The mode has been widely used in almost all of the major rhythm games. It require good hand and/or leg coordination where the notes (with their quantity depending on BPM and difficulty) move on a conveyer. The player will have to press the correct key for that specific note in time. Though the game mode was originally made as an imitation of the Beatmania style of playing, osu!mania allows changing the number of keys or vertically flipping the orientation of the playfield (this means that it can be made to look more like Guitar Hero [5 keys] or Dance Dance Revolution [4 keys] and so on).
It is somewhat similar to osu!taiko, but with more buttons notes moving vertically rather than moving horizontally.
To access the osu!mania game mode, press
4 at the same time.
Alternatively, click on the
Mode button and select
In the song selection screen, the number next to the K shows how many keys will be used for the play. The beatmap will be played with looser judgement if "↓" symbol was appended at the end of K.
For example, 4K↓ means that it will be played with four(4) keys with a looser judgement timing than usual.
Do note that the judgement of a beatmap is determined automatically.
When converting a non-specific beatmap, the default key range would be around 4 to 7 keys.
With the xK game modifier, the player can manually set the number of keys from 1 to a total of 9 keys with a score multiplier reduction. However, the game modifier will not work with osu!mania-specific beatmaps.
With the Co-Op game modifier, the stage will be split in two, use Co-Op's control scheme, and will allows the player to play from 2 to a total of 18 keys with a score multiplier reduction. Do note that while the preset number of keys will not be doubled on osu!mania-specific beatmaps, it will split the stage in two (left stage priority if odd-numbered), use Co-Op's control scheme, and no score multiplier reduction.
Speed Change value is located at the top-right
The upper-right corner displays the scroll speed. The image shows the difference between the BPM scaling and fixed scroll speeds respectively.
Scrolling speed of the beat notes can be changed by pressing
+ (faster) /
The lowest limit is 1 and the highest limit is 40.
A difference Speed Change can make depending on beatmap's density
A difference Speed Change can make depending on beatmap's density, BPM, and scaling system used (image above use Speed Change value of 1)
BPM scaling is the current default old scaling system which scale the scroll speed relative to the current BPM played. There will be a difference in scroll speed when playing a 100BPM (scrolls slower) and 200BPM (scrolls faster) beatmap with the same scaling speed.
Activate Fixed scaling by disabling `Scale osu!mania scroll speed with BPM` at the Options sidebar
Activate Fixed scaling by disabling
Scale osu!mania scroll speed with BPM
Fixed scroll speed is the new system that enforce a constant scroll speed along with the current BPM speed. A very simple introduction post by Blazier in 29 October 2014 (2014-10-29) about the fixed scaling.
Do note that both scaling system will still be affected by speed up/down by BPM changes, with the changes ranging from drastic (usually for BPM scaling to higher BPM with speedy notes; very low BPM for fixed scaling with condensed notes) to minor (usually fixed scaling on most BPM spectrum) depending on Speed Change settings used.
In-game playfield interface of osu!mania
By default, the flow of the notes falls from top to bottom of the conveyor (the starting arrow will show where notes will flow to), with the key control at the bottom and the judgement line above the key control.
To change the flow of the playfield from bottom-to-top instead, it can be changed in the
Options sidebar; click on
osu!mania layout button to set osu!mania keys settings and enable
Vertically flip playfield (DDR style) for this key setting manually.
Health bar is located at the right side of the conveyor belt. Please note that health drain is disabled in osu!mania, so only the hit objects will affect the health bar. Combo will not break when playing the keys on empty judgement line.
Scrolling speed of the beat notes can be changed by pressing
+ (faster) /
- (slower) or just
F3 (faster) /
A typical play with consecutive and simultaneous notes
Notes are the hit circles of osu!mania. The falling notes must be tapped on the judgement line, with correct key corresponding to each of the note it falls to. More keys corresponding to the falling notes must be tapped simultaneously if the notes fall simultaneously.
A score burst will be given when tapped a correct key corresponding to the note in the judgement line.
osu!mania hold notes
A typical play with some hold notes
Hold notes are the sliders and spinners of osu!mania. When the hold note reaches the judgement line, tap the starting note in time with correct key, hold, and release it at the ending note of the hold note.
Health bar regeneration occurs slowly while holding the hold note(s). Depending on the song and mapping quirks, it is possible that other notes or hold notes to appear while holding the previous hold note(s).
Options Input icon, Keyboard section
Do note that the controls information provided below refers to the old key settings used in Options where the keys are mapped relatively and applied to all key settings.
The new key settings require the player to manually set it using the
osu!mania layout button provided above for every key layout (unmapped key layouts will use the default key settings instead).
The current default key settings is based on Symmetrical style.
osu!mania key layout
There used to be two different binding-styles, Symmetrical and Left to Right:-
Spacebarto simulate a feeling of stepping the pedal similar to the arcade version. Centre key matches the middle column (odd numbered keys only) and the other column matches the keys in its corresponding place.
