Game Mechanics

Game Mechanics
This page lists the base gameplay mechanics of WACCA. See here for a UI Guide

Gameplay Summary
WACCA is a musical rhythm game played on a large circular touch panel. A 60x4 ring of capacitive sensors (240 in total) make up the touch panel and surround a circular monitor display. Notes appear from the very center of the display and you are tasked with hitting the touch panel once the notes reach the red judgement line relative to its position on the display. In standard gameplay, successful note hits fill up a life gauge and the song is cleared if the denoted threshold has been reached in the life gauge by the end of the song. Missed notes will deplete the life gauge and with enough misses you can revert from a clear state to a failed state on the life gauge.

Note Types
There are various different types of notes in the game.

Touch Notes
These notes can be hit by touching the WACCA Console anywhere within the note's size, as size may vary with all notes.

Hold Notes
Hold notes can be hit by touching and holding the note within the size until the note bar ends. You do not need to remove your hand at the note's end. These notes may also bend and turn around the WACCA Console, so your hand must stay within the note's size. Hold notes have pretty laxed follow-through judgement. Letting go of a hold note will drop the result judgement gradually from Great to Good to eventually Miss if you leave a hold note unheld long enough.

Chain Notes
Chain Notes can be hit by touching and holding within the chain. Unlike other note types, there is no "attack judgement", meaning you can touch the panel before these chain notes cross the judgement line. Chain notes often take on a similar to holds in charting design, being less punishing in terms of attack judgement but being stricter in terms of travel follow-through. Since Lily R, chain note judgement have been relaxed, with a slight bias towards early input.

Slide and Snap Notes
Slide and Snap notes can be hit by sliding or snapping in the direction shown by the arrow. There are 2 slide notes (clockwise and counter-clockwise) and two snap notes (forward and backward), each denoted by a different color (Orange for sliding clockwise, Green for sliding counter-clockwise, Red for snapping forwards, and Blue for snapping backwards). Since Lily R, slide and snap note judgement have been relaxed, with a slight bias towards early input.

R Notes
Introduced in WACCA Lily R, R Notes are a modifier of existing note types and are denoted by a white border around the base note. R Notes double the weighted score value of the base note and flashes the screen with a rainbow wash.

Bonus Notes
Bonus Notes are a modifier of existing note types and are denoted by a dark stripe overlaid on the base note. Bonus Notes double the life gauge increase you would normally get from the base note and are accompanied by a "Bonus Get" message. Since Lily R, Bonus Notes have largely been replaced by R Notes.

Scoring
Like most rhythm games, WACCA scores you based on your timing accuracy as subdivided into progressively looser judgement values. The maximum score obtainable on any chart is 1,000,000 points. As a result, judgement scoring is based on percentages relative to the amount of notes in a chart, and not static point values.

Judgements
Please note that R Notes will double the weighted value of that note. Whether a note is a hold note or a chain does not change its weighting.

Grade Qualifications
Grade+ subdivisions were introduced in Reverse

Combo-Based Qualifications
A separate grading is awarded for combo-based achievements. Do note that combo does not otherwise affect scoring.

All Marvelous Awards
Progressively decorated medals are given with each consecutive All Marvelous earned on a song. These were introduced in Reverse. {| class="wikitable" ! AM Count !! Medal Color
 * + AM Medals
 * 1 || White
 * 2 || Blue
 * 3 || Yellow
 * 5 || Red
 * 10 || Purple
 * 3 || Yellow
 * 5 || Red
 * 10 || Purple
 * 10 || Purple
 * 10 || Purple