Terminology

Unifying terminology reccomended for improved understanding. Bold entries have been adopted and are used frequently.


 * Note - A component of all charts.
 * Note Kind - Separation system of notes by the controls needed to hit them.
 * Note Type - Separation system of notes hy their behavior.
 * RP Note - Raised Penalty note, with a higher penalty for missing it.
 * Mine Note - A note that carries negative consequences if hit.
 * RR Note - Raised Reward note, with extra benefits to the player.
 * Attack Note - A note for the opponent that lets them induce negative effects on the player.
 * Miss - Letting a note pass the strikeline.
 * Evade - Letting a mine note pass the strikeline.
 * Sustain - A note that needs to be held, denoted by a trailing line behind it.
 * Strikeline - The area the player should hit notes at.
 * Strikepoint - One of the “ends” of a lane, at the strikeline.
 * Lane - One of the visually divided sections of the highway, where notes of a certain control pass
 * Highway - The area taken up by one strikeline and the lanes it designates.
 * Shared-use lane - A lane that is used by two or more different kinds of note (such as up and right in one lane)
 * Slam - When all kinds of note are to be played at once
 * Null Tap - Pressing an input when the respective note is not on the strikeline
 * Ghost Tap - When a null tap does not induce a penalty
 * Health Vent - Deliberately losing health in some way
 * Health Drain - Continous depletion of health
 * Health Fill - Continous increase of health
 * Performance - Health, score, accuracy, and streak.
 * Hit Accuracy - The icons that tell how well the player hit a note