Game Mechanics

Gameplay in Orzmic consists of different note types descending towards targets that the player has to hit when the notes reach.

There are three note types:

* Tap: Tap when they reach the target
* Hold: Tap when they reach the target, then keep holding them down until they fully pass over the target
* Drag: Hold when they reach the target

There are two target types:

* Circle: Tap/Hold when the note reaches the edge of the circle
* Line: Tap/Hold when the note reaches the line

There can be multiple targets and notes can approach from any side of the target. They can also rotate, change opacity, change colour and move around the playfield. Notes can also change opacity. There are also notes that don't have to be hit whatsoever, usually used either as decoration or as a guide on when to hit other notes.

## Easy-/Easy/Hard Mode

When playing, one of three modes can be selected, Easy Mode, Hard Mode and Easy- Mode, not to be confused with the Easy and Hard difficulty levels. These three modes affect the timing windows for the Stable and Disrupted judgements and whether or not the Max modifier is being used, all explained below. On Easy- your scores are not saved.

## Judgement

When hitting a note, the result will be one of two different judgements, Stable or Disrupted, depending on how accurately timed the hit was, or Error if the note wasn't hit at all. Each judgement will award a certain amount of score. The timing windows change depending on if Easy, Hard or Easy- mode is selected. On Easy- mode it's impossible to get the Disrupted judgement, only Stable and Error judgements are possible.

 Disrupted
 Error

Slide notes are incapable of giving Disrupted judgements, so they will always result in Stable or Error.

There is also a modifier to the Stable and Disrupted judgements, called Max. Unlike the judgements mentioned above, Max is based on how close to the centre the note was tapped. The physical windows, along with if Max is present, also change depending on if Easy or Hard mode is selected.

Max modifiers are only present if Hard Mode is selected. On Easy Mode, Max modifiers will never be awarded to judgements. If a note is approach either a line or an invisible circle, the Max modifier will always be awarded for that note. Slide notes will always award the Max modifer.

For reference, circle targets have a radius of 1 unit. If a tap is further out than the Not Max judgement described below, it will not be registered.

 Not Max

## Scoring

Score in Orzmic is entirely based on your accuracy (and Max modifers if Hard Mode is selected)

# Score (Easy Mode)

Stable judgements
Disrupted judgements
∗
0.4

Note count

∗
1000000

{\displaystyle \text{Score (Easy Mode)} = \frac{\text{Stable judgements} + \text{Disrupted judgements} \* 0.4}{\text{Note count}} \* 1000000}

# Score (Hard Mode)

Stable judgements
Disrupted judgements
∗
0.4

Note count

∗
1000000
Max judgements

{\displaystyle \text{Score (Hard Mode)} = \frac{\text{Stable judgements} + \text{Disrupted judgements} \* 0.4}{\text{Note count}} \* 1000000 + \text{Max judgements}}

When completing a song, the player is taken to the results screen. Here, they are shown their score and corresponding grade. A or above counts as a clear.

Due to the absence of Max modifiers on Easy and Easy- mode, the highest possible grade on these modes is O.

## Unlocking Songs

All songs in each chapter are unlocked from the beginning, save for the last song, which is unlocked by getting an A on all other songs in the chapter (difficulties can vary). All songs except for the first one have their Hard difficulties unlocked at first. They can be unlocked by either getting an A on the song's Normal difficulty or getting an A on the Hard difficulty of the previous song in the pack.

Songs in Chapter 0 are unlocked by purchasing them in the Shop. Purchasing a song will unlock its Easy and Normal difficulties and the Hard difficulties if your Ranking Score is 11 or higher.

## Ranking Score

The ranking score is calculated by dividing the sum of your 20 highest individual chart ratings by 20, rounded down.

Only one highest rating you get among the multiple charts for each song will be counted towards the calculation of the final Rating.

Below is how chart rating is calculated:

* If your score is the maximum possible score (1000000 + note count), your rating will be chart constant + 2.1
* If score is between 1000000 and 1000000 + note count, rating: chart constant + 2.0
* If score is exactly 1000000, rating: chart constant + 1.9
* If score is between 980000 and 1000000, rating increases from chart constant + 1.4 to chart constant + 1.89 linearly
* If score is between 950000 and 980000, rating increases from chart constant + 0.7 to chart constant + 1.39 linearly
* If score is between 900000 and 950000, rating increases from chart constant to chart constant + 0.69 linearly
* If score is between 700000 and 900000, rating increases from maximum value between chart constant - 2.0 and 0 to chart constant - 0.1 linearly
* If score is under 700000, rating will be 0.

All April Fools charts are not counted towards the calculation of the final Rating.

SP charts are not counted towards the final rating, but an S rank will increase the power (^1).

As of Version 2.21.22, the highest possible ranking score is **13.215^6,** rounded down to **13.21^6**