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About Game System

GameTitle

  • Press Click Here !! to start the game.

Settings

  • You can change the charts (Difficulty) and the speed of the sequences. In Dan Oni, we call the sequences "arrows".
  • Press the PLAY button to start the game. If the timing of the score shifts, try moving the "Adjustment" setting up or down.

Difficulty (Charts)

  • Set the charts if the works have multiple charts.
  • If there are many charts, click on a chart name to bring up a list of charts to choose from, as shown below.
  • You can switch between the charts by pressing the up or down keys, narrow down the list by selecting the key types, or select a chart at random by pressing the "RANDOM" button.

Speed (Initial Speed)

  • Set the speed of the sequences between 1x and 10x.

Motion (Arrow flow motion)

  • Set the motion of sequences to make it faster or slower on the way.
Paramater Description
OFF Same speed from beginning to end.
Boost Initially initial speed, faster as it gets closer to the step zone.
Hi-Boost Basically the same as Boost, but the termination speed is proportional to the initial speed.
Brake Initially fast, and becomes initial speed as it gets closer to the step zone.

Reverse (Arrow flow direction)

  • Set the flow direction of the sequences.
Paramater Description
OFF Generally, it flows from bottom to top. If there are step zones in both, some flow from top to bottom as well.
ON Reverses the scrolling for the "OFF" state.

Scroll (Scroll direction setting for each lane)

  • Set the scroll direction of each lane according to the pattern.
Paramater Description
--- All lanes flow in the same direction.
Cross Generally, set the flow to be default, reverse, and default.
Split Reverses the scroll direction with the center as the boundary.
Alternate Set the scroll direction to be reversed alternately.
Twist A variant of "Cross" that sets the scroll direction to be slightly more reversed.
Asymmetry A variant of "Alternate" that basically sets the scroll direction to be alternately reversed, but sets it to be asymmetrical.
Flat All lanes flow in the same direction regardless of arrow overlap. Only some key types can be used.

Availability of scroll function by key types

Parameter 5, 17*key 7, 7i, 8, 9A, 9B, 9i*, 11ikey 12key 13key 11, 11L, 11W, 14, 14i, 15A, 15B, 16ikey 23key
Reverse :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
Cross :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
Split :heavy_check_mark: :heavy_check_mark:
Alternate :heavy_check_mark: :heavy_check_mark:
Twist :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
Asymmetry :heavy_check_mark: :heavy_check_mark:
Flat :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
  • 17key can use Cross, Split and Alternate for KeyPattern: 1 only.
  • 9ikey can use Cross, Split, Alternate, Twist, and Asymmetry for KeyPattern: 2 only.

Shuffle (Mirror, Random)

  • Flip the sequences left or right or make it random. If you make it random, it will be treated as another sequences, and the high score will not be saved.
  • Since ver 31.5.0, only "OFF", "Mirror", and "X-Mirror" save high scores.
Parameter Description
OFF No change
Mirror Flip the sequences horizontally for each group lane.
X-Mirror For Mirror, when the number of lanes in a group is a multiple of 4, 5, 6, or 7, only the center 2 or 3 lanes (for example, for up/down and left/right arrows, only the up/down arrows are applicable) are further inverted. If there is no corresponding key, it is the same as for Mirror.
Turning Shift the sequences left or right by the appearance lane for each group lane. It may be flipped on top of it.
Random Rearrange the sequences randomly for each group lane.
Random+ Rearrange the sequences randomly for each lane regardless of the group.
S-Random Arrange the sequences randomly for each group by arrows.
S-Random+ Arrange the sequences randomly regardless of the groups and arrows individually.
Scatter Rearrange the sequences by groups and arrows individually so that arrows and freeze arrows are scattered.
Scatter+ Rearrange the sequences so that the arrows/freeze arrows are scattered on the arrows individually, regardless of the group.

AutoPlay

  • Set whether some or all key types are assisted or not. High score is not saved during full auto play.

Availability of key assist function by key types

Parameter 5key 9A, 11i, 17, 23key Others
ALL :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
Onigiri :heavy_check_mark:
Left :heavy_check_mark:
Right :heavy_check_mark:

Gauge (Life Gauge Setting)

  • Set the clear condition. The details are as follows.

