1, 2023. Players use "gold frame" and "silver frame" to refer to the new and old versions of the frame in operation respectively. The current version is the sixth version "CHUNITHM LUMINOUS PLUS" in the new frame period.
Starting from November 26, 2020, CHUNITHM began operating outside Japan, and launched a special overseas version of "CHUNITHM SUPERSTAR" in the United States, Malaysia, Thailand, Singapore, Taiwan, Hong Kong, Macau and other regions, which is now offline. Since March 3, 2022, SEGA has launched the current international version (CHUNITHM International Ver.) based on the Japanese CHUNITHM NEW!! version and continues to update it. The current version is CHUNITHM LUMINOUS.
CHUNITHM has a wide range of tracks, including not only popular pop music, Touhou Project and VOCALOID/niconico songs, but also a wide variety of copyrighted music and high-quality original music. The game often carries out collab activities with popular TV dramas, fans, music circles, games, etc. It also frequently carries out collab activities and music exchanges with the other two arcade rhythm games developed by SEGA, maimai and O.N.G.E.K.I..
Gameplay and Mechanics
How to play
CHUNITHM's play area consists of the space formed by the keyboard and the inside of the infrared sensing areas on both sides of the machine. Players need to complete various operations on the chart according to the prompts on the screen and achieve a higher score as much as possible.
The main gameplay of the keyboard part is to perform corresponding operations at the corresponding keyboard position when the Note drops from top to bottom near the judgment line. The keyboard part is composed of 16 tracks, and the keyboard corresponding to each track has two partitions, upper and lower. Any width.
- TAP : Indicated in red, the player needs to hit anywhere within the corresponding keyboard range when the TAP coincides with the judgment line.
- ExTAP : Indicated in yellow, the gameplay is the same as TAP, but the highest level judgment will be obtained when hitting. Performance effects with special percussive sound effects and background.
- HOLD : Indicated by a gradient golden yellow. Players need to hit anywhere within the corresponding keyboard range when the head of HOLD coincides with the judgment line, and keep holding it until the tail of HOLD leaves the judgment line.
- SLIDE : Indicated by gradient blue. Players need to hit anywhere within the corresponding keyboard range when SLIDE's head coincides with the judgment line. Keep pressing and slide along with the changes in SLIDE until SLIDE ends. Blue nodes may appear during SLIDE, keep pressing to complete.
- FLICK : It is represented by light blue in the center and gray at both ends. Players need to slide within the corresponding keyboard range when FLICK coincides with the judgment line.
The main gameplay of the infrared sensing part is that when the Note falls from top to bottom near the judgment line, raising or waving your hand between the sensing areas on both sides can change the occlusion of the six sensing holes.
- AIR: Represented by a directional arrow. Green represents upward, and has three directions: upward, upper left, and upper right, prompting the player to raise his hand upward; pink represents downward, and has three directions, downward, lower left, and lower right, prompting the player to wave downward. No matter what kind of AIR, as long as the player waves it between the sensing areas, it can be completed. Must be attached to the start and end points of TAP/ExTAP/FLICK or HOLD/SLIDE. May have arbitrary width and height.
- AIR-HOLD: It is represented by a green straight line and a green hitting effect of a certain width centered on it. The head will be attached to AIR. Players need to follow AIR to raise their hands and keep their hands between the sensing areas until AIR-HOLD ends. . AIR-HOLD needs to end with AIR-ACTION.
- AIR-SLIDE: It is represented by a green curve and a green hitting effect of variable width centered on it. It is consistent with the AIR-HOLD gameplay, but may appear or disappear out of thin air. Usually the curve trajectory can guide the player's actions.
- AIR-ACTION: Indicated in purple, it only appears during or at the end of AIR-HOLD and AIR-SLIDE. Players need to follow AIR-ACTION to make up and down swings between the sensing areas. Any width.
- AIR-CRUSH: Indicated in purple, the gameplay is consistent with AIR-ACTION, but it usually appears alone and in plural, and sometimes appears together with the tail of AIR-HOLD/AIR-SLIDE.
Other:
- Trailer line: No operation is required. It may guide the player's procedures or prompt the chart configuration. Usually used for decoration or connecting multiple AIR-CRUSH.
- DAMAGE: Indicated in blue with an electric current effect, it only appears in the WORLD'S END chart. Players need to ensure that DAMAGE is not pressed within the corresponding keyboard range when it coincides with the judgment line.