Game Modes

osu!mania

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Gameplay of osu!maniaosu!mania Interface

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 Though the game mode was originally made as an imitation of the Beatmania style of playing, osu!mania allows changing the number of keys or vertically flipping the orientation of the playfield (this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.

osu!mania icon Gameplay explanation

Song Selection

To access the osu!mania game mode, press Ctrl+4 at the same time.

Alternatively, click on the Mode button and select osu!mania.

Keys and Judgement

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.

osu!specific beatmaps and conversion from osu! beatmap difference

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

Speed Change value is located at the top-rightSpeed 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 Ctrl (or Shift) with + (faster) / - (slower).

The lowest limit is 1 and the highest limit is 40.

BPM scaling and Fixed scroll speed.

A difference Speed Change can make depending on beatmap's densityA 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 BPMActivate 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.

Gameplay

Playfield

osu!mania playfieldosu!mania playfield

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 Ctrl (or Shift) with + (faster) / - (slower) or just F3 (faster) / F4 (slower).

Notes

osu!mania's notesosu!mania notes

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.

Hold notes

osu!mania's hold notesosu!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).

Play Styles

Refer to Play Styles page under osu!mania.

Controls

Options keyboard sectionOptions Input icon, Keyboard section

Refer to Options->Input under Keyboard section, specifically the osu!mania layout button to adjust the key settings

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.

Normal

Default Key layouts of osu!mania (Options->Input)osu!mania key layout

There used to be two different binding-styles, Symmetrical and Left to Right:-

  • Symmetrical style mimics the button placement of DJMAX, in which the center key is Spacebar to 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.
  • Left to Right style mimics the button placement of Beatmania IIDX, where the first column matches to the key1, then the second column matches the key2 and so on.
    • However, the option to pick had been removed and the current style is based on "Symmetrical" style. For legacy reason, "Left to Right" style is kept here.

Symmetrical key binding (For DJMAX style)

  • For left hand buttons — (K1)A, (K2)S, (K3)D, (K4)F
  • For right hand buttons — (K6)J, (K7)K, (K8)L, (K9);.
  • Center button — (K5)Spacebar. [odd numbered keys only]
  • The Special button — leftShift [Using special style] and leftCtrl [Alternate binding].
Key L C R
1K - K5
2K K4 - K6
3K K4 K5 K6
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)

  • From down to up then down to up again: (K1)Z, (K2)S, (K3)X, (K4)D, (K5)C, (K6)F, (K7)V, (K8)G, (K9)B [K9 is not used]
  • The Special button — leftShift and leftCtrl.
Key Bindings
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
  • Note: Please refer to the picture based on style used.

Co-Op

Default Key layouts of osu!mania (Co-Op)osu!mania key layout (Co-Op)

The 05 March 2015 (2015-03-05) update gave osu!mania a new mod called Co-Op. With this mod enabled, a second different set of keys will be given along with the primary set of keys as above.

Symmetrical key binding for second set.

  • For left hand buttons — (B1)Q, (B2)W, (B3)E, (B4)R
  • For right hand buttons — (B6)U, (B7)I, (B8)O, (B9)P.
  • Center button — (B5)rightAlt. [odd numbered keys only]
  • Special button - (X1)rightShift [Using special style] or rightCtrl [Alternate binding].

Table below is based on xK mod used in conjunction with Co-Op mod.

Key PL PC PR SL SC SR
1K Co-op - K5 - - B5 -
2K Co-op K4 - K6 B4 - B6
3K Co-op K4 K5 K6 B4 B5 B6
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).

Key PL PC PR SL SC SR
3K K4 - K6 - B5 -
5K K4 K5 K6 B4 - B6
7K K3, K4 - K6, K7 B4 B5 B6
9K K3, K4 - K6, K7 B3, B4 B5 B6, B7

Scoring

Scoring Values can be found in Score under osu!mania Scoring Values section

Scoring section details all the intricacies of scoring, including mathematical formula.

Grades

Grade Condition
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.
D Anything else.

It is possible to obtain SSH or SH ranks (silver S or SS) with Hidden/Fade In or Flashlight mod.

Accuracy

Accuracy is calculated similarly to osu!standard in this mode.

In other words: Accuracy = Total points of hits / (Total number of hits * 300)

Term Formula
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.

Score

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.

  • Base score is based on hit judgement.
    • A rainbow 300 is worth a bit more than 300.
  • Bonus score is based on hit judgement and a floating bonus multiplier.
    • The multiplier increases with a rainbow 300 or 300, while it decreases with a 200 or below.
    • The better judgement, the more multiplier increase/less punishment.
      • There's an upper limit for the multiplier.

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

Hit objects judgement

Notes

  • MAX (rainbow 300), 300, 200, 100 or 50 from a note depending on timing of hit.
  • A Miss given when missing a note or hit it way too early.

Hold notes

  • The judgement for hold notes depends on both starting hold and ending release points.
  • Keep holding till end of note, with initial and final with perfect timing: MAX
  • Keep holding till end of note, without releasing the note: 200
  • Do a NG and not recover the hold note: Miss
  • Do a NG and even hold back the note: 50

NG: Not Good, a term in StepMania/DDR, which happens when the hold note was released during hold timing.

Score/Combo Multiplier

The following each add a point to the score/combo multiplier:-

  • Completing the note with correct key.
  • Holding the hold note with correct key.

The following will reset the score multiplier to zero:-

  • Not completing the note.
  • Releasing the hold note during the hold period.

The following will not increase or reset the score multiplier:-

  • Releasing the hold note on the ending note of the hold.

Health bar

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:-

  • Getting Rainbow 300, 300, or 200.
  • Holding the hold note with correct key.

The following will result in health loss:-

  • Getting 50 or Miss.

The following will reserve health in the health bar:-

  • None.

Skinning

Refer to Skinning page of osu!mania for full information.

Beatmapping

osu!mania-specific Editor

The osu!mania editorosu!mania-specific Editor

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.

Changing the key countsosu!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. Enable the Co-op mode button to force Co-Op game modifier when played, with doubled Key Count to map on.

Trivia

Gameplay

  • If the key count is the same after using the xK or Co-Op modifier, no score reduction will be given.
    • For example, for a 4K beatmap, using 2K and Co-Op modifier will not incur any score reduction.
    • Respectively, for a 5K beatmap, using 5K modifier will also not incur any score reduction.
    • Using xK or Co-Op modifier on osu!mania-specific beatmap will not incur any score reduction, too.
  • Mascot for osu!mania is Maria.
  • When played by Auto, the player name will be osu!topus.

History

osu!mania logo in the Special Modesosu!mania logo in Special Mode

osu!mania logo in the deprecated Special Modes

References