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Diff for: wiki/Game_mode/osu!catch/en.md

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<!-- TODO: replace images to be taken from osu!(lazer) with the osu! argon skin.-->
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<!-- Mostly since new players will touch lazer rather than stable in the future its just better to do it this way (this is also why the catcher is mostly referred to as 'platter', the argon skin uses a floating platter, not a character)-->
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# osu!catch
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osu!catch, formerly known as *Catch the Beat* or *CtB*, is a game mode that requires the player to control a platter that has the ability to *catch* falling fruits in tune to the beat.
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osu!catch, formerly known as *Catch the Beat* or *CtB*, is a game mode that requires the player to control a catcher that has the ability to *catch* falling fruits in tune to the beat.
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## Song Selection
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## Song selection
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To access the osu!catch game mode press `Ctrl` + `3` at the same time, or use the the `Mode` button and select `osu!catch` in osu!(stable) or click the ![](/wiki/shared/mode/catch.png) icon on the top of the screen for osu!(lazer).
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To download more beatmaps for osu!catch, head to the [beatmap listing](https://osu.ppy.sh/beatmapsets) on the osu! website, or while in osu!(lazer) press `Ctrl` + `B` or click the `Beatmap listing` button
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To download more beatmaps for osu!catch, head to the [beatmap listing](https://osu.ppy.sh/beatmapsets) on the osu! website, or while in osu!(lazer) press `Ctrl` + `B` or click the `beatmap listing` button
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![osu!(lazer) beatmap listing button](/wiki/shared/lazer_beatmap_listing.png)
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## Player control
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In osu!catch, the player is supposed to catch falling fruits by controlling a **platter** (also known as a "catcher") to the rhythm of the music. By default the keys to control the platters movements are:
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In osu!catch, the player is supposed to catch falling fruits by controlling a **catcher** (also known as a "platter") to the rhythm of the music. By default the keys to control the catchers movements are:
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- the left `<-` and right `->` or `Z` and `X` keys to move the catcher left and right respectively.
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- Press and hold the `leftShift` key or the Left Mouse Button to activate a *dash* state which is recognizable by it making the platter *glow brightly* and leaving an afterimage while moving. Moving while in the dash state makes the player move **2 times faster** then normally.
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- Press and hold the left `Shift` key or the left mouse button to activate a *dash* state which is recognisable by it making the platter *glow brightly* and leaving an afterimage while moving. Moving while in the dash state is **twice as fast** than normal.
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The placement of the mouse cursor *does not* affect gameplay unless [Relax](/wiki/Gameplay/Game_modifier/Relax) mod is enabled, which makes the platter directly follow the cursor.
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## Hitobjects
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## Hit objects
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osu!catch has 3 main [hitobjects](/wiki/gameplay/Hit_object) the player interacts with:
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osu!catch has 3 main [hit objects](/wiki/gameplay/Hit_object) the player interacts with:
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- Fruits
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- Juice Streams
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- Banana Showers
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- Juice streams
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- Banana showers
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### Fruits
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![Fruits](/wiki/shared/Catch_fruits.jpg "osu!catch fruits")
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![An image of fruits](/wiki/shared/Catch_fruits.jpg "fruits from osu!catch ")
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**Fruits** are the simplest object type in osu!catch, all the user is required to do is move the platter under the fruit so it will fall on to the plate rather than over it.
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**Fruits** are the simplest object type in osu!catch. All the user is required to do is move the catcher under the fruit so it will fall on to the plate rather than over it.
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Collected fruits will always give a `GREAT` judgement, rewarding 300 points each and increment combo by 1.
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### Juice streams
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A typical **juice stream** will contains two fruits at its start and end. Between the start and the end there will also be a path made out of small and large droplets, with the large droplets acting as slider ticks. Juice streams, similarly to sliders, can be reversed.
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Small droplets give 10 points each and don't affect combo, while large droplets give 30 points, increment combo by 1 if caught. Unlike small droplets, missing a large droplet resets the combo
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Small droplets give 10 points each and do not affect combo, while large droplets give 30 points each and increase the combo by 1 if caught. Unlike small droplets, missing a large droplet resets the combo.
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### Banana showers
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![Bananas](/wiki/shared/Catch_bananas.jpg "osu!catch bananas")
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![An image of a banana shower](/wiki/shared/Catch_bananas.jpg "An active banana shower")
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While a **banana shower** is active, large bananas will pour from the sky and shirk down. Catching bananas (or missing them) doesn't affect combo, but if caught they reward 1,100 score each and regenerate a portion of the players missing health. Each banana will always reward 1,100 score regardless of mod and combo multiplier.
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While a **banana shower** is active, large bananas will pour from the sky and shrink down. Catching bananas (or missing them) does not affect combo, but if caught they reward 1,100 score each and regenerate a portion of the players missing health. Each banana will always reward 1,100 score regardless of mod and combo multiplier.
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Notably, [Auto](/wiki/Gameplay/Game_modifier/Auto) mod will go above and beyond to catch *all* of the bananas without fail, even if its humanly impossible.
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Notably, [Auto](/wiki/Gameplay/Game_modifier/Auto) mod will go above and beyond to catch *all* of the bananas without fail, even if it is not possible in normal gameplay.
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## Hyperfruits
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![Hyperfruits, and catcher hyperdashing from collecting previous hyperfruit](/wiki/shared/Catch_hyperfruits.jpg "osu!catch hyperfruits")
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![An image of hyperfruits, and the catcher performing a hyperdash](/wiki/shared/Catch_hyperfruits.jpg "osu!catch hyperfruits")
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**Hyperfruits** are special kinds of fruits that will appear when the next fruit is too far away for it to be possible to catch it with a normal dash.
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Collecting a hyperfruit will upgrade the catchers dash into a *hyperdash*, which allows the platter to move just fast enough to catch the next fruit. While performing a hyperdash, the catcher glows red and leaves a temporary red *afterimage* at the collection point. A hyperdash will be active until the next fruit was caught or dropped.
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Collecting a hyperfruit will upgrade the catcher's dash into a *hyperdash*, which allows the platter to move just fast enough to catch the next fruit. While performing a hyperdash, the catcher glows red and leaves a temporary red *afterimage* at the collection point. A hyperdash will be active until the next fruit is caught or dropped.
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Hyperfruits can be recognised by a signature red colour surrounding the hyperfruit itself by default.
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- [Approach rate](/wiki/Beatmap/Approach_rate)
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- [Overall difficulty](/wiki/Beatmap/Overall_difficulty) (ScoreV1 only)
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Each setting is often referred to as CS, HP, AR and OD respectively
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Each setting is often referred to as CS, HP, AR, and OD respectively.
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In osu!(lazer), each of the settings can be altered to the users preferences using the [Difficulty Adjust](/wiki/Gameplay/Game_modifier/Difficulty_Adjust) mod.
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In osu!(lazer), each of the settings can be altered to the user's preferences using the [Difficulty Adjust](/wiki/Gameplay/Game_modifier/Difficulty_Adjust) mod.
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## Play Styles
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## Play styles
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*Refer to [Play Style page under osu!catch](/wiki/Gameplay/Play_style#osu!catch).*
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*Main page: [Play Style page under osu!catch](/wiki/Gameplay/Play_style#osu!catch).*
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## Scoring
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