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- health points | ||
- hit points | ||
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# Marathon | ||
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**Marathon** [beatmaps](/wiki/Beatmaps) are beatmaps which are 5 minutes or longer. They are often collaborative efforts, as mapping longer songs can be tiring when done alone. | ||
**Marathon** is a term used to describe [beatmaps](/wiki/Beatmaps) that are five minutes in length or longer. They are often collaborative efforts, as mapping longer songs can be tiring when done alone. | ||
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## History | ||
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When marathon beatmaps were first introduced they had to be at least 6 minutes long and could only include a single difficulty (with one exception; each beatmapset could include a single [osu!taiko](/wiki/Game_Modes/osu!taiko) difficulty as well). | ||
When marathon beatmaps were first introduced, they were originally defined to be at least *six* minutes long, and could only include a single difficulty (with the exception that each beatmapset could include a single [osu!taiko](/wiki/Game_Modes/osu!taiko) difficulty as well). | ||
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They also had to be named "Marathon" to bypass the Beatmap Submission System at the time and prevent the beatmapset from entering the Pending category. Upon ranking, marathon beatmaps would enter the Approved category instead of the Ranked category to signal that these were marathon maps. This category was later abandoned in favor of the Ranked category. | ||
Marathon beatmaps also had to have their single difficulty be named "Marathon" to bypass the Beatmap Submission System at the time and prevent the beatmapset from entering the [Pending](/wiki/Beatmaps#Pending) category. Upon ranking, marathon beatmaps would enter the Approved category instead of the [Ranked](/wiki/Beatmaps#ranked) category to signal that these were marathon maps. The category was later abandoned in favor of the Ranked category. | ||
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Marathon maps were later changed to include maps with 5 minute drain times and allowing custom difficulty naming. This lasted up until the more lenient spread rules were introduced in 2019. | ||
Marathon maps were later changed to include maps with five minute drain times and allowing custom difficulty naming. This lasted up until the more lenient spread rules were introduced in 2019. | ||
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<!-- TODO: Add links and stuff --> | ||
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tags: | ||
- life | ||
- life bar | ||
- hp bar | ||
- healthbar | ||
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# Health bar | ||
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*For health as a mechanic, see: [Health](/wiki/Beatmapping/Health)* | ||
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The **health bar** (also known as the *HP bar*) is a bar which displays a player's remaining [health](/wiki/Beatmapping/Health). In all [game modes](/wiki/Game_Modes) expect [osu!mania](/wiki/Game_Modes/osu!mania), there is an indicator moving along the health bar that shows a player's current health. | ||
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In [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch), if the health bar drains completely, the player will fail the current [beatmap](/wiki/Beatmaps) (assuming no special game modifiers are enabled). | ||
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In [osu!taiko](/wiki/Game_Modes/osu!taiko), it is impossible to fail a beatmap *during* play, but it is possible to fail after the beatmap has ended if the player has not filled the health bar enough. | ||
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In osu!standard, osu!catch, and osu!taiko, the health bar is displayed in the top-left corner of the screen. Whereas in osu!mania, it is rotated 90 degrees counterclockwise, and is placed to the right of the playfield. | ||
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In osu!standard and osu!catch, the health bar will drain at a constant rate throughout the course of a beatmap, with the exception of breaks. This effect is known as [health drain](/wiki/Beatmapping/Health_drain). | ||
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<!-- TODO: Add links and stuff --> |
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- leadin | ||
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# Lead-in | ||
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The **lead-in** is a 3 second period of silence which is occasionally inserted at the beginning of a [beatmap](/wiki/Beatmaps). This is done to give players time to react to incoming [hit objects](/wiki/Hit_object) if a mapper has placed them close to the start of the song. | ||
The **lead-in** is a three second period of silence that is occasionally inserted at the beginning of a [beatmap](/wiki/Beatmaps/). This is done to give players time to react to incoming [hit objects](/wiki/Hit_object) if a creator has placed them close to the start of the song. | ||
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<!-- TODO: Add links and stuff --> | ||
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<!-- this is a stub --> |
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stub: true | ||
tags: | ||
- heart | ||
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# Loved | ||
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**Loved** is a state given to [beatmaps](/wiki/Beatmaps) that don't follow the [ranking criteria](/wiki/Ranking_Criteria), but are considered popular enough to deserve their own leaderboards. Loved beatmaps contribute to a user's total playcount, but does not contribute to their [performance points](/wiki/Performance_Points). All scores on a Loved beatmap will be deleted if it moves out of the Loved category (this usually only happens on the creator's request). | ||
**Loved** is a state given to [beatmaps](/wiki/Beatmapss) that do not follow the [ranking criteria](/wiki/Ranking_Criteria), but are considered popular enough to deserve their own leaderboards. Loved beatmaps contribute to a user's total playcount, but does not gain them any [performance points](/wiki/Performance_Points). All scores on a Loved beatmap will be deleted if it moves out of the Loved category. This usually only happens upon the creator's request. | ||
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Loved beatmaps use the heart icon  in the song selection screen, and are regularly added through [Project Loved](/wiki/Project_Loved) which is handled by the [Project Loved Team](/wiki/People/The_Team/Project_Loved_Team). | ||
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