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Rewrite Game mode/osu!catch #12896

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82 changes: 42 additions & 40 deletions wiki/Game_mode/osu!catch/en.md
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needs_cleanup: true # https://github.com/ppy/osu-wiki/issues/9918, also, needs a grammar/style check
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# osu!catch

![Gameplay of osu!catch](/wiki/shared/catch-gameplay.jpg "osu!catch Interface")
osu!catch, formerly known as *Catch the Beat* or *CtB*, is a game mode that requires the player to control a catcher that has the ability to *catch* falling fruits in tune to the beat.

## Song selection

osu!catch, formerly known as *Catch the Beat* or *CtB*, is a game mode that requires the player to control a character(catcher) who catches falling fruit in tune to the beat.
To access the osu!catch game mode press `Ctrl` + `3` at the same time, or use the the `Mode` button and select `osu!catch` in osu!(stable) or click the ![](/wiki/shared/mode/catch.png) icon on the top of the screen for osu!(lazer).

## ![](/wiki/shared/mode/catch.png) Gameplay
To download more beatmaps for osu!catch, head to the [beatmap listing](https://osu.ppy.sh/beatmapsets) on the osu! website, or while in osu!(lazer) press `Ctrl` + `B` or click the `Beatmap listing` button

### Song Selection
![osu!(lazer) beatmap listing button](/wiki/shared/lazer_beatmap_listing.png)

To access the osu!catch game mode, press `Ctrl` + `3` at the same time.
## Player control

Alternatively, click on the `Mode` button and select `osu!catch`.
In osu!catch, the player is supposed to catch falling fruits by controlling a **catcher** (also known as a "platter") to the rhythm of the music. By default the keys to control the catchers movements are:

### Gameplay Basics
- the left `<-` and right `->` or `Z` and `X` keys to move the catcher left and right respectively.
- Press and hold the left `Shift` key or the left mouse button to activate a *dash* state which is recognisable by it making the platter *glow brightly* and leaving an afterimage while moving. Moving while in the dash state is **twice as fast** than normal.

#### Playfield
The placement of the mouse cursor *does not* affect gameplay unless [Relax](/wiki/Gameplay/Game_modifier/Relax) mod is enabled, which makes the platter directly follow the cursor.

![osu!catch playfield difference between CS2 and CS7](/wiki/shared/Catch_Playfield_27.jpg "osu!catch playfield difference based on CS")
## Hit objects

The zoom size of the playfield is based on CS (Circle Size) settings, with lower CS means much more zoomed in and smaller space, while higher CS means much more zoomed out and larger movement space.
osu!catch has 3 main [hit objects](/wiki/gameplay/Hit_object) the player interacts with:

The catcher can move from left to right, with the fruits falling from top to bottom. The catcher cannot move pass the left and right walls of the playfield.
- Fruits
- Juice streams
- Banana showers

All fruits will stay at the plate until its combo ends, which the fruits will bounce out of the plate. Timing and where it falls on the plate does not matter; either a full score for successful catch or miss.
### Fruits

#### Fruits
![An image of fruits](/wiki/shared/Catch_fruits.jpg "fruits from osu!catch ")

![Fruits](/wiki/shared/Catch_fruits.jpg "osu!catch fruits")
**Fruits** are the simplest object type in osu!catch. All the user is required to do is move the catcher under the fruit so it will fall on to the plate rather than over it.

To catch these fruits, make sure it falls to the plate and not over the plate. Collected fruits will always give 300 points each, increment combo by 1, and treated as 300 in result screen.
Collected fruits will always give a `GREAT` judgement, rewarding 300 points each and increment combo by 1.

#### Fruit trails
### Juice streams

![Fruit trails](/wiki/shared/Catch_trails.jpg "osu!catch fruit trails")
A typical **juice stream** will contains two fruits at its start and end. Between the start and the end there will also be a path made out of small and large droplets, with the large droplets acting as slider ticks. Juice streams, similarly to sliders, can be reversed.

A typical fruit trail will contains two fruits (start and end), droplets (slider path), juice drop (slider ticks), and more fruits for each reverse arrow points along with a reversed slider path. Droplet gives 10 points each and treated as 50 in result screen. Juice drop gives 30 points each, increment combo by 1, and treated as 100 in result screen.
Small droplets give 10 points each and do not affect combo, while large droplets give 30 points each and increase the combo by 1 if caught. Unlike small droplets, missing a large droplet resets the combo.