Life-Left Mode (Fixed recovery and damage amount)

  • It is clear if there is one life gauge left by the end of play. If the life gauge reaches 0, it will stop prematurely. The amount of recovery and damage is fixed regardless of the number of sequences.
Paramater Description
Original Default gauge with fixed amount of recovery and damage.
Light Same as "Original", but with greater recovery than "Original".
Heavy The amount of recovery is smaller than "Original", and the damage is large.
NoRecovery The gauge starts from the beginning in the state of MAX but does not recover.
SuddenDeath It is a mode to end with 1 mistake.
Practice This is a practice mode with no gauge fluctuation.

Norm Mode (Variable recovery and damage amount)

  • At the end of play, the life gauge needs to reach the norm. If the norm is 0, it is the same as a "Life-Left Mode". The amount of recovery and damage changes according to the number of sequences (Except SuddenDeath). The greater the number of sequences, the smaller the amount of recovery and damage.
Paramater Description
Normal It is clear by reaching the target quota at the end of the play.
Easy Same as Normal, but with greater recovery than Normal.
Hard The gauge starts from the beginning in the state of MAX, but it is a mode with a small amount of recovery and a large amount of damage. It is clear if the gauge remains to the end.
SuddenDeath It is a mode to end with 1 mistake.

Adjustment (Timing Adjustment)

  • If you feel a gap in timing, you can correct the gap by changing the value. It can be adjusted in 0.5 frame (1/120 second) increments. You can also check the amount of deviation by checking the "Estimated Adj" item on the results screen after playing.

Fadein

  • Play the music from the middle. High score is not saved if you start from the middle.

Volume

  • Set the in-game volume.

Chart Details

  • Displays detailed chart information.

Chart density graph

  • Displays how much variation there is in density when the chart is divided by time. The higher the bar in this bar graph, the higher the density of the notes.

Velocity change graph

  • Displays the trend of speed change over time.
    Red represents "overall acceleration in a given frame" and yellow represents "individual arrow acceleration".

Difficulty level

  • The difficulty (level) of the chart is indicated by a number from the chart information. A "*" indicates that there are three or more simultaneous presses.
  • From "CopyData", you can copy the difficulty status of all charts to the clipboard.

Highscore view

  • Displays details of the high score.
  • The high score by shuffle (Mirror/X-Mirror only), assist (other than AutoPlay:OFF/ALL), and another key mode can be toggled by setting "Shuffle" and "AutoPlay" or by switching key configuration patterns.
  • "CopyResult" copies the high score result to the clipboard.
  • "Reset" clears the currently displayed high score.

Display Settings

Display (Show and hide objects, etc.)

  • Switch between showing and hiding what exists on the play screen.
Paramater Description
StepZone Display step zone(Flatten step zone with expansion button)
Judgment Display judgment character and combo
FastSlow Displays the number of difference frames by determining whether the timing of pressing is early or late
LifeGauge Display life gauge
Score Display the current number of judgments
MusicInfo Display the music credits and current time
FilterLine Filter border display when using "Hidden+" or "Sudden+"
Velocity Enable mid-shift and individual acceleration
Color Enable color change
Lyrics Enable lyrics display
Background Enable background and mask motion
ArrowEffect Enable arrow and freeze arrow motion
Special Enable special productions specific to the work

Appearance (Flow arrow visibility)

  • Controls the appearance of flowing sequences. For "Hidden+" and "Sudden+", you can adjust the viewable range by pressing "pageUp" or "pageDown" during play.
Paramater Description
Visible Everything is visible.
Hidden Visible up to the first 50%, then disappears.
Sudden Not visible until first 40%, then visible.
Hidden+ Same as "Hidden", but the visibility of "Hidden" can be adjusted during play. The initial value can be set between 10% and 100%. The "Lock" button disables adjustment of the visible range.
Sudden+ Same as "Sudden", but the visibility of "Sudden" can be adjusted during play. The initial value can be set between 0% and 90%. The "Lock" button disables adjustment of the visible range.
Hid&Sud+ The combination of "Hidden+" and "Sudden+" is displayed. The initial value can be set between 0% and 50%. The "Lock" button disables adjustment of the visible range.

