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Friday, October 1, 2010

Shin-uchi Mode (真打モード)


Shin-uchi Mode (真打モード, lit. True Hit Mode) is an alternate scoring system available in more recent arcade versions of Taiko no Tatsujin. The system was first introduced in 14, temporarily scrapped in the HD arcade, and then revived in Sorairo ver. as simply Shin-uchi (真打).

A main feature of Shin-uchi (Mode) is that it focuses on getting accurate hits over maintaining large combos. The current combo no longer gives multipliers or increments to the basic score for a note. The make up of the total score is also adjusted towards accuracy, with less points going to half-missed notes and drumrolls.

Because combos aren't taken into account in Shin-uchi (Mode), beginner players may find it easier to score as long as they are being accurate while hitting beats, and expert players will find it a fairer way to fight for scores in a competition. In fact, Shin-uchi (Mode) has been made the official scoring system in Taiko no Tatsujin National Tournament 2011 and 2013.

The 4th-generation arcade (March 2020/Nijiiro ver.) and The Drum Master (Xbox/Windows PC) does not include the option of Shin-uchi scoring; their base scoring system already gives zero bonuses to combos, Go-go Time etc.

(arcade) Taiko no Tatsujin Sorairo ver. through Green ver.
(console) Taiko no Tatsujin Vita1 / 3DS3 and later
Accessing Shin-uchi: Shin-uchi can be selected in the Play Option menu, like with other modifiers.


Special Scoring Mechanics:
  • Basic score for each note is a fixed rate, no longer related to current combo.
    Example: Saitama 2000
    Combo
    0~9
    10~29
    30~49
    50~99
    100+
    Normal
    510
    640
    770
    1030
    1550
    Shin-uchi
    1660

  • Different score multipliers for various outcomes
    Example: At a note with 1000-point basic score
    Outcome
    特良
    特可
    Normal
    1000
    500
    2000
    1000
    Shin-uchi
    1000
    500
    2000
    500

  • Maximum score of all songs (regardless of difficulty and rating) are set to approximately one million.
  • The Go-go Time 120% bonus does not apply, even though Go-go Time is still visually in effect
  • The 10000-point bonus for every 100th combo is absent
Other Special Features:
  • Shin-uchi high scores are recorded in the player's data separately from normal scores, unlike in 14 where they are not recorded at all
  • Kusadama notes are replaced with balloon notes (split in 2P plays if at least one player activates Shin-uchi)
  • Shin-uchi may be designated in user-created challenges and tournaments from Momoiro onwards
  • Shin-uchi high scores are not recorded in Cabinet Rankings
  • Console games with Shin-uchi keeps separate crown status for normal and Shin-uchi plays; i.e. you can get 2 crowns for each notechart (when counted for stamps and trophies).

Taiko no Tatsujin 14
Accessing Shin-uchi Mode: Hit the right rim of Player 1 or Player 2's drum 10 times while on the main title screen.
Note: The first secret code must be entered before accessing.


Special Scoring Mechanics:
  • Basic score for each note is a fixed rate, no longer related to current combo
    Example: Saitama 2000
    Combo
    0~9
    10~19
    20~29
    ...
    100+
    Normal
    570
    690
    810
    ...
    1770
    Shin-uchi
    1830

  • Different score multipliers for various outcomes
    Example: At a note with 1000-point basic score
    Outcome
    特良
    特可
    Normal
    1000
    500
    2000
    1000
    Shin-uchi
    1000
    340
    2000
    340

  • A small drumroll hit gives 100 points and a large drumroll hit gives 150, compared with the normal 300 and 360.
  • The Go-go Time 120% bonus does not apply, even though Go-go Time is still visually in effect
Other Special Features:
  • High scores are not recorded in Shin-uchi Mode

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