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Sega MIRACLE - Arcade

Sega MIRACLE
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USING
THE
SEGA
GENESIS
SYSTEM
SOFTWARE
Arcade
14
The Arcade
is
where you can go anytime to play practice games, which also
appear in some Lessons as activities.
To go to the Arcade from the Conservatory:
I.
Press the arrow keys to select the Arcade, then press
A.
2.
Press
l'
and'"
to select a song from the Select A Piece screen, then press
A.
See also PERFORMANCE HALL.
3.
Press"
or
..
to select one
of
these commands, then press
A:
Ducks - Helps you associate keys on The Miracle keyboard with written
notes on the staff. Ducks swim across the lines and spaces
of
the staff
from right to left.
You must shoot the duck to the left by playing the note
that it swims across.
If
you press the correct key, the duck quacks and
disappears.
If
you miss, the ammo splats against the scale.
Ripchord - A fun way to practice chords. A helicopter appears pulling
the chord you must play. The timer on the upper right
of
the screen
shows you how many seconds you have to play the chord.
Play the notes
to send the parachutists on their way.
Play the wrong chord and - oops,
the little men go splat!
Roboman
- Teaches you the concepts
of
rhythm. The screen shows you
Roboman, a robot in a piano factory. To move through the factory,
Roboman must
build bridge segments under his treads; otherwise, he
crashes to the floor and must statt back at the beginning
of
that measure.
Pick one key, then press it in time to the metronome. A fuel gauge
appears at the left side
of
the screen. When Roboman has a full tank, the
gauge
is
blue. As fuel is used, the gauge changes to orange. To refuel,
you must make Roboman grab the power plugs that dangle from the
ceiling. Do this by striking a key
as
Roboman passes under a power plug.
When the gauge
is
completely orange, Roboman is out
of
fuel and he falls
apart.
Press A to stat! over.