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*For a more condensed list of features, see [Help centre/Upgrading to lazer § Feature comparison](/wiki/Help_centre/Upgrading_to_lazer#feature-comparison)*
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This page documents all new and missing features compared to osu!(stable), as well as differences affecting gameplay.
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## New features
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- Cross-platform support
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- Native Windows 8.1+, macOS, Linux, iOS, and Android support,
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- Mobile input methods for all game modes
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- Input
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- Built-in tablet driver
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- Midi controller support
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- Gamepad support
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- Redesigned interface
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- First-run setup wizard
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- Storyboards in the main menu
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- Rewind F2
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- Hiding difficulties
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- Soft deletion
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- More screen scaling options
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- Settings can be changed everywhere and they'll take effect immediately
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- New statistics in the results and song select screens
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- Website integration for leaderboards, news, wiki, changelog, beatmap listing, beatmap info, and profile pages
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- Lots of new mods
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- Mod customisation options
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- New multiplayer features
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- New "playlist" feature
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- Unlimited lobby sizes
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- Automatic beatmap queues
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- New editor features
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- Per-segment curve types for sliders
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- Slider splitting and merging
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- New "verify" tab
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- Support for custom game modes
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- Gameplay
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- Two new built-in skins
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- Replay seeking
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- Beatmap (local) offset auto-calibration
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- Built-in skin editor with customisable skinning components
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- Song density graph
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- Performance points counter
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- Unstable rate counter
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- Longest combo counter
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- Custom text components, beatmap information displays
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- Custom static sprites
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- Judgement counter
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- Clicks per second counter
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- Snaking out sliders in the osu! mode
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- No black bar behind the playfield in osu!taiko
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- Timing-based note colouring in osu!mania
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## Gameplay differences
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### General
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#### Song playback ramps up and down when pausing and unpausing
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# Gameplay differences in osu!(lazer)
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*For a comparative list of features between lazer and stable, see [Help centre/Upgrading to lazer § Feature comparison](/wiki/Help_centre/Upgrading_to_lazer#feature-comparison)*
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This page documents differences affecting gameplay in osu!(lazer).
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## General
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### Song playback ramps up and down when pausing and unpausing
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This makes it harder to continue from a pause in the middle of active gameplay, preventing abuse of pausing to some extent.
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@@ -66,9 +17,9 @@ This makes it harder to continue from a pause in the middle of active gameplay,
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| Intentionally changed | Yes |
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| Needs further consideration | Yes |
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####The Easy mod no longer pauses gameplay when recovering from failure
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### The Easy mod no longer pauses gameplay when recovering from failure
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<!-- paragraph? -->
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Instead of pausing gameplay while filling up the health bar, health is restored immediately.
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| :-- | :-: |
@@ -77,7 +28,7 @@ This makes it harder to continue from a pause in the middle of active gameplay,
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| Intentionally changed | No |
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| Needs further consideration | Yes |
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####The health system is different
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### The health system is different
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This is mostly due to changes to the judgement system. For example, Geki and Katu judgements do not exist in lazer, which affected health on stable.
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@@ -88,7 +39,7 @@ This is mostly due to changes to the judgement system. For example, Geki and Kat
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| Intentionally changed | Yes |
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| Needs further consideration | Yes |
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####All game modes use the same grading system
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### All game modes use the same grading system
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All game modes use a grading system similar to the one in osu!mania on stable (c.f. [Grade](/wiki/Gameplay/Grade)).
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@@ -108,7 +59,7 @@ All game modes use a grading system similar to the one in osu!mania on stable (c
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| Intentionally changed | Yes |
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| Needs further consideration | Yes |
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####Hit window edge calculations do not match stable
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### Hit window edge calculations do not match stable
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When a hit lands right at the edge of the hit window, a different judgement may be given depending on the client version.
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@@ -125,9 +76,24 @@ When a hit lands right at the edge of the hit window, a different judgement may
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| Intentionally changed | Yes |
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| Needs further consideration | Yes |
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### osu!
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### Differences in scoring
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Scoring in lazer will use a system similar to ScoreV2, with all ScoreV1 scores converted into the new system.
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There are two interchangeable display modes for scores: *standardised* and *classic*. Standardised scoring limits score to a maximum of 1,000,000 points + bonus and score multipliers (similarly to ScoreV2), while classic scoring is the same as standardised, but scaled quadratically with the amount of hit objects in a beatmap (similar to ScoreV1). These can be selected from the settings, with all places were score is displayed in-game changing accordingly.
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There are also some differences in how much score each hit object and each judgement is responsible for relative to each other.
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|||
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| :-- | :-: |
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| Breaks backwards compatibility | Yes |
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| Classic mod revert support | No |
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| Intentionally changed | Yes |
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| Needs further consideration | Yes |
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## osu!
