User:Espyo: Difference between revisions

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(WIP draft for a Rhythm Heaven DS ranking explanation.)
(I think I'm finished.)
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= RHDS scoring explanation sandbox =
= 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 &#91;TAS&#93; Rhythm Heaven DS - Minimum Taps Challenge (Overlay)]</ref>
In ''[[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=FEDdaMZ3S7c &#91;TAS&#93; Rhythm Heaven DS - Minimum Taps Challenge (Overlay)]</ref>


== Input outcome ==
== Input outcome ==
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 ===
=== Ace ===
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.
An Ace 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.
As explained [[#Ranking|below]], getting a sufficient amount of Ace hits is necessary in order to pass a Rhythm Game, as well as to get a [[Superb]] rank.


=== Off ===
=== Early/Late ===
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.
An early or late hit is when the player hits the required button or performs the required gesture a bit too early or a bit too late. The effect depends on the Rhythm Game, and it can be indistinguishable from an Ace 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.
As explained [[#Ranking|below]], an early or late hit will not count as an Ace 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 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):
Any early or late 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]]
* [[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 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.
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. In some Rhythm Games, a Miss can also be registered if the player presses a button or does a gesture 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 an Ace, 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 hits, off hits, or misses is not changed in any way. The "invulnerability period" will still take effect after this.
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 Ace, Early/Late, 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.
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]], 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.
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 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 &ndash; in the case of the latter, it's a percentage of the inputs that were [[#Input availability|available]] in this attempt.
Each Rhythm Game contains data for how each of the five input types behaves. Each input type contains the following properties:


* "Superb" requirement: Inputs that need to be hits for a [[Superb]] ranking. Off hit inputs do not count.
* Hit properties: These properties are important for [[#Ranking|calculating the ranking]], and their values can either be a number or a percentage &ndash; in the case of the latter, it's a percentage of the inputs that were [[#Input availability|available]] in this attempt.
* "Passable" requirements: Inputs that need to be hits in order for the player to pass. Off hit inputs do not count.
** Superb requirement: Inputs that need to be Aces for a [[Superb]] rank. Early/Late hits do not count.
* "Try Again" requirements: Inputs missed that will trigger a [[Try Again]] ranking. Off hit inputs do not count.
** Passable requirements: Inputs that need to be Aces in order for the player to pass. Early/Late hits do not count. In Rhythm Games where this is always 0%, like in [[Crop Stomp]], that means it is possible to pass without a single Ace (provided there aren't enough Misses).
** Try Again requirements: Inputs Missed that will trigger a [[Try Again]] rank. Early/Late hits 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.
** 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 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.
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 Aces 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]] ranking, as explained [[#OK|below]].
* The player meets the requirements for an [[OK]] rank, as explained [[#OK|below]].
* The player got all of the necessary "Superb" requirements.
* The player met all of the necessary input type Superb requirements.
* The player made zero misses.
* The player made zero 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 got all of the necessary "passable" requirements.
* The player met all of the input type passable requirements.
* The player has avoided all of the "Try Again" requirements.
* The player has avoided all of the input type Try Again requirements.
* The player does not meet the requirements for a [[Superb]], as explained [[#Superb|above]].
 
If the player meets the requirements for a [[Superb]], as explained [[#Superb|above]], they will instead get a Superb.


=== 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 to get any of the necessary "passable" requirements.
* The player failed on any of the input type passable requirements.
* The player got enough for any of the "Try Again" requirements.
* 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 hit, although there are a few exceptions as explained [[#Early/Late|above]].


== References ==
== References ==
<references/>
<references/>
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