osu!
osu! | |
---|---|
Studio | Dean "peppy" Herbert |
Erstveröffent- lichung |
September 16, 2007 |
platform | Microsoft Windows , macOS , Android , iOS , Windows Phone |
genre | Rhythm game |
Game mode | Single player, multiplayer |
osu! is a freeware - rhythm game , originally by Dean Herbert for Microsoft Windows was developed. It was written in C # on the .NET Framework . There are now versions for macOS , iOS , Android , and Windows Phone . The gameplay is based on commercial titles such as Osu! Tatakae! Ouendan , Elite Beat Agents , Taiko no Tatsujin , beatmania IIDX , O2Jam , and DJMax .
Gameplay
The levels in osu! are called beatmaps. These are created exclusively by other players, so-called mappers. A song plays in each beatmap, and various interactive rhythm elements ( hit circles , sliders and spinners ) appear on the screen at the rhythm . Players can use a pointing device to interact with these rhythmic elements in time and thereby increase their score. A variant of this is to use a mouse and a keyboard . A graphics tablet can also be used. Few players also use a touchscreen .
trouble
There are four difficulties inherent in the game: Easy , Normal , Hard and Insane . These difficulties are illustrated by the allocation of stars . There is also a marathon day, the beatmaps with at least five minutes HP drain (English. Loss of life points, actual playing time), and the difficulties "TAG2 / TAG3 / TAG4", which are intended for two, three or four players who get control of the cursor rotating to be played at the same time. Mappers can also assign their own names to different levels of difficulty. One example of this is the particularly complex difficulty "FOUR DIMENSIONS" ( four dimensions ).
Game objective
The goal of osu! is to interact with enough rhythm elements at the right time on a beatmap to keep the permanent loss of life from reaching zero before the song is over. Depending on how successful you were, you get a rank after playing a beatmap; from the worst "D" to the best "SS". Experienced players tend to set more specific and difficult goals, such as: B. to improve their own high score or their rank. You can achieve these goals with better accuracy of your interactions (hits / clicks) or by increasing the combo multiplier by missing as few rhythm elements as possible.
Hit circles
Sometimes also called notes, hit circles are the most common rhythm element in beatmaps. When a hit circle appears, the so-called approach circle appears at the same time . This indicates when a hit circle should be clicked by making it smaller until it merges into the hit circle. At this moment the player must have placed the cursor on the hit circle and clicked on it with a mouse or keyboard key or by touching the graphics tablet with the stylus . These buttons are also called hit buttons .
Slider
Sliders consist of two linked hit circles. This connection is called a slider track . As with a hit circle, an approach circle appears at the starting point of the slider. Once pressed, a so-called slider ball appears on the slider track and begins to roll along it. Longer sliders have so-called slider ticks on the slider track at regular intervals . These are automatically collected when passing, if the player is with the cursor over the slider ball and keeps the hit button pressed. Please note that the combo multiplier is reset to 0 as soon as the player misses a slider tick (e.g. by releasing the slider too early). The player does not only have to press it once, but hold the button down to the end of the slider and follow it with the cursor at the same time. Sometimes a slider has an arrow at the end, the so-called reverse arrow , in which the slider ball turns around and the slider rolls backwards again. Here, too, you have to follow it with the cursor and hold down the hit button.
crackhead
A spinner is a large circle that fills almost the entire screen. Once it appears, players need to hold down a hit button and move the cursor around the center of the spinner as quickly as possible. The direction of rotation is irrelevant here. Each spinner has a precisely specified period of time in which it must be completed. The goal is to move the cursor fast enough to successfully complete the spinner before it's over. An indicator of this is the color of the spinner's edge, which slowly changes from its initial white to red the closer the player is to successfully completing the spinner. If the spinner was successfully completed, the player is informed of this by a sound. If the spinner has already been completed but there is time left before it is over, the player has the opportunity to earn bonus points. All the player has to do is keep turning the spinner. With many skins created by the community, the remaining time of the spinner and its progress can be more clearly visualized.
Hits and errors
Hit circles, sliders and spinners have different criteria for how they can be hit or missed.
