on a ball within a circle while following it along a path. Some Phrase Markers are reversible, containing a U-turn arrow at either end that reverses the ball's movement. Spin Markers - Operated by spinning the stylus around the on-screen disc until bars on both sides light up. To successfully perform each action one must complete it as a timed circle converges on each main circle. The timing follows the rhythm of the music. The Hit and Phrase markers must be hit in a numbered sequence. The markers are arranged in 'tracks' which range from one to about fifteen markers in length. Success is monitored by the "Elite-O-Meter", a health gauge at the top of the touch screen that is constantly draining at a rate based on the selected difficulty level, out of four total. Successful actions, such as tapping the Hit Markers in sync with the music, will keep the gauge filled, while missing a marker will partially deplete the gauge. If the meter empties completely, the stage ends prematurely in failure. The first three levels of Breezin' difficulty, the easiest one, feature an on-screen indicator to highlight the order in which the markers must be hit. The difficulty level also determines which Agents will be dispatched to missions: the leader of Breezin' difficulty is Agent Spin (BA-5), the leader of Cruisin' (medium) difficulty is Agent J (BA-2), the leader of Sweatin' (hard) difficulty is Agent Cheiftain (BA-1) and the Hard ROCK! (expert) difficulty replaces the Agents with the cheerleader-esque Elite Beat Divas. The Hard ROCK! difficulty inverts the beatmaps of Sweatin' difficulty, speeds up timer circles and shrinks Hit Markers, but unlike the two Ouendan games, does not add extra markers or beats. Only the lower two difficulties are available from the start; completing Cruisin' difficulty unlocks Sweatin', which must be completed in turn to unlock Hard ROCK! Each stage is divided into multiple gameplay sections separated by story sequences, the specific number of which vary by stage. If the Elite-O-Meter is in the yellow when the player reaches one of these breaks, the story will depict the person in need making significant progress towards his or her goal. If it is in the red, the scene will instead depict the person encountering a setback. In between breaks, during the gameplay, the top screen shows the person attempting to accomplish what they need to do at that time.