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####Notelock has been adjusted to be more lenient
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### Notelock has been adjusted to be more lenient
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@@ -140,7 +106,7 @@ Recovering from a miss in dense patterns has been made easier.
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| Intentionally changed | Yes |
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| Needs further consideration | No |
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####Slider head circles require accuracy when hitting
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### Slider head circles require accuracy when hitting
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@@ -153,7 +119,7 @@ Until lazer, sliders have only required the accuracy of a 50/MEH judgement to re
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| Intentionally changed | Yes |
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| Needs further consideration | No |
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####Slider head circle follows track snaking when not hit
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### Slider head circle follows track snaking when not hit
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@@ -170,7 +136,7 @@ The rationale behind this change is simple: without it, having `Snaking out slid
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| Intentionally changed | Yes |
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| Needs further consideration | Yes |
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####Slider ends do not contribute to combo nor cause misses
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### Slider ends do not contribute to combo nor cause misses
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Slider ends used to have the quirk of not breaking combo (and not causing a MISS judgement) if missed. This meant that an S play, which among other things requires zero MISS judgements, would look like a full combo even if some slider ends were missed. Various debates over whether such a play should be called an FC ensued.
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@@ -183,7 +149,7 @@ From now on slider ends will only affect score and accuracy, but have no effect
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| Intentionally changed | Yes |
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| Needs further consideration | Yes |
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####Missing a slider head causes a miss
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### Missing a slider head causes a miss
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Missing a slider head (either by not hitting it or hitting it during its miss window) would previously break combo but not cause a MISS judgement, and a judgement could still be received for the missed slider by completing the rest of it. This allowed players to receive the S grade while having a low max combo.
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@@ -196,7 +162,7 @@ In lazer, not hitting the slider head will give a MISS judgement for the whole s
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| Intentionally changed | Yes |
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| Needs further consideration | No |
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####Slider ends do not cause hitsounds when not hit
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### Slider ends do not cause hitsounds when not hit
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In stable, slider ends would play their hitsounds even if they were missed, as long as any part of the slider was hit. This has been changed such that hitsounds match inputs 1:1.
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@@ -207,7 +173,7 @@ In stable, slider ends would play their hitsounds even if they were missed, as l
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| Intentionally changed | Yes |
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| Needs further consideration | No |
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####The spinner spin speed cap of 477 RPM has been removed
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### The spinner spin speed cap of 477 RPM has been removed
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Instead of a speed cap, spinners now have a score cap. This was done as a simple initial implementation which may be revised in the future.
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@@ -218,7 +184,7 @@ Instead of a speed cap, spinners now have a score cap. This was done as a simple
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| Intentionally changed | Yes |
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| Needs further consideration | Yes |
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####Aspire-like glitched sliders are not supported
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### Aspire-like glitched sliders are not supported
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@@ -233,9 +199,9 @@ More discussion and consideration will be needed for how much of Aspire beatmaps
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| Intentionally changed | No |
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| Needs further consideration | Yes |
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###osu!taiko
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## osu!taiko
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####Notes that overlap swells cannot be hit
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### Notes that overlap swells cannot be hit
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Some gimmick maps make use of notes that overlap swells.
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@@ -246,7 +212,7 @@ Some gimmick maps make use of notes that overlap swells.
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| Intentionally changed | No |
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| Needs further consideration | Yes |
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####Drumrolls do not prevent mashing
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### Drumrolls do not prevent mashing
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In stable, drumrolls could not be hit too quickly or too slowly. This restriction has been lifted, just like in ScoreV2.
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@@ -257,7 +223,7 @@ In stable, drumrolls could not be hit too quickly or too slowly. This restrictio
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| Intentionally changed | Yes |
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| Needs further consideration | Yes |
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####The Flashlight centre is aligned with the hit receptor
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### The Flashlight centre is aligned with the hit receptor
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<!-- TODO: comparison image -->
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@@ -270,9 +236,9 @@ In stable, the Flashlight centre is offset a bit down and to the right, making m
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| Intentionally changed | No |
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| Needs further consideration | Yes |
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###osu!catch
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## osu!catch
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####Hyperdash generation can be different in some cases
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### Hyperdash generation can be different in some cases
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This may lead to inaccurate judgements in replays and increased difficulty.
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@@ -283,7 +249,7 @@ This may lead to inaccurate judgements in replays and increased difficulty.
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| Intentionally changed | No |
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| Needs further consideration | Yes |
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####Juice stream generation can be different in some cases
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### Juice stream generation can be different in some cases
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This may lead to inaccurate judgements in replays.
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@@ -294,9 +260,9 @@ This may lead to inaccurate judgements in replays.
