Game Mechanics

This article introduces the various game mechanics of Phigros.

## Gameplay

Gameplay in Phigros consists of notes descending towards judgement lines that the player has to hit when the notes reach them.

### Notes

There are four note types in Phigros.

* **Tap** notes are colored sky blue. Tap when they reach the judgement line.
* **Hold** notes are colored sky blue. Tap and hold when they reach the judgement line, and keep holding until it fully passes over the line.
* **Drag** notes are colored yellow, and often appear in large amounts at once. Hold when they reach the judgement line.
* **Flick** notes are colored red. Flick in any direction when they reach the judgement line.

If 'Highlight simul. notes' is turned on in Settings, notes that need to be hit simultaneously will glow yellow.

Notes may move in any direction and change speed. In rare cases, notes may teleport or be invisible.

### Judgement line

Judgement lines are usually white, but if 'FC/AP indicator' is turned on in Settings, they will be colored yellow when on track for an AP (rank  ), and blue if on track for a FC (rank  ).

Judgement lines may rotate, change opacity and move around the screen. There may be multiple judgement lines. Notes may approach their respective judgement lines from any position on the screen, and can also serve as judgement lines themselves. The edge of the screen may also serve as a judgement line.

## Judgement

When hitting a note, you must hit it inside a vertical column extending from the note to the edges of the screen to register as a valid hit. When correctly doing so, you will get one of three different judgements, Perfect, Good or Bad, depending on the accuracy of the hit. If the note wasn't hit at all, or not hit inside the column, you will get a Miss. Each judgement will give a certain amount of accuracy.

## Scoring

Score is comprised of two factors, accuracy and the highest achieved combo.

# Accuracy

Perfect judgements
Good judgements
×
0.65

Note count

{\displaystyle \text{Accuracy} = \frac{\text{Perfect judgements} + \text{Good judgements} \times 0.65}{\text{Note count}}}

# Combo percentage

Highest achieved combo
Note count

{\displaystyle \text{Combo percentage} = \frac{\text{Highest achieved combo}}{\text{Note count}}}

# Score
900000
×
Accuracy
100000
×
Combo percentage

{\displaystyle \text{Score} = 900000 \times \text{Accuracy} + 100000 \times \text{Combo percentage}}

When completing a song, the player is taken to the results screen. Here, they are shown their score, accuracy, and a rank based on their score.  or above counts as a clear.

## Challenge Mode

Challenge Mode is a separate game mode introduced in version 2.0.0 and is unlocked upon completing the last main chapter (currently Chapter VIII). In this mode, the player selects three songs and their difficulty, then plays all three charts back to back. The same chart can not be selected more than once, but multiple difficulties of the same song can. Legacy charts cannot be selected at all.

In Challenge Mode, the timing windows for the judgements are stricter than regular play, being ±40ms for Perfect, ±75ms for Good and +140ms for Bad. The scoring system is also different, not using combo in scoring at all and using accuracy alone.

### Rating

Upon completing a Challenge Mode run, you are not only given a rank, but also a rating with a number and background that you may choose to accept or not. The number is the sum of the difficulty ratings of the three charts you played, while the background is based on the sum of the scores you got on those levels. If your score is below 2,460,000, no rating is awarded at all.

Note: The average song score is a guideline. You do not need to achieve it on each song.

## Ranking Score

The Ranking Score is a number the game uses to model the skill of a player (though its accuracy is debatable). Ranking Score is based entirely on a player's accuracy in charts, instead of their scores.

Calculating a player's Ranking Score is based on their best 19 plays according to their RKS value.

RKS value

=

{

0

(

Accuracy

<
70
%
)

{
(
100
×

Accuracy

−
55
)
÷
45

}

2

×

Difficulty

(

Accuracy

≥
70
%
)

{\displaystyle {\text{RKS value}}={\begin{cases}0&({\text{Accuracy}}<70\%)\\\{(100\times {\text{Accuracy}}-55)\div 45\}^{2}\times {\text{Difficulty}}&({\text{Accuracy}}\geq 70\%)\end{cases}}}

During this calculation, an extra decimal point of precision is used for the chart difficulty. While this decimal place isn't directly visible, it's accounted for when sorting songs by difficulty and can be used to figure it out.

The 19 highest RKS values that the player has achieved are added together, along with the highest RKS value that the player has achieved that is also 100% accuracy (  rank - if the player has not achieved 100% accuracy in any song, this value is 0). Then, the sum is divided by 20 to get the player's Ranking Score.

As of version 3.4.0, the highest possible Ranking Score is **16.27.**

Removed ContentThis section describes content that has been replaced or removed from the game. This information is kept here for historical purposes.
From version 1.0.0 to 1.4.7, Ranking Score was calculated slightly differently. The highest 19 RKS values the player achieved were added together, then divided by 19 to get the player's Ranking Score, with no consideration for the highest 100% accuracy play.

## Footnotes

1. ↑ Technically, the requirement is the score, not All Perfect. If you All Perfect a song, but do not achieve 1,000,000 points (because of a bug), you will get a  , not a  .
2. ↑ There is no lower score bound for this rank. If you 'All Good' a song, you will score 685,000 points and get a   rank.