WHAT THEY LOOK LIKE
Real plays, recorded in the game. Multiverse MV
Eight playfields circle about, each with its own look and mods. The outlined one is live; the next one is already on its way.
Shapeshift SSCR
Every few bars the lane bends into another shape: a loop, a hook, a straight again.
Portal + Barrel Roll ACLPSKBAPT
Notes dive into one portal and come out of another, streams slither and every kiai spins the lane.
Loop + Crumble LPCR
A loop-the-loop in the middle of the lane, and every hit knocks a piece out of it.
Crumble CR
Hits knock the lane apart, harder as the combo grows; a miss puts it back together.
Shatter + Decoy BRWVDYLPSHCK
The lane breaks into pieces that slide apart, and see-through fakes fly between the real notes.
MODS
78 of them, in the game's mod select order. Point at one (or tap it) to read it. REDUCTION
- EZ Easy Easy (EZ) Wider timing windows (OD x0.5), slower notes, a kinder HP bar.
- NF No Fail No Fail (NF) You can't fail, whatever the HP bar says.
- HT Half Time Half Time (HT) 0.75x speed, same pitch.
- DC Daycore Daycore (DC) 0.75x speed, lower pitch.
- HA Half Notes Half Notes (HA) Streams lose their finest notes, on the beat. For learning hard maps.
- NB No Finishers No Finishers (NB) Big notes become normal ones.
INCREASE
- HR Hard Rock Hard Rock (HR) Tighter windows (OD x1.4), much faster notes, a stricter HP bar.
- SD Sudden Death Sudden Death (SD) The first miss fails the play.
- PF Perfect Perfect (PF) Anything but a GREAT fails the play.
- DT Double Time Double Time (DT) 1.5x speed, same pitch.
- NC Nightcore Nightcore (NC) 1.5x speed, higher pitch.
- HD Hidden Hidden (HD) Notes fade out long before they reach the drum.
- FL Flashlight Flashlight (FL) Only a circle around the drum is lit; it shrinks at 100 and 200 combo.
- PR Precise Precise (PR) OD +2.
- GN Great or Nothing Great or Nothing (GN) An OK counts as a miss (but doesn't fail you).
CONVERSION
- RX Relax Relax (RX) Colours don't matter: any key hits any note. Has its own leaderboards and pp.
- AT Autoplay Autoplay (AT) Watch the map play itself.
- SW Swap Swap (SW) Dons become kats and kats become dons.
- RD Random Random (RD) Every note gets a random colour.
- CS Constant Speed Constant Speed (CS) All notes scroll at one speed: no SV changes.
- AL Alternate Alternate (AL) Hands must alternate; either may follow a finisher, drumroll or swell.
- WU Wind Up Wind Up (WU) The song speeds up from 1.0x to 1.5x of your speed.
- WD Wind Down Wind Down (WD) The song slows down from 1.0x to 0.75x of your speed.
- AB All Big All Big (AB) Every don and kat is a big note.
SCROLL
- AC Accel Accel (AC) Notes start slow and rush in near the drum.
- BR Brake Brake (BR) Notes fly in fast and brake near the drum.
- WV Wave Wave (WV) Note speed swells and falls along the song.
- PU Pulse Pulse (PU) Notes jump forward on every beat.
- ST Stutter Stutter (ST) Notes freeze for half a beat, then catch up.
- CH SV Chaos SV Chaos (CH) Every note gets its own speed (+-30%): they overtake each other.
- CC Crescendo Crescendo (CC) Notes speed up steadily over the map, from 0.8x to 1.6x.
- DR Drop Drop (DR) Notes freeze two beats before every kiai, then slam in 1.4x faster.
- GB Gearbox Gearbox (GB) Every beat of a bar shifts up a gear (+15%); the next bar starts over.
- RL Roulette Roulette (RL) Every 4 bars a random speed (0.5x-2x); a marker shows where it changes.
- TC Tact Tact (TC) Notes crawl through each bar, then rush to where they belong (C: how often).
SV LAB
- AS Anti-SV Anti-SV (AS) The map's speed changes are turned upside down: 2x becomes 0.5x.