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| Intentionally changed | No |
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| Needs further consideration | Yes |
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###osu!mania
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## osu!mania
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####Hold note heads and tails give judgements
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### Hold note heads and tails give judgements
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This functions similarly to ScoreV2 in stable.
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@@ -307,7 +273,7 @@ This functions similarly to ScoreV2 in stable.
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| Intentionally changed | Yes |
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| Needs further consideration | No |
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####Hold note ticks give score and are responsible for combo breaks
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### Hold note ticks give score and are responsible for combo breaks
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In stable, releasing during a hold note body would break combo immediately, but now it only breaks when missing a hold note tick.
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@@ -320,7 +286,7 @@ This does allow for cheesing (a.k.a. "manipulating") by allowing wrist-jacking w
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| Intentionally changed | Yes |
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| Needs further consideration | Yes |
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####Extreme scroll speeds are limited
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### Extreme scroll speeds are limited
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<!-- TODO: how exactly -->
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@@ -333,7 +299,7 @@ Some beatmaps with SV gimmicks like teleports or stops do not look as intended,
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| Intentionally changed | Yes |
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| Needs further consideration | Yes |
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####The PERFECT judgement hit window scales with OD
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### The PERFECT judgement hit window scales with OD
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This used to be a constant ±16 ms regardless of overall difficulty.
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@@ -344,7 +310,7 @@ This used to be a constant ±16 ms regardless of overall difficulty.
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| Intentionally changed | Yes |
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| Needs further consideration | No? |
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####Converts no longer have different hit windows
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### Converts no longer have different hit windows
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Beatmaps converted from the osu! game mode into osu!mania had a set of hit windows that were not affected by OD.
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@@ -355,7 +321,7 @@ Beatmaps converted from the osu! game mode into osu!mania had a set of hit windo
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| Intentionally changed | Yes |
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| Needs further consideration | No? |
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####Audio rate adjustments affect hit windows in osu!mania
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### Audio rate adjustments affect hit windows in osu!mania
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In stable, osu!mania reverts changes to hit windows resulting from applications of DT/HT.
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@@ -366,7 +332,7 @@ In stable, osu!mania reverts changes to hit windows resulting from applications
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| Intentionally changed | No |
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| Needs further consideration | Yes |
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####The Flashlight mod does not have a gradient
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### The Flashlight mod does not have a gradient
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<!-- TODO: comparison image -->
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@@ -376,69 +342,3 @@ In stable, osu!mania reverts changes to hit windows resulting from applications
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| Classic mod revert support | No |
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| Intentionally changed | No |
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| Needs further consideration | Yes |
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### Scoring, performance points and leaderboards
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Scoring in lazer has been simplified with the main benefit of not requiring a replay to recompute. Two interchangeable systems have been added: *standardised* and *classic*. Standardised scoring limits score to a maximum of 1,000,000 points + bonus and score multipliers, while classic scoring is similar to standardised, but scaled quadratically with the amount of hit objects in a beatmap. These can be selected from the settings, with all places were score is displayed in-game changing accordingly.
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There are also some differences in how much score each hit object and each judgement is responsible for relative to each other.
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Features that depend on score such as [score ranking](/wiki/Ranking#score-ranking) and [levels](/wiki/Gameplay/Score/Total_score#level) need further discussion for how they will be affected.
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Medals do not get awarded. This is a feature that will be enabled after anti-cheat measures have been implemented, and will need further consideration regarding the change in difficulty of some medals due to other gameplay changes.
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Performance points are not integrated into global or beatmap-specific leaderboards, but are instead integrated in a separate version of the website for now: <https://lazer.ppy.sh/>.
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### Multiplayer
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#### TAG co-op mode is not implemented
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This is planned, but no work has been started on this yet.
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### Storyboarding
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#### The storyboard editor is not implemented
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There are [designs](https://www.figma.com/file/ytnnne2TH8Z956Jxhiypqq/Beatmap-Editor-2) for an upcoming built-in storyboard editor similar to the one in stable, but no work on this has started yet.
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#### The trigger system is not implemented
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#### Beatmap backgrounds do not have the correct fill mode for 4:3 storyboards
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In stable, beatmap backgrounds and storyboards fill the height of the screen. In lazer, backgrounds fill the width of the screen, while storyboards still fill the height.
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This discrepancy causes inconsistent fill modes when a storyboard is overlayed on top of an already existing beatmap background.
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#### 4:3-only storyboards are not cropped to the intended aspect ratio
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Some storyboards are not designed to support anything other than a 4:3 aspect ratio, but storyboards in lazer always render at 16:9.
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## Some cosmetic features are missing
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These are features that are planned to come back at some point, but have not due to low priority.
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