Guys... I dunno if it's plausible... but I wish Osu's mods could be applied on Bandori...
I know not all mods are appliable on the game.but here's my take of the mods:
EZ: Easy Zone.
Handling just 5 Lanes instead of 7. Lanes are slightly bigger. Energy loss is 50% of usual.
Catch: -20% in score as long mod is active.
NF: No Fail.
Just like in Multilives when Energy is empty, you can continue playing even if Energy is 0. Same rules of NO ENERGY applies in Single live.
Catch: Cannot be used in Multilives. But VS Live/Challenge songs and solo song can. If Energy is 0 cannot heal.
HT: Half Time.
song is played at a slower pace, making it easier to FC songs. (To 70% speed)
Catch: -30% Score as long it's active.
HR: Hard Rock.
More lanes to handle (9 lanes. Extreme lanes handle Lights on top of stage. Dual taps cause a blink. Long note/Slider- color change in RGB RANGE. Swipe would cause a light direction change.) Lanes are slightly smaller. Damage is 150% of usual.
Bonus: 10% score bonus as long this is active.
SD: Sudden death.
The ultimate mod for FCers. If Combo is broken. 1000 Energy damage. Cannot be used with NF.
Bonus: If surviving, Guranteed FC.
DT: Double time.
Think the song is too slow? How about making it faster? This mod literally raises the BPM of the song. Making the notes even faster than before. Really challenging . . . (Now. Imagine Pico with DT in Expert.... XD)
SPEED is 130%.
Bonus: +20% as long as mod is active.
HD: Hidden display.
This one could have two intakes, either the lanes are hidden and only the approach bar is visible. Or the notes appear only in midlane instead of top. All in all. Both options look interesting.
Bonus: +10% as long mod is active.
PR: Perfect run.
Watch the song played in perfect accuracy. To study how the real pros do it. Kanae plays bandori for you!
Catch: Since it's AI playing. This is UNRANKED PLAY!
WELL, Would you like these to enter bandori? Or you'd like it as is?