Pressing a hit button at the right time with the cursor over a hit circle or starting a slider, successfully ending a slider and successfully completing a spinner give the player points. In hit circles, the number of points depends solely on how close to the optimal point in time (when the approach circle touches the outside of the hit circle) the player clicks on the hit circle. This time window is significantly larger with sliders. As long as the player does not click the start of the slider too early or too late, collects all slider ticks and keeps the hit button pressed until the end of the slider, he receives full points. The number of points achieved by a spinner depends on the number of complete spins. Further spins after the spinner has already been successfully completed give bonus points. All hits and spinner turns fill up the life bar a bit.
If an object is missed, there are no points. A click on a hit circle too soon or too late, a slider tick not collected or a spinner not completed add an error to the player's score. Such a mistake will take a piece off the life bar, reduce the accuracy of hits and reset the combo multiplier to 0.
Scoring
A combo multiplier is available at every point in time in a beatmap. In the case of a successful interaction with a rhythm element (click on a hit circle, start or end of a slider, collecting a slider tick or completing a spinner) this is increased by 1. In the event of an error, it is reset to 0. Missing the end of a slider does not reset the multiplier to 0! However, this is not increased.
This multiplier is in turn multiplied by a number that depends on several factors, such as B. the difficulty of the played beatmap or the mod multiplier is influenced. The mod multiplier is a multiplier determined by the player himself, which activates various modifiers that change the way the game is played. The resulting number is then multiplied by the base score of the hit to calculate the total score of the hit. More precise:
Total Score of Hit = Base Score of Hit + Base Score of Hit * (Combo Multiplier * Difficulty Multiplier * Mod Multiplier) / 25
Base score of the hit | The score of the hit (50, 100 or 300) |
Combo multiplier | (Combo before the hit - 1) or 0, whichever is higher |
Difficulty multiplier | The difficulty setting of the beatmap |
Mod multiplier | Multiplier of the selected mods |
In addition, the start and end of a slider, as well as hitting a reverse arrow, scores 30 points and collecting a slider tick scores 10 points. Each spin of a spinner also scores 100 points before it is completed, and 1000 bonus points afterwards.
Mods
osu! has some difficulty modifiers that change the game. These modifiers can be divided into four categories:
Difficulty reduction
These modifiers reduce the difficulty, but also reduce the score multiplier.
Name of the mod | Changes to the difficulty | Change of score |
---|---|---|
Easy (EZ) |
|
−50% |
No Fail (NF) |
|
−50% |
Half Time (HT) |
|
−70% |
Increased difficulty
These modifiers increase both the difficulty and the score multiplier.
Name of the mod | Changes to the difficulty | Change of score |
---|---|---|
Hard rock (HR) |
|
+ 6% (osu! Standard, osu! Taiko)
+ 12% (osu! Catch) |
Sudden Death (SD) |
|
no |
Perfect (PF) |
|
no |
Double time (DT)
Nightcore (NC) |
|
+ 12% (osu! Standard, osu! Taiko)
+ 6% (osu! Catch) |
Hidden (HD) |
|
+ 6% |
Flashlight (FL) |
|
+ 12% |
Fade In (FI) (only osu! Mania) |
|
no |
Special
These modifiers don't fit into any of the categories mentioned earlier. Most of them do not change the score multiplier, but delete the scores that are established with them immediately after the end of the beat map. This is called unranked because the score is not included in the ranking. Exceptions are 4K – 9K and Spun Out .
Name of the mod | Changes to the difficulty | Change in the score |
---|---|---|
Relax (RX) (only osu! Standard, osu! Taiko and osu! Catch) |
|
−100% (score is not counted) |
Auto Pilot (AP) (only osu! Standard) |
|
−100% |
Spun Out (SO) (only osu! Standard) |
|
−10% |
automobile |
|
−100% |
Cinema |
|
−100% |
(x) K (only osu! mania) |
|
-10% to -33% (depending on the selected settings) |
Co-Op (only osu! Mania) |
|
−100% |
Random (RD) (only osu! Mania) |
|
no |
ScoreV2 |
|
Score to max. 1,000,000 limited per beatmap. |
Experimental
These modifications do not exist in the version with a stable version number ( Stable ) and are not intended for normal use. The following names are placeholders and may change in the next versions of the game.
