modes on later games. Once a player has selected their game mode they are presented a list of songs. To switch between songs the player steps on the rear right and left arrows on the pad. Various statistics such as the song speed in BPM, song artist and song difficulty will be displayed. Waiting with the cursor on the song will play a sample of the song and may display an example background video from that song. To select a song the players must press the central yellow arrow. Games after Pump It Up Zero allow the player to select difficulty at this time. To select difficulty they may tap the rear arrows. To go back to the main menu the player taps the upper corner arrows. To begin the song the player taps the yellow arrow a second time. The core gameplay involves the player moving his or her feet to a set pattern, stepping in time to the general rhythm or beat of a song. During normal gameplay arrows scroll upwards from the bottom of the screen and pass over stationary arrows near the top (referred to as the "guide arrows" or "receptors"). When the scrolling arrows overlap the stationary ones, the player must step on the corresponding arrows on the dance platform. Players receive a judgment for each step based on the accuracy of the step. Judgments include, from best to worst, Superb, Perfect, Great, Good, Bad, and Miss. The timing window of these judgments varies from version to version and can depend on the difficulty of the machine set by the machine operator. Regular arrows come on the full beat, half beat, quarter beat or sixteenth beat depending on the song's steps. Longer arrows referred to as "holds" must be held down for their entire length with them adding additional Perfects to the combo. In addition holds can be held on to before the hold passes through without penalty. Successfully hitting the arrows in time with the music fills a life bar, while failure to do so drains it. If the bar is fully depleted during gameplay with Stage Break mode turned on the player fails the song usually resulting in a game over. If Stage Break is off, players only fail the song (and cause play to stop) by getting a combo of 51 consecutive misses. If the player completes the song without draining the