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Settings

Settings, like many other systems, are different pre-NEW and post-NEW. Some information here may be inaccurate for Chunithm PARADISE LOST. Settings are separated into separate tabs where similar options are grouped together (sound, judgement, etc.).

In game, settings can be adjusted in the ‘final check' screen, right after the chart has been selected and right before gameplay begins.

There are three default game settings, which loosely correspond to the first three chart difficulty levels in the game (BEGINNER, INTERMEDIATE, ADVANCED). The table below describes the settings dictated by each set, and an explanation of the settings in-depth follows underneath.

Setting Name BEGINNER INTERMEDIATE ADVANCED
Game settings
Scroll speed 2.0 4.0 6.0
Mirror OFF OFF OFF
Player level display ON ON ON
Rating display ON ON ON
Overpower OFF OFF OFF
Sound settings
Guide sound volume Five Five Five
TAP success sound Default Default Default
success sound volume Five Five Five
Skill activation sound volume Five Five Five
Judgment display setting
Judgement display position Bottom Bottom Middle
Judgement details display "JUSTICE" OFF OFF OFF
Judgement details display "ATTACK" OFF OFF OFF
Filter settings
LEVEL sorting order OFF OFF OFF
Background display setting
Guidelines 2 4 4
Field brightness 0 0 0
Field wall 0 0 0
Field indicator COMBO COMBO COMBO

Table adapted from Chunithm wikiwiki.

Beyond presets, the fourth settings option is "Detailed Settings", which allows you to adjust all of the game options below:

Setting Name
* New & later
** Sun & later
*** Lumi & later
Value (Range)
^ Paradise Lost & before
* New & later
** Sun & later
Explanation
Game Settings
Scroll speed 1.0 – 20.0
(Default 6.0)
Adjust the speed at which notes move on the play field. Between speeds 1.00 to 15.00, speed can be increased in increments of 0.50 or 0.25 (ParaLost/New respectively), and between speeds 15.00 to SONIC/20.00, in increments of 1.00. A common scroll speed for MASTER charts is around 8.00.
Mirror OFF (Default)
ON
When turned ON, the layout of the chart is horizontally mirrored.
Track Skip* OFF (Default)
S
S+*
SS
SS+*
SSS
SSS+*
Personal Best
The song can be force exited when the possible score drops below a specified threshold. This setting is disabled in event mode, class mode, and in-store cab-to-cab matching.
Judgement timing A
(Chart Delay/Offset)
-2.0 – 2.0
(Default 0.0)
Adjust the position of the chart with respect to the music.
Can be adjusted in increments of 0.1 from -2.0 to 2.0 .
If there is a lot of FAST: Decrease (-)
If there is a lot of LATE: Increase (+)
If set (especially ±0.3 or more), it is recommended to set "Guide Sound Volume" in "Sound Settings" to 0.

Note: for PARALOST, this is the ONLY option to adjust offset. There is no Judgement timing B.
Judgement timing B*
(Judgement/input Delay/Offset)
-2.0 – 2.0
(Default 0.0)
Adjust judgement timing without changing the position of the chart for the music.
Can be adjusted in increments of 0.1 from -2.0 to 2.0.
If there is a lot of FAST: Decrease (-)
If there is a lot of LATE: Increase (+)
If set (especially ±0.3 or more), it is recommended to set "Guide Sound Volume" in "Sound Settings" to 0.
Matching / Chain Indicator (LUMINOUS+) ON (Default)
OFF
Select whether to enable in-store matching. If it is ON, you can also set whether to display CHAIN.
CHAIN ​​will still be added even if you set it to not display CHAIN.
Player Level Display OFF
ON (Default)
Show/hide player level on the nameplate.
Rating Display OFF
ON (Default)
Show/hide player rating and course badge/banner on the nameplate.
If OFF, rating possession will not be shown on the nameplate.
Overpower OFF
ON (Default)
Show/hide overpower.
Does not hide rating possession on the nameplate.
Sound Settings
Guide sound volume (Metronome) OFF/0 – 10
(Default 5)
A guide sound that plays at the correct timing for each note.
This guide sound is bound to the ‘real' chart timing, ignoring offset adjustments.
TAP sound change (Sound font) Default
Clap
Rain
Woodblock
Bell
Kick & Cymbal
Short Clap
Taiko
Maimai
Ongeki*
Changes how tap notes sound. A preview of a justice critical judgement is played during selection.
All note volume OFF/0 – 10
CUSTOM
(Default 3^ / 5*)
You can set the following 5 note sound volumes at once. Automatically changes to CUSTOM if below settings are adjusted independently.
TAP volume OFF/0 – 10
(Default 3^ / 5*)
Volume for each note type.
Can be set from OFF to 10. Default is 5.
When the above "success sound volume" is changed, it becomes that value.

The HOLD/SLIDE volume is the sound while holding and the end point of HOLD/SLIDE and SLIDE. It refers to the clicking sound that occurs at visible tick points.
ExTAP volume
HOLD/SLIDE volume
AIR/AIR-ACTION volume
FLICK volume
Skill activation volume Volume for character skill effects/activation (additional bonus for TARGET skills, decrement for instant death skills, etc.).
Can be set from OFF to 10. Default is 5.
Judgement Sound Trigger* Skill Sound
JUSTICE or Less
ATTACK or Less
MISS or Less
Allows you to choose to play a sound effect (identical to skill activation sound) when judgements of a certain threshold or below is triggered.
Judgment Display Settings
Judgement Display Position Bottom (Default)
Medium
Top
Heaven
Adjusts the location of judgement indicators on the play field (with a preview). Indicators follow perspective, and are larger towards the bottom and smaller at the top.
Bottom: Appears below the number in the COMBO display.
Middle: Appears directly above the "COMBO" characters in the COMBO display.
Top: Appears slightly above the COMBO display.
Heaven: Appears slightly above "Top".
Judgement Detail Indicator
"JUSTICE CRITICAL" / "JUSTICE" / "ATTACK"
OFF (Default)
ON
Allows you to display FAST/LATE indicators for JUSTICE CRITICAL/JUSTICE/ATTACK judgements.
You can also remove the indicator for the base judgement and only display FAST/LATE for judgements of your choosing.*
Filter/Sort Settings
LEVEL Sorting Order OFF (Default)
Ascend. Score
Descend. Score
Allows you to change the sorting order of charts within the LEVEL tab on song select.
By default, or in cases of score ties, charts are sorted by difficulty level and then by genre.