Name of the mod | description |
---|---|
Target Practice (TP) |
|
If several mods are used at the same time, the total multiplier is calculated from the individual multipliers of all activated mods (e.g. with Hidden and Easy the multiplier would be 0.50 (Easy) * 1.06 (Hidden) = 0.53). Mods with opposite effects (Hard Rock and Easy, Double Time and Half Time, Relax and Auto Pilot, No Fail and Sudden Death or Perfect) cannot be used at the same time.
Beatmap parameters
Basic settings of a beatmap when creating it. Each setting affects different areas of the beatmap.
HP Drain Rate
Known as "HP" in ventilator creation, the HP Drain Rate is the rate at which the life bar is losing life points (HP). Except during breaks, this is always active and constant. In addition, HP is lost in the event of errors. HP will be restored upon successful completion of rhythm elements. Most HP are restored by Geki and Katu , the last hits of a combo that is identified in the game by different colored hit circles. This does not mean the combo multiplier!
Circle Size (only osu !, osu! Catch, Taiko)
Known as "CS" in the creation of a beatmap, determines the circle size; the size of hit circles and sliders. The values range from 2 to 7, with smaller numbers indicating larger rhythm elements. The smaller the objects, the more difficult the beatmap is, since more precision is required of the player in handling the cursor. Most maps use sizes 3, 4 or 5, 6 is rarely used and 7 is almost never used. The circle size can also reach values below 2, as the CS value is divided by two when using Easy. On the contrary, values above 7 can also be achieved by using Hard Rock.
Key Count (only osu! Mania)
Known as "Keys" in beatmaking. This setting determines the number of keys in an osu! Mania beatmap. The value ranges from 1 to 9. If the checkbox for "Co-op mode" is selected, the number of buttons is doubled. This is only possible from a simple quantity of 5 (10) and forces the player to play with a partner from a number of keys of 12, as he can no longer operate all keys at the same time.
Approach rate
Known as "AR" in the creation of beats.
General
The approach rate is a value (from 1 to 10) that determines the time that a rhythm element (except for spinners) spends from appearing to the optimal click time on the screen. The higher the number, the shorter the time, so the player has to react faster to hit the rhythm elements. Conversely, a lower approach rate means that rhythm elements are displayed longer on the screen, giving the player more time to react. However, an approach rate that is too low can result in an excessive number of rhythm elements being displayed on the screen at the same time, which in turn makes it difficult to hit them in the correct order.
Technically
The length of time that a rhythm element spends on the screen is between 1800 ms for AR0 and 450 ms for AR10. This time span can be changed by four mods:
Easy: Halves the AR value. (e.g. AR10 → AR5; AR2 → AR1)
Hard Rock: Multiplies the AR value by 1.4 up to the maximum value 10. (e.g. AR3 → AR4,2; AR9 → AR10)
Double Time: Changed not the AR value per se, but 1.5 times the speed causes the time span to decrease by 33%.
Half Time: Does not change the AR value per se, but 0.75 times the speed causes the time span to increase by 33%.
It should be noted that with the Mods Double Time and Half Time, although they do not change the actual AR value, an apparent approach rate of −5 to 11 can be achieved. These apparent changes in value allow a simple comparison between the actual time with and without mods. However, the AR value is always a number between 1 and 10. Under AR5 the difference between each AR value is 120 ms and over AR5 150 ms.
Overall Difficulty
In the map creation as "OD", in the beatmap lists of the official website however known as "Accuracy".
General
The Overall Difficulty is a number from 1 to 10 that shows how difficult it is to achieve a high level of accuracy. Since accuracy is important to get life points, the overall difficulty directly influences the difficulty in creating a beatmap. Higher overall difficulty reduces the time window in which the player has to hit a rhythm element in order to get 300 points. Also, spinners need more spinning to complete successfully. It should be noted that increasing the OD can make possible spinners impossible beforehand.
Technically
With OD0, the time window for a 300-point hit is 79.5 ms in both directions (away from the optimal hit point). With OD10 the time window is only 19.5 ms in both directions. Like the approach rate, the overall difficulty can also be influenced by the same four mods:
Easy: Halves the OD value.
