User:Espyo: Difference between revisions

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Added GBA.
(More clarity, expanded on invulnerability, and added the most complex examples.)
(Added GBA.)
 
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= RHDS scoring explanation sandbox =
= GBA/DS scoring explanation sandbox =
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>
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 &#91;TAS&#93; Rhythm Tengoku - Minimum Presses Challenge (Overlay)]</ref><ref>[https://www.youtube.com/watch?v=FEDdaMZ3S7c &#91;TAS&#93; Rhythm Heaven DS - Minimum Taps Challenge (Overlay)]</ref>


== Input outcome ==
== Input outcome ==
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=== Hit ===
=== 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.
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 [[#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.
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.
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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.
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.


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.
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.


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.
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.
As explained [[#Try Again|below]], if the player misses too many times, they will get a [[Try Again]] rank.
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== 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 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 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 &ndash; in the case of the latter, it's a percentage of the inputs that were [[#Input availability|available]] in this attempt.
* Ranking 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.
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** 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.
** 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. 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.
** 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.
** Try Again message: If the player meets this type's Try Again requirements, the rank screen will display this message, if any.
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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:
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.
* 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.
* 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.
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