Game Mechanics

## Gameplay overview

Gameplay in vivid/stasis takes place on a track split into four lanes. Notes approach from the top of the screen and fall towards the judgement line at the bottom of the screen. There are three note types: Tap notes, Hold notes, and Bumper notes. Tap notes need to be tapped when they hit the judgement line. Hold notes need to be tapped when the head reaches the judgement line, then held down until the tail reaches the judgement line. Bumper notes function similarly to Tap notes, but occupy two lanes, either both left hand or both right hand lanes, and can be tapped on either lane they occupy.

## Judgement

When hitting/missing a note, the result will be one of five judgements, A. Critical, Critical, Great, Good, or Failed, depending on how accurately timed the hit was. A note will also result in Failed if the note wasn't hit at all. Each judgement will award a certain amount of accuracy and points.

Tap notes are the only notes capable of giving all possible judgements. Bumpers can only give A. Critical and Failed, while Hold notes cannot give Critical or Great. See the note below the table for details.

Hold notes will give at least two judgements: An A. Crit for hitting the head of the hold, and either an A. Crit if the hold is held down until the tail reaches the judgement line, or a Good if the hold is let go of early. Failing to hit the head will instead award two Failed judgements.

In addition, a hold note can have more judgements at periodic intervals that only require the hold is being held down at that time, giving an A. Crit if it is, or a Failed if it isn't.

## Scoring

There are two scoring systems used in vivid/stasis: Game score and Accuracy score. Game score gives a fixed amount of points for each judgement, while Accuracy score gives a number of points dependent on how many notes are in the chart as a whole.

# Game score
Great judgements
Crit judgements
×
2
A. Crit judgements
×
3

{\displaystyle \text{Game score} = \text{Great judgements} + \text{Crit judgements} \times 2 + \text{A. Crit judgements} \times 3}

# Accuracy score

A. Crit judgements
×
1.01
Crit judgements
Great judgements
×
0.75
Good judgements
×
0.5

1000000

{\displaystyle \text{Accuracy score} = \frac{\text{A. Crit judgements} \times 1.01 + \text{Crit judgements} + \text{Great judgements} \times 0.75 + \text{Good judgements} \times 0.5}{1000000}}

When completing a song, the player is taken to the results screen. Here, they are shown a a detailed breakdown of their performance, including their Game score, Accuracy score, Judgment breakdown, Earnings, and a grade based on their Accuracy score.

## Challenge gauge

The challenge gauge is a mechanic that appears when using any Decrypt Style other than Basic, in Course Mode, or during a boss song unlock. This gauge will start at 100%, and reaching 0% will cause the player to fail the song on the spot. The gauge will decrease upon Miss judgements, but any other judgements will cause it to increase. The specific amount the gauge rises and falls depends on the circumstance the gauge appears or the Decrypt Style being used.

\* Internally, a Miss with the Ultimate Decrypt Style is -10,000% (or -5,000% on a hold tick), but the intended effect is instant failure.

**Point/Battery gain**

The selected decrypt style also affects the amount of points and battery gained upon finishing a song. Failing a song will not give any.

 Battery