Symmetrical key binding (For DJMAX style)
Spacebar. [odd numbered keys only]
leftShift[Using special style] and
|4K||K3, K4||-||K6, K7|
|5K||K3, K4||K5||K6, K7|
|6K||K2, K3, K4||-||K6, K7, K8|
|6K(L)||S1, K3, K4||K5||K6, K7|
|6K(R)||K3, K4||K5||K6, K7, S1|
|7K||K2, K3, K4||K5||K6, K7, K8|
|8K||K1, K2, K3, K4||-||K6, K7, K8, K9|
|8K(L)||S1, K2, K3, K4||K5||K6, K7, K8|
|8K(R)||K2, K3, K4||K5||K6, K7, K8, S1|
|9K||K1, K2, K3, K4||K5||K6, K7, K8, K9|
Left to Right key binding (For Beatmania IIDX style)
B[K9 is not used]
|4K||K1, K2, -, K4, K5|
|5K||K1, K2, K3, K4, K5|
|6K||K1, K2, K3, K4, K5, K6|
|7K||K1, K2, K3, K4, K5, K6, K7|
|8K||K1, K2, K3, K4, K5, K6, K7, K8|
|8K(L)||S1, K1, K2, K3, K4, K5, K6, K7|
|8K(R)||K1, K2, K3, K4, K5, K6, K7, S1|
osu!mania key layout (Co-Op)
Symmetrical key binding for second set.
rightAlt. [odd numbered keys only]
rightShift[Using special style] or
Table below is based on xK mod used in conjunction with Co-Op mod.
|4K Co-op||K3, K4||-||K6, K7||B3, B4||-||B6, B7|
|5K Co-op||K3, K4||K5||K6, K7||B3, B4||B5||B6, B7|
|6K Co-op||K2, K3, K4||-||K6, K7, K8||B2, B3, B4||-||B6, B7, B8|
|6K(L) Co-op||S1, K3, K4||K5||K6, K7||B3, B4||B5||B6, B7, X1|
|6K(R) Co-op||K3, K4||K5||K6, K7, S1||X1, B3, B4||B5||B6, B7|
|7K Co-op||K2, K3, K4||K5||K6, K7, K8||B2, B3, B4||B5||B6, B7, B8|
|8K Co-op||K1, K2, K3, K4||-||K6, K7, K8, K9||B1, B2, B3, B4||-||B6, B7, B8, B9|
|8K(L) Co-op||S1, K2, K3, K4||K5||K6, K7, K8||B2, B3, B4||B5||B6, B7, B8, X1|
|8K(R) Co-op||K2, K3, K4||K5||K6, K7, K8, S1||X1, B2, B3, B4||B5||B6, B7, B8|
|9K Co-op||K1, K2, K3, K4||K5||K6, K7, K8, K9||B1, B2, B3, B4||B5||B6, B7, B8, B9|
Table below only applies to osu!mania-specific beatmaps. Only odd-numbered xK specifics are mentioned. Refer to first table for even number xK specific (For 4K specific, refer to 2K Co-op and so on).
|7K||K3, K4||-||K6, K7||B4||B5||B6|
|9K||K3, K4||-||K6, K7||B3, B4||B5||B6, B7|
Scoring section details all the intricacies of scoring, including mathematical formula.
|SS||100% Accuracy (only MAX and/or 300).|
|S||Over 95% Accuracy (an 'S' rank is possible even with several misses, like in osu!catch).|
|A||Over 90% Accuracy.|
|B||Over 80% Accuracy.|
|C||Over 70% Accuracy.|
Accuracy is calculated similarly to osu!standard in this mode.
In other words:
Accuracy = Total points of hits / (Total number of hits * 300)
|Total points of hits||(Number of 50s * 50 + Number of 100s * 100 + Number of 200s * 200 + Number of 300s * 300 + Number of rainbow 300s * 300)|
|Total number of hits||(Number of misses + Number of 50s + Number of 100s + Number of 200s + Number of 300s + Number of rainbow 300s)|
Note that MAX (or rainbow 300) and 300 are both worth the maximum for calculating accuracy, despite a MAX being worth more in terms of score than a 300.
Each beatmap has the same maximum total score of 1 million (1,000,000).
The score is given in two parts, base score and bonus score, each contributing 50% of total score.
The score given by each note is calculated with the following formula:-
Score = BaseScore + BonusScore BaseScore = (MaxScore * ModMultiplier * 0.5 / TotalNotes) * (HitValue / 320) BonusScore = (MaxScore * ModMultiplier * 0.5 / TotalNotes) * (HitBonusValue * Sqrt(Bonus) / 320) Bonus = Bonus before this hit + HitBonus - HitPunishment / ModDivider Bonus is limited to [0, 100], initially 100. MaxScore = 1 000 000 ModMultiplier = The score multiplier of the selected mods (difficulty reduction and/or nK) ModDivider = The punishment divider of the selected mods (difficulty increase) Judgement HitValue HitBonusValue HitBonus HitPunishment MAX 320 32 2 300 300 32 1 200 200 16 8 100 100 8 24 50 50 4 44 Miss 0 0 ∞ Mod ModMultiplier ModDivider Easy 0.5 NoFail 0.5 HalfTime 0.5 HardRock 1.08 DoubleTime 1.1 NightCore 1.1 FadeIn 1.06 Hidden 1.06 Flashlight 1.06
NG: Not Good, a term in StepMania/DDR, which happens when the hold note was released during hold timing.
The following each add a point to the score/combo multiplier:-
The following will reset the score multiplier to zero:-
The following will not increase or reset the score multiplier:-
The system used to calculate health gain is complicated so it will not be explained in detail. It all revolves around the HP difficulty setting which can only be set by the mapper itself.
The following will result in health recovery:-
The following will result in health loss:-
The following will reserve health in the health bar:-
The osu!mania-specific editor
To access osu!mania-specific editor, change the beatmap to osu!mania-specific in Song Setup under Advanced tab. Do note that the beatmap will be locked to osu!mania only when the settings was changed from All to osu!mania.
osu!mania-specific Difficulty setup
Changing the enforced key count
To change the enforce key count, go to Song Setup under Difficulty tab and adjust the Key Count.
Co-op mode button to force Co-Op game modifier when played, with doubled Key Count to map on.
osu!mania logo in Special Mode
osu!mania logo in the deprecated Special Modes