Missing the juice drop will break the combo (as it is a slider tick), but missing the droplet will not break the combo. However, missed droplets will not be shown in the local result screen, but will be shown in the website's leaderboard as *Miss Droplet*, which notably affects accuracy (missed out the droplet, which is a 50) and score (10 points for each droplet missed).
### Banana showers

#### Bananas
![An image of a banana shower](/wiki/shared/Catch_bananas.jpg "An active banana shower")

![Bananas](/wiki/shared/Catch_bananas.jpg "osu!catch bananas")
While a **banana shower** is active, large bananas will pour from the sky and shrink down. Catching bananas (or missing them) does not affect combo, but if caught they reward 1,100 score each and regenerate a portion of the players missing health. Each banana will always reward 1,100 score regardless of mod and combo multiplier.

Here, large bananas will rain down and shrink down to catch size as it falls down to the plate (or not). Each collected bananas will give a static score of 1,100 regardless of mod and combo multiplier.
Notably, [Auto](/wiki/Gameplay/Game_modifier/Auto) mod will go above and beyond to catch *all* of the bananas without fail, even if it is not possible in normal gameplay.

The bananas can be ignored with no health penalty. However, it can cost the extra points and health recovery from collecting the bananas. Notably, [Auto](/wiki/Gameplay/Game_modifier/Auto) mod will go above and beyond to catch *all* of the bananas without fail.
## Hyperfruits

#### Hyperfruits
![An image of hyperfruits, and the catcher performing a hyperdash](/wiki/shared/Catch_hyperfruits.jpg "osu!catch hyperfruits")

![Hyperfruits, and catcher hyperdashing from collecting previous hyperfruit](/wiki/shared/Catch_hyperfruits.jpg "osu!catch hyperfruits")
**Hyperfruits** are special kinds of fruits that will appear when the next fruit is too far away for it to be possible to catch it with a normal dash.

Hyperfruits are special fruits that will appear to help the catcher to catch the next fruit when normal dash is considered impossible to catch it in a strict timespan allocated. All hyperfruits have a signature red colour surrounding the hyperfruit itself by default.
Collecting a hyperfruit will upgrade the catchers dash into a *hyperdash*, which allows the platter to move just fast enough to catch the next fruit. While performing a hyperdash, the catcher glows red and leaves a temporary red *afterimage* at the collection point. A hyperdash will be active until the next fruit was caught or dropped.

Collecting the hyperfruit will make the catcher's dash upgraded to *hyperdash* (just fast enough to catch the next fruit), glows red, and leaves a temporary red *afterimage* at the collection point, until the next one fruit was caught or dropped, which the catcher will then be back to normal.
Hyperfruits can be recognised by a signature red colour surrounding the hyperfruit itself by default.

## Play Styles
## Difficulty settings

*Refer to [Play Style page under osu!catch](/wiki/Gameplay/Play_style#osu!catch).*
osu!catch has 3 difficulty settings which each affecting the gameplay differently:

## Controls
- [Circle size](/wiki/Beatmap/Circle_size)
- [HP drain](/wiki/Beatmap/HP_drain_rate)
- [Approach rate](/wiki/Beatmap/Approach_rate)
- [Overall difficulty](/wiki/Beatmap/Overall_difficulty) (ScoreV1 only)

![Options keyboard section](/wiki/shared/Options_keyboard.jpg "Options Input icon, Keyboard section")
Each setting is often referred to as CS, HP, AR, and OD respectively.

### Catcher control
In osu!(lazer), each of the settings can be altered to the user's preferences using the [Difficulty Adjust](/wiki/Gameplay/Game_modifier/Difficulty_Adjust) mod.

- By default, the left `<-` (L) and right `->` (R) arrow keys to move the catcher.
- Press and hold the `leftShift` (D) key with one of the arrow keys will make the catcher *dash* in that direction at x2.0 speed (indicated with a **bright glow** from the catcher).
- Alternatively, press and hold the Left Click (D) button on the mouse to trigger the dash.
## Play styles

The placement of in-game cursor does not matter when playing normally. If [Relax](/wiki/Gameplay/Game_modifier/Relax) mod was enabled, the control of the catcher will be the in-game cursor instead. However, the play unrankable when Relax mod was enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control).
*Main page: [Play Style page under osu!catch](/wiki/Gameplay/Play_style#osu!catch).*

## Scoring

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# osu!catch

![Jugabilidad de osu!catch](/wiki/shared/catch-gameplay.jpg "Interfaz de osu!catch")
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# osu!catch (mode de jeu)

![Gameplay d'osu!catch](/wiki/shared/catch-gameplay.jpg "Interface d'osu!catch")
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# osu!catch

![osu!catch 游玩](/wiki/shared/catch-gameplay.jpg "osu!catch 的界面")
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i think we should still keep the stable screenshots for now, perhaps as a history section at the bottom

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