I recently started playing the standard Osu beatmaps – I'm not sure of the technical term of the format but I'm referring to the traditional beatmaps which involve clicks, sliders, reverse sliders and spinners.
My question: What exactly triggers 'game-over' when playing a beatmap?
What I know: if I mess up a lot in a particular run through of a beatmap, it's game over (i.e., the beatmap stops)
What I don't know: What is the exact termination condition for a beatmap (assuming no mods)? In other words, what exactly has to happen to trigger 'game-over' when playing a beat-map?
From observation, it seems that termination is linked to some threshold number of mistakes that can occur within some time-frame.
It also seems as though it's not related to total accuracy since the start of the song. For example, I've had run-throughs where it was game-over after I made a bunch of mistakes one-after-another, but, even after taking these most recent mistakes into account, my cumulative accuracy on that run-through (up until the point of termination) was 85%. Meanwhile, I've completed beatmaps where I've maintained a 70-75% accuracy throughout.
Best Answer
By the 'game over' screen you mean this?
Well, you'll only reach it if you lose all your Health (as in reach 0) without the No Fail mod on.
Other conditions that also triggers it are:
^ Note that the Perfect (SS or Quit) mod restarts (same as pressing Ctrl-R) the beatmap when you mess up the perfect run (100, miss or combo break).
As for avoiding this, refer to this osu! Wiki quote
Depending on the difficulty of the beatmap, your perfect (or on-time beats) and misses will affect your score differently.
The drain rate determines the speed your health depletes.
The higher the drain rate, the more accurate you'll have to be to avoid draining faster than your hits can return.
Just to be clear, a 50, 100, 300 will increase your health, while misses, combo breaks will take a chunk out of your health.
Apart from that, messing up (missing) a beat or breaking a combo will remove 1/4-1/3# of your health bar.
# It's either 1-third or 1-quarter.
Note: Combos are broken when your combo count (bottom left) is reset to 0.
This happens when you:
Your combo is basically a score multiplier and can be increased by:
(Which is why sliders can create ridiculous combos whilst scoring very little)