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!
- Note that this list and the table below are not complete, and I'd like to expand it beyond just "Ouendan 2 vs osu!" in the future. I'm just lazy and having an autism moment right now.
-
All charts in Ouendan have a storyline/storyboard associated with them, as well as break sections.
This structuring is what influenced the break structures of many maps from before 2010, even those without storyboards.
- Touchscreen is the sole method of playing EBA/Ouendan, so charts are designed with that limitation in mind. Don't expect to see any stream patterns or crazy 1-2 jumps in these charts 8d
- Most charts in EBA/Ouendan have a slider tick rate of 2, but I think 1 (and even 0.5) are more common on osu!.
-
Circles have a radius of 16px on the lower 3 difficulties (smaller on the highest difficulty). This means without overlaps, 8 circles could fit end-to-end horizontally, or 6 vertically.
- Some maps from the games that have been ported to osu! use CS3/4, though it's impossible to fit eight CS3 circles inside the osu! grid horizontally without them overlapping.
- m980 once entertained the idea to me that EBA/Ouendan have variable approach rate, but neither of us have been able to confirm this.
- Spinners seem to have their difficulty set on a per-object basis but I can't confirm that. They range in difficulty from baby's first spinner to nearly fucking impossible for no reason
- 50 judgements are also invisible for spinners. This behavior carried into older osu, but I think it's been fixed since then.
- There is no penalty to your performance rank for having more than 1% of hit notes be 50s.
Slider Quirks
- Dropping a slider end in EBA/Ouendan counts towards your combo, while doing so in osu! does not. I'm pretty sure 2007 builds of osu! actually broke your combo when dropping a slider end.
- Dropping a slider end on a slider with no ticks results in a 50, compared to 100 on osu! stable.
- Missing a slider entirely shows the miss graphic on both ends of the slider, though this only counts as one miss. This behavior existed in osu! until the default skin was changed in 2013.
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 |
✓ |
✓ |
✓ |