Opacity (Transparency of judgment character and the border line display of "Hidden+" and "Sudden+")

  • Set the transparency of the judgment character, the number of combos, Fast and Slow, and the border line display of "Hidden+" and "Sudden+".

HitPosition (Adjust hit position of arrows and freeze arrow)

  • If you have a tendency to press the arrow or freeze arrow too early or too late, you can change the judgment position by changing this value.
    Positive values change the position to the front side, and negative values change it to the back side.

KeyConfig(Key assignments corresponding to arrows)

  • While the screen is displayed, you can change the assigned key by pressing the corresponding key. The changed key is displayed in "yellow". If "Data Save" is set to "ON" in the setting screen, the set key configuration will be saved as an entire pattern from the next time. Saved keys will be displayed in "blue".

ColorType (Color scheme settings for arrows and freeze arrows)

  • You can change the color scheme of the arrow color. For Types 1-4, the color palette on the left side can be used to temporarily set a favorite color for each group. At this time, the arrow color and freeze arrow color can be set to the same color by pressing the [↓] button.

ImgType (Noteskins settings)

  • You can change the skin of arrows, Onigiris, and other notes. Depending on the site, you may not be able to set them.

ShuffleGr. / ColorGr. / ShapeGr.

  • Some key types can be used to change the shuffle, color and shape group patterns. These changes affect the Shuffle setting and color change, respectively.

Availability of shuffle, color and shape group change functions by key types

Parameter 11, 11L, 15A, 15Bkey 9Akey 9B, 13key 11ikey 17key Others
ShuffleGr. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
ColorGr. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
ShapeGr. :heavy_check_mark: :heavy_check_mark:

KeyConfig pattern change (< > Button)

  • Change the array pattern of key configuration. "Previous key configuration pattern" → "pattern 1" (→ "pattern 2" → ...) It changes in order of.

Another Key Mode

  • Depending on the key type, you can play with another key type that has a similar shape. However, the key config and "ColorType" will not be saved because it is not a regular chart. See this page for details.
Key type Another key type
7key 7ikey, 12key(lower column)
8key 12key(lower column)
9Akey 9Bkey, 11ikey
9Bkey 9Akey
11key 11Lkey, 12key
11Lkey 11key, 12key
11Wkey 12key

KeySwitch (Switching config keys)

  • The buttons on the right side can be used to switch between the respective key types, basically limited to works with key type changes.

Reset (Reset KeyConfig)

  • Restore key configuration key layout to default key pattern.

Main (Playing window)

  • The game starts after "Ready?".
  • When you press the keyboard with good timing :D Perfect!!, :) O.K. and life will go up. On the other hand, if you remove the timing :( Bad, :_( Miss, :( N.G. will be, life falls. If the life of the life gauge remains by the end of the game or it is over the quota, the game is cleared.

Result

  • When the game is over, the screen shifts to the result screen. The final judgment, rank, high score diffs, fast and slow values are displayed on the screen. You can post to X(Twitter) by pressing the "Tweet" button.

Rank

  • Ranks will be determined based on the following criteria. Scores may contain unique specifications depending on the work.
Rank Rank Determination Conditions
AP Clear with a score of 1,000,000 points
PF Clear with only "perfect", "great", or "O.K."
SS Clear with a score of 970,000 or more
S Clear with a score of 900,000 or more
SA Clear with a score of 850,000 or more
AAA Clear with a score of 800,000 or more
AA Clear with a score of 750,000 or more
A Clear with a score of 700,000 or more
B Clear with a score of 650,000 or more
C Clear with a score of 600,000 or more
D Clear with a score of less than 600,000 points
F Stage failed

Screen Transition Diagram

 graph LR;
   GameTitle--ClickHere-->Settings/Display;
   Settings/Display--Back-->GameTitle;
   Settings/Display--KeyConfig-->KeyConfig;
   Settings/Display--Play-->Main;
   KeyConfig--Play-->Main;
   KeyConfig--ToSettings-->Settings/Display;
   Main-->Result;
   Result--Retry-->Main;
   Result--Back-->GameTitle;
   Result--CopyResult-->Result;

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