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(WIP draft for a Rhythm Heaven DS ranking explanation.) |
(Added GBA.) |
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= | = GBA/DS scoring explanation sandbox = | ||
In ''[[Rhythm Heaven]]'', | In ''[[Rhythm Tengoku]]'' and ''[[Rhythm Heaven]]'', each [[Rhythm Game]] contains a fixed set of inputs that it expects from the player. What the player does for each input mid-game determines what is happening within the Rhythm Game, and also determines the player's final rank. A few different mechanics come into play to decide this.<ref>[https://www.youtube.com/watch?v=rXQNp8cQGNQ [TAS] Rhythm Tengoku - Minimum Presses Challenge (Overlay)]</ref><ref>[https://www.youtube.com/watch?v=FEDdaMZ3S7c [TAS] Rhythm Heaven DS - Minimum Taps Challenge (Overlay)]</ref> | ||
== Input outcome == | == Input outcome == | ||
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=== Hit === | === Hit === | ||
A | A Hit is when the player does whatever action the game expects at the right time, within an acceptable time frame. This can mean tapping a button/stylus down, releasing it, flicking the stylus, or sliding it. Essentially, this performs something good within the Rhythm Game. | ||
As explained below, getting a sufficient amount of | As explained [[#Ranking|below]], getting a sufficient amount of Hits is necessary in order to pass a Rhythm Game, as well as to get a [[Superb]] rank. | ||
=== | === Early/Late === | ||
If the player attempts a regular Hit but is just too early or too late, that counts as an Early or Late input. The effect within the Rhythm Game depends, and can be indistinguishable from a Hit, indistinguishable from a Miss, a different outcome where something good happens, or a different outcome where something bad happens. | |||
As explained below, an | As explained [[#Ranking|below]], an Early or a Late will not count as a Hit for the sake of passing or getting a [[Superb]] rank, but will also not count as a Miss for the sake of getting a [[Try Again]] rank. | ||
Any | Any Early or Late 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]] | * [[Shoot-'em-up 2|Shoot-'Em-Up]] | ||
* [[Frog Hop]] | * [[Frog Hop]] | ||
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=== Miss === | === Miss === | ||
A | A Miss is when the player does not perform the input action at all. Naturally, in the Rhythm Game, something bad happens in this case. In some Rhythm Games, a Miss can also be registered if the player performs some input action in a time where they shouldn't. This is the case for example if the player claps when they shouldn't in [[Fan Club]], though clapping at will becomes allowed during the ending where all of the monkeys cheer, where it's not registered as a Hit, an Early/Late, or a Miss. | ||
In ''Rhythm Heaven'', whenever there is a Miss, the player is given an "invulnerability period" where further misses will not be penalized. This period depends on the Rhythm Game and can be shortened or lengthened a bit at random. Only one "invulnerability period" can be active at a time, and if the player gets a Miss on an input of a different type, the previous "invulnerability" gets lost and the process takes place for the new one. | |||
As explained below, if the player misses too many times, they will get a [[Try Again]] | Also in ''Rhythm Heaven'', 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, Early/Lates, or Misses is not changed in any way. The "invulnerability period" will still take effect after this. | ||
In ''Rhythm Tengoku'', these "grace" misses work the same except instead of the numbers not changing, the input is simply counted as an Early/Late. | |||
As explained [[#Try Again|below]], if the player misses too many times, they will get a [[Try Again]] rank. | |||
== Input availability == | == 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]] | 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 == | == 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". | Every input is categorized into one of several different types, up to four (''Rhythm Tengoku'') or five (''Rhythm Heaven'') 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 | Each Rhythm Game contains data for how each of the input types behaves. Each input type contains the following properties: | ||
* | * Ranking properties: These properties are important for [[#Ranking|calculating the ranking]], and their values can either be 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]] rank. Early/Lates do not count. | ||
* | ** Passable requirements: Inputs that need to be Hits in order for the player to pass. Early/Lates do not count. | ||
** Try Again requirements: Inputs Missed that will trigger a [[Try Again]] rank. Early/Lates do not count. This can also be undefined, in which case this requirement will not be accounted for. | |||
* Other properties: | |||
** "Grace" allowed: Whether the player can use one of their "grace" [[#Miss|misses]] on these inputs. This property only exists in ''Rhythm Heaven''. | |||
** Superb message: If the player meets this type's Superb requirements, the rank screen will display this message, if any. | |||
** Try Again message: If the player meets this type's Try Again requirements, the rank screen will display this message, if any. | |||
== Ranking == | == 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 | 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 for each [[#Types of input|input type]], and all of the requirements in that Rhythm Game's data, and use those to determine the final rank. | ||
