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NOISZ STΔRLIVHT/Notes

Revision as of 10:22, 5 May 2025 by RiceEmpress (talk | contribs) (changed image formats)
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In NOISZ STΔRLIVHT, gameplay features many kinds of note for the player to interact with, offering different judgments depending on the timing with which they are interacted with. Successfully interacting with a note will do damage to the boss of each song.

NOISZ SL Screenshot 4.jpg

Notes

Main note types

There are 4 main types of notes:

Tap notes

Tap Note.jpeg

Tap notes are blue. They require you to tap on the diamond button underneath the column when the note overlaps the indicator line.


Hold notes

Hold Note.jpeg

Hold notes are green. They require you to tap and hold the start of the note, and then follow the path of the note.

  • You don't have to time the release at the end of the note.
  • Technically, hold notes only contribute to combo (and deal damage) on the initial tap and on hold vertices (including the end of the note).
  • Hold notes only check if you are holding in the correct position at the vertices, your finger can be anywhere on the screen in the time between the vertices. Anywhere includes outside of the diamond buttons, as long as your finger is still in contact with the screen it can be even on the bullet area on the top (when this is the case, the hold input does not move your character).
  • However, if you fail to keep holding a note, your next vertex becomes an Error no matter what. Hold the note again to start hitting vertices again.
  • You cannot switch hands on a hold in the same vertex; releasing the original hand, even after holding it with another hand, will cause your next vertex to become an Error.

Some holds appear curved than straight, however it's just a visual change.


Slide notes

Slide Note.jpeg

Slide notes look like tap notes but with a pink arrow on one side. They require you to swipe on the indicated direction when the note overlaps the indicator line.

You don't have to tap it, meaning you can swipe as the end of a hold note, or swipe multiple slide notes at the same time.


Slash notes

Slash notes are pink circles with an arrow in the center and a timer on them. They require you to be moving the character in the indicated direction at the slash note's position when the timer reaches 0. An approach circle appears at 1 on the countdown to highlight the timing.

While you can move to the slash note to hit it, some can be hit just by tapping and letting the character move from the dock straight to the slash note.

A hidden mechanic called phantom slash tapping<ref>Elica explaining phantom slash tapping</ref> exists to assist with tapping slashes: If you are at the dock and tap anywhere on the screen, it takes your character a couple of frames to reach the destination, but if there is a slash in the path then that slash can be triggered as if you moved the entire distance instantaneously.

You can also hit slash notes on release during RS-Dash.

Other note types

Some songs feature special note types:

Up-slide notes

Up-Slide Note.jpeg

Up-slide notes are pink with an arrow on top. They require you to swipe upwards when the note overlaps the indicator line.


Mine notes

Mine Note.jpeg

Mine notes are red. You must avoid them by making sure you don't have any input on that lane when they overlap the indicator line.

They deal as much damage as bullets, but with no temporary invincibility afterwards, so be careful.


Down-slide notes

Down-Slide Note.jpeg

Down-slide notes are pink with an arrow on the bottom. They require you to swipe downwards when the note overlaps the indicator line.

Currently, down-slide notes only appear in:

Halved notes

Halved Note.jpeg

Halved notes are a special note type that are half the size of a regular Tap note. They only appear in:

Flick notes

Flick Note.png

Flick notes are a special note type that are similar to slide notes, but entirely blue, with a small red diamond on the point of the arrow. They must be tapped and slid in the indicated direction (left, right or up) in order to be hit.

Up-flick notes resemble up-slide notes in shape, but like other flick notes they are blue with a red diamond on the point of the arrow.

Up-Flick Note.jpeg

Currently, flick notes only appear in:

Void mine notes

Voidmine.jpeg

Void mines act identically to regular mines, with the important distinction that they kill the player instantly when triggered, similarly to regular void bullets.

Currently, void mines only appear in Re:VERSE (inst.) on Normal and above and ⠀(NOISZ STΔRLIVHT) on Overload.


Judgments

There are 6 kinds of judgment:

Star Radiant Judgment.jpeg Star Radiant or S-Radiant (pink RADIANT!! with a star) is the highest judgment, received for a precise hit.
OK Judgment.jpeg OK (pink) is used for hold vertices (portions of hold notes after the initial tap), slide notes, and slash notes. They are about as lenient as Spark, but count the same as Star Radiant.
Radiant Judgment.jpeg Radiant (blue RADIANT!, no star) is the judgment given for a slightly-off timing.
Spark Judgment.jpeg Spark (yellow) is the judgment for an error larger than Radiant.
Error Judgment.jpeg Error (red) is the judgment given for missing a note entirely or pressing it way too early. Errors deal damage to you. Note that the notes that can trigger an OK judgment will only either give OK or Error. These are hold vertices, slides, and slashes.
Ouch Judgment.jpeg Ouch! (red) is the judgment given for hitting a bullet, laser, or any kind of projectile. Ouch! deals even more damage to you.


The precision required to hit each note judgment varies depending on your current character's TEC stat.

An additional judgment exists in Duel Gauge songs, during Convergent Events, and through Sera STΔRLIVHT STΔGE's and Grace Blue Moon's V-IGNITIONs:

G-Radiant Judgment.jpeg Gay Radiant or G-Radiant (rainbow S-RADIANT!!!) is a judgement timing with an even smaller window then S-Radiant, estimated around 1/4 of the S-Radiant window. G-Radiants give a flat +.01% damage per note, or +1% outside of Duel Gauge. This damage is displayed as an additional percentage on the verse damage in the results screen, and is only counted as clear damage on Duel Gauge when using V-IGNITION Sera STΔRLIVHT STAGE. On the Timing Evaluation, G-Radiants are not counted separately from S-Radiants.