- HS Hyper SV Hyper SV (HS) The map's speed changes are exaggerated: 1.5x becomes 2.25x.
- EV Even Even (EV) Notes are evenly spaced: bursts fly in fast, slow parts crawl. Play by ear.
- SL Split Split (SL) Dons are 20% faster and kats 15% slower: colours overtake each other.
- SG Swing Swing (SG) Notes on the beat are faster, notes between beats slower.
- LF Leapfrog Leapfrog (LF) Every other note is faster: pairs swap places on the way in.
- PN Panic Panic (PN) Every miss makes notes 15% faster for 4 seconds; misses stack.
- MC Mercy Mercy (MC) Every miss slows notes down for a few seconds.
- LG Lag Spike Lag Spike (LG) The lane freezes now and then, then skips ahead. Like a bad stream.
- MW Moonwalk Moonwalk (MW) On every bar the notes slide backwards for a moment.
- SR Snap Speed Snap Speed (SR) Speed by rhythm: 1/3s slower, 1/6s faster, 1/8s a bit faster than the rest.
VISUAL
- SU Sudden Sudden (SU) Notes only show up close to the drum.
- BL Blink Blink (BL) Approaching notes vanish on the second half of every beat.
- BO Blackout Blackout (BO) Kiai time turns the lights off: only the drum stays lit.
- SP Spotlight Spotlight (SP) Flashlight whose circle breathes with the beat.
- CL Colorless Colorless (CL) Dons and kats look the same. Play by ear and memory.
- MM Memory Memory (MM) Notes are only shown for the first 15 seconds.
- DY Decoy Decoy (DY) See-through fake notes fly in between the real ones and vanish before the drum.
- PY Party Party (PY) Everything flashy at once; notes pulse to their own rhythm, 1/4s four times a beat.
- OT Overtime Overtime (OT) It's me.
- LI Liar Liar (LI) Far off, triplets are spaced like 1/4s; their real spacing shows near the drum.
- RA Radar Radar (RA) The lane is dark: a beam sweeps it every other beat and lights notes up as it passes.
- EC Echo Echo (EC) Notes are grey; the next bar shows in colour under the lane, a cursor running along it.
RAILS
- ZZ Zigzag Zigzag (ZZ) The lane zigzags across the screen.
- UT U-Turn U-Turn (UT) Notes come in along the top, make a U-turn and come back to the drum.
- SI Spiral Spiral (SI) The lane coils into a spiral; notes wind their way in.
- LP Loop Loop (LP) The lane has a loop-the-loop in the middle.
- EB Elbow Elbow (EB) Notes fall from the top and turn into the lane at a corner.
- MZ Maze Maze (MZ) The lane winds round corner after corner across the whole screen to the drum.
- SS Shapeshift Shapeshift (SS) Every few bars the lane bends into another rails shape (C: how often, which order).
- SK Snake Snake (SK) Streams slither along the lane, triplets the other way; 1/1 notes fly straight.
- XF Crossfire Crossfire (XF) The drum sits in the middle: kats come from the left, dons from the right.
PLAYFIELD
- MR Mirror Mirror (MR) The lane is flipped: notes come from the left.
- TL Tilt Tilt (TL) The lane rocks from side to side with the beat.
- SN Spin Spin (SN) The lane moves to the middle and turns full circle every 24 seconds.
- MN Mania Mania (MN) The lane stands up: notes fall down onto the drum.
- BA Barrel Roll Barrel Roll (BA) Every kiai starts with a full spin of the lane.
- FF Flip Flop Flip Flop (FF) Every 8 bars the lane flips over to the other side.
- SH Shatter Shatter (SH) The lane breaks into pieces that slide apart and back; further where streams are.
- CK Cracked Cracked (CK) Every miss cracks the lane and knocks a piece out of line; 50 hits mend it.
- CR Crumble Crumble (CR) Hits knock pieces out of the lane, harder as the combo grows; a miss puts them back.
- PT Portal Portal (PT) Notes dive into one portal and come out of another; they move every 8 bars.
- MV Multiverse Multiverse (MV) Eight playfields circle about, each with its own look and mods (C sets them up).
Point at a mod (or tab to it) to see what it does.