Differences in Ouendan/EBA and osu! engines (WIP)

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I'd say I'm a big enjoyer of the DS games Osu! Tatakae! Ouendan 押忍!闘え!応援団, Elite Beat Agents, and Moero! Nekketsu Rhythm Damashii 燃えろ!熱血リズム魂 押忍!闘え!応援団2. These are the games that led to the creation of osu! (and there are other clones too LMFAO). I've been playing the series since 2019 ish, as well as osu! since 2016, and have noticed a lot of differences in features between the games, even just down to how note scores are processed.

Shoutout to mm201 and m980 for pointing some of this stuff out to us years ago.

Core differences between Ouendan/EBA and osu!

Slider Quirks

Miscellaneous

Feature Ouendan 2 osu! (stable) osu! (lazer)
Approach Rate range Unlimited? 0-10 0-10
Colorhax (Skipping combo colors)
Combo fire old
Combo fire turns blue after 500 combo old
Custom combo colors
Gameplay modifiers Hidden Many Many
Geki 激/Katsu 喝/Elite Beat/Beat judgements at end of combo
Hidden score multiplier 1.5x Base (300→450) 1.06x Bonus 1.06x Bonus
Maximum combo colors 4 8 Unlimited
Score Limit 9999999 231-1 1000000+
Timing Window Static (~OD9) Dynamic Dynamic
Variable slider velocity