User:Espyo: Difference between revisions
(Trying some ideas for visualizers.) |
(WIP draft for a Rhythm Heaven DS ranking explanation.) |
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Hey, I'm Espyo from Pikipedia! | Hey, I'm Espyo from Pikipedia! | ||
= | = Visualization sandbox = | ||
== 1 == | |||
{| | {| | ||
| style="background-color:#118811;width:100px;height:100px;color:black;" | "''Peck your'' | | style="background-color:#118811;width:100px;height:100px;color:black;" | "''Peck your'' | ||
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|} | |} | ||
== 2 == | |||
{| style="width: 100%; border-collapse: collapse; border-spacing: 0;" | {| style="width: 100%; border-collapse: collapse; border-spacing: 0;" | ||
| style="height:50px;" colspan="4" | "''Stretch'' | | style="height:50px;" colspan="4" | "''Stretch'' | ||
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| style="text-align:center;" | '''4''' | | style="text-align:center;" | '''4''' | ||
|} | |} | ||
= RHDS scoring explanation sandbox = | |||
In ''[[Rhythm Heaven]]'', a [[Rhythm Game]] contains a fixed set of inputs that it expects from the player. What happens mid-game for each input determines what is happening within the Rhythm Game, and also determines the player's final score and rating. A few different mechanics come into play to decide this.<ref>[https://www.youtube.com/watch?v=FEDdaMZ3S7c [TAS] Rhythm Heaven DS - Minimum Taps Challenge (Overlay)]</ref> | |||
== Input outcome == | |||
For any given input, there can be one of three outcomes, depending on what the player does: | |||
=== Hit === | |||
A hit is when the player hits the required button or performs the required gesture within an acceptable time frame. Typically this performs something good within the Rhythm Game. | |||
As explained below, getting a sufficient amount of hits is necessary in order to pass a Rhythm Game, as well as to get a [[Superb]] ranking. | |||
=== Off === | |||
An off hit is when the player hits the required button or performs the required gesture a bit too early or a bit too late. In-game, this can be indistinguishable from a regular hit, indistinguishable from a miss, a different outcome where something good happens, or a different outcome where something bad happens. | |||
As explained below, an off hit will not count as a hit for the sake of passing or getting a [[Superb]] ranking, but will also not count as a miss for the sake of getting a [[Try Again]] ranking. | |||
Any off hit triggers a failure in a [[Perfect]] campaign, with the exception of the following Rhythm Games (alongside their appearances in sequels and [[Remix]]es): | |||
* [[Shoot-'em-up 2|Shoot-'Em-Up]] | |||
* [[Frog Hop]] | |||
* [[Lockstep]] | |||
=== Miss === | |||
A miss is when the player does not hit the required button or perform the required gesture. Whenever this happens, the player is given an "invulnerability period" where they will not be penalized. This period depends on the Rhythm Game and the input. | |||
Some Rhythm Games start with a number of "grace" misses. If the player makes a miss on certain [[#Types of input|types of inputs]] while they have "grace" misses left, their number decrease by one and the player's number of hits, off hits, or misses is not changed in any way. The "invulnerability period" will still take effect after this. | |||
As explained below, if the player misses too many times, they will get a [[Try Again]] ranking. | |||
== Input availability == | |||
Mid-game, an input is normally available, but can become unavailable because of actions the player performed earlier. An example would be if the player lets the ball fall in [[Space Soccer]], the next few inputs will not be available since the ball takes a while to return from the bottom of the screen. As explained below, unavailable inputs will not be counted when deciding the score. | |||
== Types of input == | |||
Every input is categorized into one of several different types, up to five per Rhythm Game. What exactly a type means depends on the Rhythm Game, for example, regular inputs during [[Freeze Frame]] belong to "type A" whereas inputs when there are crowd distractions on-screen belong to "type B". | |||
Each Rhythm Game's input types has three values of data about how it affects the ranking. Each value is either a number or a percentage – in the case of the latter, it's a percentage of the inputs that were [[#Input availability|available]] in this attempt. | |||
* "Superb" requirement: Inputs that need to be hits for a [[Superb]] ranking. Off hit inputs do not count. | |||
* "Passable" requirements: Inputs that need to be hits in order for the player to pass. Off hit inputs do not count. | |||
* "Try Again" requirements: Inputs missed that will trigger a [[Try Again]] ranking. Off hit inputs do not count. | |||
== Ranking == | |||
At the end of each Rhythm Game, the game will check the number of inputs that were [[#Input availability|available]] in that attempt, the number of hits and misses performed by the player, and all of the requirements in that Rhythm Game's data, and use those to determine the final ranking. | |||
=== Superb === | |||
In order to get a Superb, ''all'' of the following need to be true: | |||
* The player meets the requirements for an [[OK]] ranking, as explained [[#OK|below]]. | |||
* The player got all of the necessary "Superb" requirements. | |||
* The player made zero misses. | |||
=== OK === | |||
In order to get an OK, ''all'' of the following needs to be true: | |||
* The player got all of the necessary "passable" requirements. | |||
* The player has avoided all of the "Try Again" requirements. | |||
* The player does not meet the requirements for a [[Superb]], as explained [[#Superb|above]]. | |||
=== Try Again === | |||
If ''any'' of the following is true, the player will get a Try Again: | |||
* The player failed to get any of the necessary "passable" requirements. | |||
* The player got enough for any of the "Try Again" requirements. | |||
== References == | |||
<references/> |
Revision as of 00:23, 15 July 2024
Hey, I'm Espyo from Pikipedia!
