History VideoGame / Osu

22nd Sep '17 9:37:51 PM N1KF
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''osu!'' is a [[FreewareGame freeware]] {{rhythm game}} made by Dean "peppy" Herbert, based on the gameplay of the ''[[VideoGame/OsuTatakaeOuendan Ouendan]]'' and ''VideoGame/EliteBeatAgents'' series of games for the [[UsefulNotes/NintendoDS DS]].

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''osu!'' is a [[FreewareGame freeware]] {{freeware|Game}} {{rhythm game}} made by Dean "peppy" Herbert, based on the gameplay of the ''[[VideoGame/OsuTatakaeOuendan Ouendan]]'' and ''VideoGame/EliteBeatAgents'' series of games for the [[UsefulNotes/NintendoDS DS]].



* PositiveDiscrimination:
** One reason is that Cookiezi, one of the top osu! players, is Korean.
*** In fact, even after he quit osu in May, he still was on top of the leaderboards until early September.
*** When he came back later during 2012, it took him about a week to recover the first place position.
** In Taiko mode, 2/3 of the first 100 ranks is occupied by Japanese players.
** One of the best osu!mania 4-key players is from Norway: Staiain.



-> ''See you next time...''

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-> ''See you next time...''''
----
10th Aug '17 9:18:24 AM PsychedelicSparrow
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** [[https://osu.ppy.sh/wiki/Mascots#Yuzu Yuzu]] for Catch the Beat.

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** [[https://osu.ppy.sh/wiki/Mascots#Yuzu Yuzu]] for Catch the Beat.osu!catch.


Added DiffLines:

** [[https://assets.ppy.sh/media/mocha/mocha-header.jpg Mocha]] for osu!taiko.
21st Jul '17 2:28:55 PM GetshaXC
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** Taken up to '''12''' in Taiko mode.[[Explanation]]Each OD notch in Taiko decreases the hit windows by 3ms. OD10 in Taiko is 19.5ms, 13ms when time modded.[[/Explanation]]

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** Taken up to '''12''' in Taiko mode.[[Explanation]]Each [[note]]Each OD notch in Taiko decreases the hit windows by 3ms. OD10 in Taiko is 19.5ms, 13ms when time modded.[[/Explanation]][[/note]]
21st Jul '17 2:28:39 PM GetshaXC
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** Taken up to '''12''' in Taiko mode.[[Explanation]]Each OD notch in Taiko decreases the hit windows by 3ms. OD10 in Taiko is 19.5ms, 13ms when time modded.[[/note]]

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** Taken up to '''12''' in Taiko mode.[[Explanation]]Each OD notch in Taiko decreases the hit windows by 3ms. OD10 in Taiko is 19.5ms, 13ms when time modded.[[/note]][[/Explanation]]
21st Jul '17 2:28:17 PM GetshaXC
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Added DiffLines:

** Taken up to '''12''' in Taiko mode.[[Explanation]]Each OD notch in Taiko decreases the hit windows by 3ms. OD10 in Taiko is 19.5ms, 13ms when time modded.[[/note]]
29th May '17 9:49:46 PM nombretomado
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** [[{{WithinTemptation}} Within Temptation]]'s entire album [[http://osu.ppy.sh/s/29157 The Unforgiving]] in one beatmap, the current record holder at 52:57.

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** [[{{WithinTemptation}} Within Temptation]]'s Music/WithinTemptation's entire album [[http://osu.''[[http://osu.ppy.sh/s/29157 The Unforgiving]] Unforgiving]]'' in one beatmap, the current record holder at 52:57.
3rd May '17 6:52:50 AM shadowmanwkp
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* UpToEleven: Somewhat literally. There are 4 values for every map (Approach Rate, Overall Difficulty, Circle Size, and HP Drain) that the creator of the map can set from 1 to 10. The Hard Rock mod increases all of those ratings by a set amount, always maxing it at 10. The Double Time mod is an exception to this rule because it actually speeds the whole game up by 1.5x rather than directly changing the variables, this causes the game to play an AR10 map at 1.5x speed, making it play as if the map had AR11, even though their max is 10 in the game's code. [[https://youtube.com/watch?v=_VrkG_CAI1E This]] is what an [=AR11 OD11=] map looks like.

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* UpToEleven: Somewhat literally. There are 4 values for every map (Approach Rate, Overall Difficulty, Circle Size, and HP Drain) that the creator of the map can set from 1 to 10. The Hard Rock mod increases all of those ratings by a set amount, always maxing it at 10. The Double Time mod is an exception to this rule because it actually speeds the whole game up by 1.5x rather than directly changing the variables, this causes the game to play an AR10 [=AR10=] map at 1.5x speed, making it play as if the map had AR11, [=AR11=], even though their max is 10 in the game's code. [[https://youtube.com/watch?v=_VrkG_CAI1E This]] is what an [=AR11 OD11=] map looks like.
25th Mar '17 1:25:49 PM nombretomado
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''osu!'' is a [[FreewareGame freeware]] {{rhythm game}} made by Dean "peppy" Herbert, based on the gameplay of the ''[[VideoGame/OsuTatakaeOuendan Ouendan]]'' and ''VideoGame/EliteBeatAgents'' series of games for the [[NintendoDS DS]].

to:

''osu!'' is a [[FreewareGame freeware]] {{rhythm game}} made by Dean "peppy" Herbert, based on the gameplay of the ''[[VideoGame/OsuTatakaeOuendan Ouendan]]'' and ''VideoGame/EliteBeatAgents'' series of games for the [[NintendoDS [[UsefulNotes/NintendoDS DS]].
7th Mar '17 12:53:52 PM MaxPeriod
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* PinballScoring: In standard mode, the maximum possible score of very long beatmaps with huge note counts can grow to very large numbers. In one extreme example, the very long "[[https://osu.ppy.sh/s/29157 Within Temptation - The Unforgiving]] described in MarathonLevel above has 10-digit scores in the top four ranks (as of this edit). To get good scores in any given map, getting a full combo is crucial. Tournaments instead use a "score v2" system with a maximum 1,000,000 points and avert this trope.



* ScoringPoints: There are two scoring systems: the "[=PointValue=] x (combo + [=ConstantA=]) x ([=ConstantB)=]" system used in the source games, and the "pp" system (which gives a score according to how impressive the play was). There are also scoring systems that are exclusive for multiplayer matches, such as accuracy (percent-based system, which is the average accuracy for each note, being a 300 a 100%, a 100 a 33.33%, a 50 a 16.66% and a MISS a 0%), and Combo (the player with the biggest combo the moment when the map ends wins). In a multiplayer match, you can choose which system to use for ranking.

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* ScoringPoints: There are two scoring systems: the "[=PointValue=] x (combo ([[ScoreMultiplier combo]] + [=ConstantA=]) x ([=ConstantB)=]" system used in the source games, and the "pp" system (which gives a score according to how impressive the play was). There are also scoring systems that are exclusive for multiplayer matches, such as accuracy (percent-based system, which is the average accuracy for each note, being a 300 a 100%, a 100 a 33.33%, a 50 a 16.66% and a MISS a 0%), and Combo (the player with the biggest combo the moment when the map ends wins). In a multiplayer match, you can choose which system to use for ranking.
20th Jan '17 5:47:58 AM CoolTom1337
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-> ''Welcome to osu!''



See you next time...

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See -> ''See you next time...''
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Osu