Hard Rock: Multiplies the OD value by 1.4 up to the maximum value 10.
Double Time: Does not change the OD value per se, but 1.5 times the speed reduces the time window by 33%.
Half Time: Does not change the OD value per se, but 0.75 times the speed increases the time window by 33%.
It should be noted that the Half Time and Double Time mods do not change the actual OD value, but the apparent OD value can appear lower than 0 or higher than 10. The time windows for 100 and 50 point hits and sliders (which use the 50 point time window) scale harder with double time and less hard with half time.
It is also important to note that the osu! Timing system does not allow hitting a hit circle before hitting (or missing) the previous one. With a low OD value, the time window of one rhythm element can overlap that of the next. Thus, a player can hit the second hit circle perfectly, but because he has neither hit the first nor actively missed (hit significantly too early), he gets a mistake for both hit circles.
Estimated difficulty
Also known as "stars" in mapping, the estimated difficulty is a summary of all beatmap parameters. More stars mean a heavier map and a higher difficulty multiplier. The estimated difficulty is not to be confused with the actual difficulty, which is specified in the osu! Map selection is displayed and also measured in "stars".
Other game modes
In addition to the standard mode, osu! three more game modes, all of which have a different game principle: Taiko, osu! catch and osu! mania. These game modes can be changed in the mode selection in the game menu. Each of these game modes has its own ranking list and does not change the rank or score that a player has achieved in another mode.
Taiko
Taiko is based (as can be seen from the name) on the game Taiko no Tatsujin , another rhythm game that involves beating drums to the rhythm of a song. The cursor (and therefore the pointing device) is not used in Taiko. Instead, only buttons (either mouse or keyboard) need to be operated. However, the osu! Community found different ways to use Tatakon or DrumCon controllers that were originally developed for Taiko no Tatsujin. An external program is usually used for this, which lets the computer recognize the input from the controller as input from the keyboard. A Playstation to USB adapter is required to connect the controller to the computer.
In Taiko mode, both red and blue circles (drum beats) and yellow drum rolls (which look like a slider) traverse the screen from right to left (on a single elevation plane). In the yellow drum rolls there are points similar to the slider ticks, which in Taiko, however, have to be clicked individually in order to be collected. The red drum beats represent a beat on the drum skin and are called "Don". The blue ones, on the other hand, represent a beat on the edge of the drum and are called "Katsu". There is also a spinner-equivalent rhythm element in taiko.
There is a stationary circle at the left end of the screen. As soon as there is a moving, colored circle in the stationary circle, the player must press the respective key for the color of this circle. The standard assignment for this is Z and V for red circles and X and C for blue circles. This key assignment can be changed in the options under Input . There are also large circles of each color, which earn double the amount of points if the player presses both buttons of that color at the same time. However, this is not necessary to receive the combo. A drum roll (and all individual points) can be collected with any key and earn extra points. On the other hand, the player will not be penalized for missing drum roll points or entire drum rolls. When a spinner appears, keys for the head and the edge of the drum must be pressed alternately until the number in the spinner reaches 0.
osu! catch
In the game mode osu! Catch you control a character named "Yuzu" who is holding a plate above his head. The goal is to use this plate to catch fruit that falls from the top of the screen to the rhythm of the song being played.
Hit circles are converted to normal fruits in osu! Catch, while sliders each have a fruit at the beginning and end, which are connected by several drops of similar rhythm elements. Large drops are the equivalent of slider ticks, while small ones give some extra points and influence the "accuracy" (decrease, if not collected). Spinners become a rain of falling bananas, which do not all have to be picked up, but increase the score.
osu! mania
The game mode osu! Mania is similar to the games beatmania IIDX, O2Jam and DJMax, in which players have to press certain keys to the rhythm of the music, which are assigned to several columns. While the music is playing, rhythm elements fall into these columns, which, when they have reached the lower end of a column, have to be pressed by the player with the column-specific key.
