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These are the game mechanics of OverRapid.

Key setting[]

There's 6 or 4 keys/lanes while playing a song, where the notes will approach to the judgement line. In 4 Key mode, the position of leftmost and rightmost key are merged to their adjacent key position and are disabled.

The two central keys/lanes (3rd, 4th key/lane) also appears Scratch Notes.

Notes[]

Short Note: This note requires tapping on the keys when it is reaches the judgement line. The color is blue.
  • If they appear simultaneously, they'll appear in silver color.
Long Note: This note is the similar to the Short Note but it requires holding until its end reaches the judgement area.
  • Combo will accumulate while holding, but the combo will break if the note is lifted before its end reaches the judgement area .
  • After missing it before pressing and holding it for the first time, it will not be able to accumulate combos again, even pressing after missing it.
  • The timing of releasing doesn't affect the judgement.
Scratch Note: This note requires sliding in any direction. This note comes on the two central keys (3rd and 4th key), and its color is red.
Scratch Long Note: This note is similar to the Scratch Note, but it requires holding until its end reaches the judgement area.

Scoring[]

Judgement[]

Judgements are based on the timing when the note is tapped/held. Each judgement affects the score and combo when playing, and each judgement contributes a different amount of score.

Judge Score Effect on Combo Effect on Normal Gauge Effect on Hard Gauge Effect on Hell Gauge Description
JudgeEXC
100% Adds 1 to Combo +0.20% +0.08% +1.00% Hitting a note with precise timing awards this judgement.
JudgeGR
60% +0.10% +0.02% -2.00% Hitting a note with slightly early/late timing awards this judgement.
JudgeSV
25% 0.00% [?] 0.00% [?] -3.00% Hitting a note with considerably early/late timing awards this judgement.
JudgeBD
10% Resets the Combo to 0 -1.00% -3.00% -10.00% Hitting a note with incredibly early/late timing awards this judgement.
JudgeMiss
0% -2.00% -5.00% -50.00% Not hitting a note awards this judgement.

Each note's EXCELLENT judge equals to the main score rating of a song that multiplied by 100.

The formula of calculating score is.

Result[]

Grading
Grade Former grade Score range
MAXX
RankMX
1000000 (Get all EXCELLENT judge on FULL COMBO)
S++
RankS+
950000 - 999999
S+ 900000 - 949999
S
RankS
850000 - 899999
A
RankA
800000 - 849999
B
RankB
700000 - 799999
C
RankC
600000 - 699999
F
RankF
Under 600000 (Failing rank)

The D rank was briefly used in the rating system in the earlier version of OverRapid, but it was discarded in its future update.

The rewards the player will get may be effected by the grading.

  • All rewards will be disabled if a player obtains an F rank.

If you completed any chart in certain conditions, you'll get the FULL COMBO (Clear with without any BAD or MISS judged) or MAXX (Clear with only EXCELLENT while FULL COMBO) performance rating.

Game Options[]

  • Fade In/Out: Applies fade in/out effect to notes.
  • Blink: Applies blink effect to notes.
  • Auto Play: Plays the game automatically. All rewards are disabled.
  • Hard Judgement: Changes judgement area to ±37.125ms from ±82.5ms. Sliding between keys to hit the note is disabled.
  • Randomize: Shuffles around the lane that note will come down. The lane of each note will be randomized.
    • The option is now divided to "Line Randomize" and "Note Randomize". Each option has different effect.
  • Clap sound mode: Activates the sound effect when touching the key.
    • The sound has a difference between in Android and iOS.
  • Screen Record: Records the gameplay video and store it into the player's device.
    • This function is only available in Android.
  • Apply Combo Gauge: Adds the "Combo Gauge" when playing. The initial status is 80%. If the player depletes the combo gauge to 0.00%, the game will break and announces a failure instantly. This option has 3 individual modes: Normal Gauge, Hard Gauge and Hell Gauge.
    • For the related information about the connection between judgement and Combo Gauge, see above.

 P.A.R.T.S.[]

Example

This option can let the players to configure their gaming UI style before playing, including changing the UI style, note visuals, pattern flow speed and the Boost Module when playing.

In the interface, the left side shows the effect when enabling these settings.

  • Gear Skin: Changes the UI skin.
  • Note Skin: Changes the player's note and effect style.
  • BGE: Changes the BGE.
  • Speed: Changes the pattern flow speed.
  • Boost Module: Changes the using Boost Modules when playing.
    • This section is only available when the player in connected to Internet.

Rendering Class[]

This mechanic is used as a representative value to measure the playing skills of a player.

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