RM模式计分特性介绍

This article introduces the features and characteristics of Rhythm Master skins.

Before playing in RM Mode, players need to download the latest skin from the in-game store or at https://m.mugzone.net/store/skin/detail/6091 to ensure score submission capability.

-- Last skin update: March 16, 2025

Introduction

RM Mode is a fixed-lane falling rhythm game mode. Players interact with different types of notes through the following input methods: Tap, Hold, Flick, and combinations of Hold & Flick.

Judgment System

RM Mode features four judgment tiers: Extremely Perfect (Big P), Perfect (Small p), Great (G), and Miss (M). The Small p tier is further divided into three sub-levels (p1, p2, p3), all displayed as dark gold "Perfect" in-game. The judgment windows for each note remain unaffected by speed modification mods but will adjust according to Judge difficulty settings. Detailed judgment windows are as follows (unit: milliseconds):

Big Pp1p2p3GM
Judge A±60±105±120±135±200200+
Judge B±47±63±88±118±200200+
Judge C±40±56±81±111±200200+
Judge D±34±50±75±105±200200+
Judge E±25±50±75±105±200200+

Result Screen

  • BEST: Counts the number of Extremely Perfect (Big P) hits.
  • COOL: Counts the total of p1 + p2 + p3 (Small p sub-tier) hits.
  • GOOD: Counts the number of Great (G) hits.
  • MISS: Counts the number of Miss (M) hits.

Accuracy

The Accuracy (acc) displayed during gameplay and on the result screen is calculated based solely on the judgment results of each note and is independent of the score. The acc value for each note corresponds to its judgment tier as follows:

Big Pp1p2p3GM
100%90%85%80%40%0 %

Scoring

  • Judge Score Multipliers:

······ E Judge: 1.2x

······ D Judge: 1.1x

······ C Judge (Standard): 1.0x

······ B Judge: 0.85x

······ A Judge: 0.78x

  • Mod Score Multipliers:

······ Slow: 0.55x

······ Dash: 1.05x

······ Rush: 1.12x

······ Const: 0.95x

······ Death: 1.0x

······ Flip: 1.0x

Activating items or the ST function will apply a global score multiplier of 0.8x.

Score per Note and Combo Relationship

The score earned for hitting a note varies depending on the current Combo count. For example, under D Judge with no items, ST, or mods, the score for achieving an Extremely Perfect (Big P) is calculated as follows:

Combo0-2021-5051-100100+
Score200332466600

Combo Rules:

Missing any Tap/Flick note resets the Combo to zero.

Breaking a Hold note stops Combo accumulation but does not reset it to zero.

About JUDGE

  • Enabling Pro Judge locks the game to E Judge with no items or ST. Scores under this mode are uploaded to the Pro Leaderboard, which can be used for competitive rankings.

Mod Explanations

  • Const: Note scroll speed is independent of BPM. (The "Item" toggle has been moved to in-game pause → Settings. "Const" no longer represents carrying items.)
  • Death: Locks the game to D Judge with no items or ST. The game ends if HP reaches zero.

In-Game Pause → Settings

Changes made in Settings during gameplay only take effect after exiting and re-entering the chart.

Tilt Angle

Adjusts the vertical height of the lane bases.

Scaling

Adjusts the width scaling of the lanes.

Enable Items

Toggles the item functionality during gameplay.

Auto ST (SuperTime)

Toggles automatic ST activation when the ST gauge is full.

Enable ST

Toggles manual ST activation. When enabled, ST can be manually triggered when the gauge is full and manually canceled if the gauge depletes below 50%.

Enable Key Sounds

Toggles in-game key sound effects.

New Flick Judgment

When enabled, flick note judgment differs from the default mode:

Disabled: Judgment is based on the timing of reaching the flick target position.

Enabled: Judgment is based on the timing of initiating the flick input.

Additional Notes

RM Mode allows players to customize image assets in the default skin for personal preference. However, do not modify Lua files, as the server verifies skin Lua hash values before uploading scores.

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