There are some mods that can only be used in osu! Mania. These are: 1K, 2K, 3K, 4K, 5K, 6K, 7K, 8K, 9K, Co-op and Fade-In. Usually a beatmap is assigned a certain number of keys. This is mostly done according to their difficulty (e.g. simple beatmaps mostly only use 4 keys, while more difficult ones use 5, 6 or up to 7 keys). This number of keys is changed by the osu! Mania-specific mods 1K-9K, but this does not work on osu! Mania-specific beatmaps. In osu! Mania, mods only change the score multiplier negatively, since the highest achievable score of every osu! Mania beatmap is a fixed number (one million).
osu! mania was released on September 30, 2012.
Beatmaps
osu! is based on "Beatmaps" created by the user, which contain essential data such as the MP3 file of the song, the beatmap parameters and the exact distribution of the rhythm elements. New beatmaps can be created or edited through an in-game editor. After that, they can be uploaded directly to the official website, where they can be rated by players. This process is also called "modding". Usually these ratings include suggestions on how to improve the quality of the beatmap. After the quality of the beatmap corresponds to the general standards, it can be nominated for the "Ranked" status by Beatmap Nominators. Then it has to go through a seven-day test phase ("Qualified"). If no further errors are discovered during this period, it will be included in the "Ranked" category. Only scores that are achieved on such beatmaps are included in the ranking list and thereby change the overall ranking of the player. However, there is a high probability that beatmaps will be moved back to the "Pending" category and not to the "Ranked" category during the test period, as the "Quality Assurance Team" found still existing errors. Statistics for each beatmap in the "Ranked" category are kept on the official website. All scores that a player has achieved on "Ranked" beatmaps are offset and then determine their ranking position.
On April 13, 2015, the 300,000. Beatmaps created, 10,000 of which belong to the Ranked category . As new beat maps are often added to this category, this number is steadily increasing.
Multiplayer
Multiplayer was implemented in the game on June 3, 2008 (version b335). In multiplayer mode there is a central lobby in which all individual rooms, the selected beatmap and all players in it are displayed. A new room can be created by pressing the "New Game" button. A game begins when all players in a room click the Ready! Button. have clicked and the manager of the room starts the game. In addition, the leader has the ability to force the game to start when enough players are ready. In a multiplayer room the names of the players as well as their rank and their average accuracy are displayed. Once the game has started, the gameplay is the same as in single player mode, except that a ranking list of the song being played is also shown in real time on the left edge of the screen, on which the players can see how their current score compares with that of the other players in the room. In addition, the current position of a player on this ranking list is shown in the lower left corner of the screen (in English) ( 1st , 2nd , 3rd etc.). All game modes are playable in multiplayer mode. In addition, the manager of a room can decide the winning conditions. The most common is the score in the selected beatmap; However, the accuracy can also be selected, whereby the score no longer plays a role for the ranking list and it is only important to hit the rhythm elements as precisely as possible. An error (loss of the combomultiplier) has significantly less impact on the end result. The "Tag Co-op" mode can also be played, with all players in a room working together to achieve the highest possible score. From version b593a there is the "Tag Team" mode. Here, players are divided into two teams (red and blue) and the score of each player on one team is added up and compared with that of the other team.
reception
The game was featured on several websites and received mostly positive feedback. The biggest point of criticism was the long time it takes a player to get used to controlling the mouse.
Other platforms
An iPhone / iPod touch version of the game was announced in November 2008 and was released through Cydia in January 2009 .
The official iOS version was published on January 8, 2011 in the App Store under the name osu! Stream. In osu! Stream, beatmaps are not created by users, which means that only a small selection of songs exists.
There is also an outdated version for Android called osudroid! is called. It was originally created by a member of the osu! Community (pesets) developed. The software has meanwhile been used by 3rd party software such as B. opsu! or an unofficial patch for osudroid !, replaced.
At the Malaysia Comic Fiesta 2013 in Kuala Lumpur peppy released a new product, the osu! Tablet; a graphics tablet , which was specially designed for osu! is made and the osu! Owns logo.
A version of the game for Windows Phone 7 and 8 called osu! WP also exists.
osu! stream
An official version on the App Store (iOS) released for the iPhone and iPod touch . osu! stream does not allow users to play self-created beatmaps. Instead, there are both free and paid beatmaps that can be downloaded through the in-game shop.
