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(I think I'm finished.) |
(More clarity, expanded on invulnerability, and added the most complex examples.) |
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For any given input, there can be one of three outcomes, depending on what the player does: | For any given input, there can be one of three outcomes, depending on what the player does: | ||
=== | === Hit === | ||
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 the stylus down, releasing it, flicking it, sliding it, or even pressing L/R in the case of [[Rockers 2]]. Essentially, this performs something good within the Rhythm Game. | |||
As explained [[#Ranking|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 === | === 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 [[#Ranking|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 Miss is when the player does not | 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. | ||
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 | 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. | ||
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. | |||
As explained [[#Try Again|below]], if the player misses too many times, they will get a [[Try Again]] rank. | As explained [[#Try Again|below]], if the player misses too many times, they will get a [[Try Again]] rank. | ||
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Each Rhythm Game contains data for how each of the five input types behaves. Each input type contains the following properties: | Each Rhythm Game contains data for how each of the five 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 | ** Superb requirement: Inputs that need to be Hits for a [[Superb]] rank. Early/Lates do not count. | ||
** Passable requirements: Inputs that need to be | ** 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/ | ** 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: | * Other properties: | ||
** "Grace" allowed: Whether the player can use one of their "grace" [[#Miss|misses]] on these inputs. | ** "Grace" allowed: Whether the player can use one of their "grace" [[#Miss|misses]] on these inputs. | ||
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== 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 === | ||
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* The player meets the requirements for an [[OK]] rank, as explained [[#OK|below]]. | * The player meets the requirements for an [[OK]] rank, as explained [[#OK|below]]. | ||
* The player met all of the necessary input type Superb requirements. | * 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 === | ||
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* The player has avoided all of the input type Try Again requirements. | * 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 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 === | ||
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=== Perfect === | === 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 | 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: | |||
* 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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