Rhythm Horizon Game Mechanics

Timing Windows

Notes are judged based on how far from the input is from exact time of the note.

PERFECT: within 12.5 ms
GREAT: within 25 ms
GOOD: within 50 ms
HIT: within 100 ms
MISS: more than 100 ms


EARLY / LATE indications are provided for all judgments other than PERFECT and MISS.

Hold notes are considered to be DROPPED if they are released for more than 200 ms.

Mines are considered to be HIT if the input was held at the exact time of mine. There is no surrounding window.

SCORING

Tap notes judgments have the following score weights:

PERFECT: 10 points
GREAT: 9 points
GOOD: 8 points
HIT: 5 points
MISS: 0 points


Hold notes judgments have the following score weights:

HELD: 10 points
DROPPED: 0 points


Mine judgments have the following score weights:

HIT: -5 points
AVOIDED: 0 points


The percentage score awarded is the percentage of the maximum number of points, which is equal to the (POINTS / (TAPS * 10 + HOLDS * 10))

The average timing error displayed is a mean average.

LIFE

Tap notes judgments have the following effect on life:

PERFECT: +0.4%
GREAT: +0.4%
GOOD: +0.4%
HIT: +0.4%
MISS: -4%


Hold notes judgments have the following effect on life:

HELD: 0%
DROPPED: -4%


Mine judgements have the following effect on life:

HIT: -4%
AVOIDED: 0%

DIFFICULTY

Rhythm Horizon uses an algorithm to assign difficulty numbers to charts. The algorithm is based on physical movement required to pass charts on with the Rhythm Horizon life system. It does not consider the difficulty of reading, or the difficulty of timing a chart. The algorithm includes a full analysis of patterns and note distribution in the chart.

RANKINGS

Scores are ranked on a per-chart bases. Rankings are based on percent score. Ties are broken by minimum life, then by average timing error, and finally by date/time of the score.

MASH REJECTION

The term mashing refers to hitting inputs in a way that does not correspond precisely with notes in the chart. Rhythm Horizon uses an algorithm to ignore some judgements which it considers to be mashed. Specifically, if the inputs that trigger two notes are much closer in time than the notes are, one of the inputs will be ignored. This is intended to avoid penalizing players for unintentionally hitting multiple notes at the same time, as well as reduce some of the benefit of intentionally mashing.