Due to copyright problems, osu! Stream was removed from the iOS App Store on January 3rd, 2014. However, it was added again on January 28, 2014. After the copyright infringement, beatmaps with references to beatmania IIDX or Skrillex were removed from the game, but can still be found by external sources.
osu! stream has 3 game modes:
- Easy: Slow rhythms that also make it impossible to fail.
- Stream: This mode is specific to osu! Stream. While playing, different "streams" (difficulties) are switched depending on how good a player is.
- Expert: Expert is unlocked as soon as a player has achieved rank A or better in stream mode. Playing is much more difficult here, as the rhythm elements appear faster and more frequently and the life bar loses points more quickly.
Community
![](https://upload.wikimedia.org/wikipedia/commons/thumb/2/24/Osu%21_TwitchCon_2018_Booth.jpg/220px-Osu%21_TwitchCon_2018_Booth.jpg)
The community consists of over 15,000,000 registered users with a total of over 188 trillion ranked scores (as of April 2020).
osu! supporter
osu! grants some special features to players paying $ 4 a month. Supporters can download beatmaps directly through the game client. This allows you not to leave the game while playing the multiplayer mode or watching another player. Furthermore, supporters get some special rights, such as B. the one-time, free change of the user name.
Source code leak and spyware
On May 23, 2016, a player received a message regarding a piece of code for the game that was in circulation . The archive had caught the attention of a number of gamers, some claiming the code contained spyware that takes screenshots of users' desktops and forwards them to an external server.
See also
Web links
- Official website (English)
- Osu! Wiki (English)
Individual evidence
- ↑ http://www.windowsphone.com/en-us/store/app/osu-wp/83be2e91-48ca-4cfe-9a0d-851b01e62d42
- ↑ a b c d e f g h i j k l m n o p q r s t Game modifiers. In: osu.ppy.sh. ppy, accessed April 26, 2020 .
- ↑ Beatmap Listing . Retrieved April 13, 2015.
- ↑ Beatmap Listing . Retrieved April 13, 2015.
- ↑ Beatmap Listing . Retrieved April 13, 2015.
- ↑ osu! Public Release b335 . Archived from the original on December 8, 2015. Info: The archive link was automatically inserted and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. Retrieved September 10, 2014.
- ↑ Free PC Ouendan / EBA emulator hits public beta . Retrieved September 10, 2014.
- ↑ Osu! - download . Retrieved September 10, 2014.
- ↑ osu! for iPhone and iPod Touch . Retrieved September 10, 2014.
- ↑ osu! Stream on the App Store on iTunes . Retrieved September 10, 2014.
- ↑ General Information and Download . Retrieved May 27, 2016.
- ↑ osu! panel at Comic Fiesta 2013 - YouTube . Retrieved September 10, 2014.
- ↑ osu! WP . Retrieved September 10, 2014.
- ↑ osu! Stream . Retrieved September 10, 2014.
- ↑ ppy - Apple IP infringement policy woes (aka where is osu! Stream ?!) . Retrieved September 10, 2014.
- ↑ osu! Stream on Twitter: "osu! Stream is once again available on the app store! Hoping to submit a new update over the coming week some new stuff :)." . Retrieved September 10, 2014.
- ^ Removal Request on Konami's Contents (Bemani Series) . Retrieved September 10, 2014.
- ↑ DMCA Notice (Skrillez / GrayZone) . Retrieved September 10, 2014.
- ↑ - ( Memento of the original from February 15, 2013 in the Internet Archive ) Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. difficulty levels of osu! stream. Retrieved March 2, 2013
- ↑ osu! the best free-to-play rhythm game. the rhythm is just a click away. In: osu.ppy.sh. Retrieved July 11, 2020 (German, English).
- ↑ Countries leaderboard. In: osudaily.net. Retrieved July 11, 2020 .
- ↑ Supporting osu! . Retrieved August 17, 2014.
- ↑ https://www.reddit.com/r/pcmasterrace/comments/4kzlx0/osu_source_code_leaked_and_has_spyware_on_it/d3jk0u6