Visualization sandbox
1
"Peck your | beak!" | Ⓐ Ⓐ | Ⓐ |
"Stretch | out | your neck!" | Ⓐ== |
==== | ◯ |
2
"Stretch | out | your | neck!" | Ⓐ | === | |||||||||||
1 | 2 | 3 | 4 |
RHDS scoring explanation sandbox
In Rhythm Heaven, a Rhythm Game contains a fixed set of inputs that it expects from the player. What happens mid-game for each input determines what is happening within the Rhythm Game, and also determines the player's final score and rating. A few different mechanics come into play to decide this.[1]
Input outcome
For any given input, there can be one of three outcomes, depending on what the player does:
Hit
A hit is when the player hits the required button or performs the required gesture within an acceptable time frame. Typically this performs something good within the Rhythm Game.
As explained below, getting a sufficient amount of hits is necessary in order to pass a Rhythm Game, as well as to get a Superb ranking.
Off
An off hit is when the player hits the required button or performs the required gesture a bit too early or a bit too late. In-game, this can be indistinguishable from a regular hit, indistinguishable from a miss, a different outcome where something good happens, or a different outcome where something bad happens.
As explained below, an off hit will not count as a hit for the sake of passing or getting a Superb ranking, but will also not count as a miss for the sake of getting a Try Again ranking.
Any off hit triggers a failure in a Perfect campaign, with the exception of the following Rhythm Games (alongside their appearances in sequels and Remixes):
Miss
A miss is when the player does not hit the required button or perform the required gesture. Whenever this happens, the player is given an "invulnerability period" where they will not be penalized. This period depends on the Rhythm Game and the input.
Some Rhythm Games start with a number of "grace" misses. If the player makes a miss on certain types of inputs while they have "grace" misses left, their number decrease by one and the player's number of hits, off hits, or misses is not changed in any way. The "invulnerability period" will still take effect after this.
As explained below, if the player misses too many times, they will get a Try Again ranking.
Input availability
Mid-game, an input is normally available, but can become unavailable because of actions the player performed earlier. An example would be if the player lets the ball fall in Space Soccer, the next few inputs will not be available since the ball takes a while to return from the bottom of the screen. As explained below, unavailable inputs will not be counted when deciding the score.
Types of input
Every input is categorized into one of several different types, up to five per Rhythm Game. What exactly a type means depends on the Rhythm Game, for example, regular inputs during Freeze Frame belong to "type A" whereas inputs when there are crowd distractions on-screen belong to "type B".
Each Rhythm Game's input types has three values of data about how it affects the ranking. Each value is either a number or a percentage – in the case of the latter, it's a percentage of the inputs that were available in this attempt.
- "Superb" requirement: Inputs that need to be hits for a Superb ranking. Off hit inputs do not count.
- "Passable" requirements: Inputs that need to be hits in order for the player to pass. Off hit inputs do not count.
- "Try Again" requirements: Inputs missed that will trigger a Try Again ranking. Off hit inputs do not count.
Ranking
At the end of each Rhythm Game, the game will check the number of inputs that were available in that attempt, the number of hits and misses performed by the player, and all of the requirements in that Rhythm Game's data, and use those to determine the final ranking.
Superb
In order to get a Superb, all of the following need to be true:
- The player meets the requirements for an OK ranking, as explained below.
- The player got all of the necessary "Superb" requirements.
- The player made zero misses.
OK
In order to get an OK, all of the following needs to be true:
- The player got all of the necessary "passable" requirements.
- The player has avoided all of the "Try Again" requirements.
- The player does not meet the requirements for a Superb, as explained above.
Try Again
If any of the following is true, the player will get a Try Again:
- The player failed to get any of the necessary "passable" requirements.
- The player got enough for any of the "Try Again" requirements.