=== Superb === | === Superb === | ||
In order to get a Superb, ''all'' of the following need to be true: | In order to get a [[Superb]], ''all'' of the following need to be true: | ||
* The player meets the requirements for an [[OK]] | * The player meets the requirements for an [[OK]] rank, as explained [[#OK|below]]. | ||
* The player | * The player met all of the necessary input type Superb requirements. | ||
* The player made zero misses. | * The player made zero misses (though they are allowed "grace" misses). | ||
=== OK === | === OK === | ||
In order to get an OK, ''all'' of the following needs to be true: | In order to get an [[OK]], ''all'' of the following needs to be true: | ||
* The player | * The player met all of the input type passable requirements. | ||
* The player has avoided all of the | * The player has avoided all of the input type Try Again requirements. | ||
If the player meets the requirements for a [[Superb]], as explained [[#Superb|above]], they will instead get a Superb. If the player gets any positive "Superb"-based comment but failed to get a Superb rank, their OK rank will read "Just OK". | |||
=== Try Again === | === Try Again === | ||
If ''any'' of the following is true, the player will get a Try Again: | If ''any'' of the following is true, the player will get a [[Try Again]]: | ||
* The player failed | * The player failed on any of the input type passable requirements. | ||
* The player | * The player met any of the input type Try Again requirements. | ||
=== Perfect === | |||
A [[Perfect]] rank is only awarded during [[Perfect Campaign]]s. If the player gets any [[#Miss|Miss]], the Perfect Campaign is failed right there and then. The same happens with an Early/Late, although there are a few exceptions as explained [[#Early/Late|above]]. | |||
== Notable Rhythm Games == | |||
Because of the aforementioned mechanics, some Rhythm Games have fairly extreme or bizarre logic for their ranking. The following are some of the most notable examples: | |||
=== ''Rhythm Tengoku'' === | |||
* In [[Karate Man Returns!|Karate Man]] and all of its appearances in [[Remix]]es, hitting a boulder or bomb with the Flow Gauge lower than 3 will result in forced Early/Late input. | |||
* In [[Power Calligraphy]], the very last input or set of inputs has no bearing on whether the player passes or fails, but a Hit is mandatory for a Superb. | |||
* In [[Marching Orders]] and [[Remix 2 (GBA)|Remix 2]], the very last input or set of inputs has no bearing on whether the player passes or fails. | |||
* [[Marching Orders]], [[The☆Bon Odori]], [[Polyrhythm]], [[Toss Boys]], [[The Snappy Trio]], [[Bon Dance]], [[Toss Boys 2]], and [[Polyrhythm 2]] will always be passed, even with Early/Late inputs, provided the player does not reach the input type Try Again requirements for misses, or inputs when they shouldn't. | |||
* In [[Remix 2 (GBA)|Remix 2]], during the [[Sick Beats]] segments, it's safe to ignore the virus altogether since doing so will not count the input at all, provided the segment changes before the virus travels through the bottom tube. | |||
* In [[Remix 4 (GBA)|Remix 4]], it's safe to ignore the [[Quiz Show]] segments altogether since doing so will not count the input at all. | |||
* In [[Remix 6 (GBA)|Remix 6]], it's safe to ignore the second inputs of either widget in the [[Polyrhythm]] segment since doing so will not count the input at all. | |||
* All inputs of all [[Remix]]es belong to the exact same type. The player needs 80% Hits to get a Superb, 50% to pass, and can only miss 30% of the inputs at most, except [[Remix 6 (GBA)|Remix 6]] where it's 2 Misses. | |||
=== ''Rhythm Heaven'' === | |||
* In [[Built to Scale (DS)|Built to Scale]], [[Shoot-'em-up 2|Shoot-'em-up]], and both their sequels, the very last input or set of inputs has no bearing on whether the player passes or fails, but a Hit is mandatory for a Superb. The same is true for [[Karate Man Kicks!|Karate Man]]'s first inputs. | |||
* The last inputs of [[Rockers]] and its sequel, as well as the final segment of [[Blue Birds 2]] have to be Hit for a Superb. | |||
* [[Glee Club]], [[Fan Club]], [[Love Lizards]], [[Crop Stomp]], [[Love Lab]], [[Frog Hop]], [[Space Soccer]], and all of their sequels will always be passed, even with Early/Late inputs, provided the player does not reach the input type Try Again requirements for misses, or inputs when they shouldn't. | |||
* All inputs of all [[Remix]]es belong to the exact same type. The player needs 90% Hits to get a Superb, 70% to pass, and can only have 4 misses at most. | |||
* In [[Glee Club]], its sequel, and in its appearance in [[Remix 10 (DS)|Remix 10]], the player does not need to tap to close their yap on the very last input – whether the Chorus Kid keeps screaming or not is not accounted for. | |||
== References == | == References == | ||
<references/> | <references/> | ||
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