LUMINOUS+: deprecated due to advanced sorting options
Character Sorting Order*** Version
Name
Changes the order of collaboration character categories on the character selection screen.
(The order of the Touhou Project, maimai, Ongeki, Irodorimidori, and original character categories will not change.)
Background Display Settings
Guidelines OFF
2-Split
4-Split (Default)
8-Split
16-Split
Changes number of field divisions (vertical). Preview available.
Field Brightness -5 – 0
(Default 0)
Adjusts the brightness of the play field. Preview available.
Field wall 0 – 16
(Default 0)
Displays a wall that obscures notes at the back of the play field. Similar to beatmaniaIIDX's "SUDDEN+". Preview available. At 15, only the judgement line is visible, and at 16, nothing is visible.
Field Indicator OFF
COMBO
SCORE (+ Type)
SCORE (- Type)
Border S
Border S+*
Border SS
Border SS+*
Border SSS
Border SSS+*
Border Personal Best
Adjusts the score information displayed on the play field above COMBO (when playing solo) and CHAIN ​​(when matching). Preview available.

OFF: Clears all COMBO/CHAIN ​​displays.
COMBO: Only COMBO is displayed when soloing, and COMBO is displayed above CHAIN ​​when matching.
SCORE (+ type): Additive score, increases when notes are hit, identical to the score indicator on the top of the screen.
SCORE (-type): Deductive score. Starts at 1,010,000 and assumes that all future notes are JUSTICE CRITICAL. Subtracts score from the total for judgements JUSTICE or below.
Border/(S・S+・SS・SS+・SSS・SSS+・Personal best): Displays the difference from the target score in SCORE (- type) format. The display disappears when it becomes unreachable.

Table adapted from Chunithm wikiwiki.

Tips for Adjusting Offset

TL;DR:

  • Adjust Offset A until it feels like the notes arrive at the judgement line in time with the music, THEN
  • Adjust Offset B until your judgement distribution becomes centered

Detailed explanation:

Finding a proper offset to play at is a common process when adjusting to a new rhythm game. The purpose of adjusting offset is to change the timing and judgements of a given rhythm game to something that feels "on time" to the player, which is a subjective determination and can end up being very different across different players.

Additionally, terminology surrounding types of offset may not be interpreted the same by all players. This guide will follow the definitions in Tokaku's Do you hit ON the line or ABOVE the line? video. Additionally, a good explanation is given in donmai's article on GekiChuMai Timing Windows and Offsets.

PARADISE LOST: only Judgement Timing A (chart offset) is adjustable as outlined in the settings table above. This is less than ideal, as players that time based on the audio of the song don't have a fine option to tune offset. I would follow this method to determine an optimal offset:

  1. Find a song and chart that is familiar and easy to play. You should be able to hit nearly every note in the chart, but ensure it has some amount of pattern complexity to use as a benchmark.
  2. Note the Fast/Late distribution of the benchmark chart on the results screen.
  3. If there are more fast notes, decrease (-) offset by 0.1-0.2.
  4. If there are more late notes, increase (+) offset by 0.1-0.2.
  5. Repeat steps 1-2 until the fast/late distribution is roughly equal.

NEW: both Judgement Timing A (chart) and Judgement Timing B (judgement/input) are adjustable. The way I perceive the difference is as follows:

  • Judgement Timing A will shift the position of the notes on the play field up or down, so that the notes hit the judgement line earlier or later.
  • Judgement Timing B will shift the judgement timing of the notes so that the entire judgement breakdown/distribution shifts earlier or later, irrespective of the position of the notes.

As such, I would follow the following method to determine an optimal offset:

  1. Find a song and chart that is familiar and easy to play. You should be able to hit nearly every note in the chart, but ensure it has some amount of pattern complexity to use as a benchmark.
  2. When playing the benchmark chart, see if the rhythm/beats of the song are lining up with where the judgement line is, regardless of the actual judgement (justice critical/justice/attack etc.).
  3. If you perceive that you have to hit above the judgement line to be on time with the song, decrease (-) Judgement Timing A until the notes align with the judgement line.
  4. If you perceive that you have to hit below the judgement line to be on time with the song, increase (+) Judgement Timing A until the notes align with the judgement line.
  5. Once the notes are aligned with the judgement line, play the benchmark chart again and examine the judgement breakdown or fast/late ratio on the results screen.
  6. If there are more fast notes, decrease (-) Judgement Timing B by 0.1-0.2.
  7. If there are more late notes, increase (+) Judgement Timing B by 0.1-0.2.
  8. Repeat the above step until the fast/late distribution is roughly equal.

One final note about offset is that the scroll speed and field wall can also be used as a tool to subjectively adjust the timing of notes. From personal experience, increasing the scroll speed shifts the fast/late distribution away from the fast side.

Mitsuyoshi Tip!

Field wall detailed table

A table that displays the effective speed of various scroll speed + field wall combinations can be found below (original account removed).

Scroll speed / field wall table