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Old 12-3-2014, 10:48 PM   #62
DossarLX ODI
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Join Date: Mar 2008
Location: USA
Age: 29
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Default Re: Batch Review Thread v2.0

July/August 2014


1.) SET 1
a.) DossarLX ODI
b.) ilikexd
c.) jimerax
d.) TC_Halogen
2.) SET 3
a.) bmah
b.) hi19hi19
c.) psychoangel691
d.) Silvuh

SET 1

=== JUDGE: DossarLX ODI ===

[6/10] [Resubmission] Aggressor {S.S.H.} (DarkZtar)
- Looks like some spots were changed according to my previous notes.
- 23.52: Erratic layering placement here considering the snare. The jump on 23.52 should have been on 23.43 (the 16th before) and then 23.61 on 23.71 (the 8th after).
- 51.24: The patterning here is too repetitive, this feels like copy and paste seeing those same 24th patterns and 16th [12][12] jumps
- 83.90: The 24th triplets should start on the 4ths and not after, they change placement willy nilly (having the triplet start on the 24th for instance makes two of the notes go to the double pass pedal, but then the last note of the triplet lands on the cymbal, when there are three double bass pedal notes that would match the triplet if it was placed on the 4th)
- 68.71, 81.43, 87.51, etc.: Watch out for long chains of 8th jacks like these. They make the file more awkward than it should be, but more importantly don't match a certain part of the song
- 118.46: Copy paste issue still looks like it's here
- 48th gallop issue looks like it's gone
- 151.18: If this 24th is here, 150.45 and 151.02 should have also been stepped. I think for the cases of Making 151.30 stand out more as the start of the solo it's better to remove this 24th
- 153.46: Wow my previous notes said 16th triplet when I meant to say 32nd triplet. Anyways the 24ths stepped on 153.46 and 153.52 have the right number of notes stepped but wrong placements, it's a 32nd triplet starting on the 16th note on 153.49
- 163.27: 24ths stop here. There's a 16th on 163.36, not 24ths
- 163.71, 163.77: Missing 24ths on double bass pedal
- 164.31: This is a ghost note, but it looks like you meant to step the 16ths before. This and the 8th on 164.22 should be shifted a 16th before
- 186.43: That down 8th jack makes this part super awkward
- 190.80: Noticing some copy-past stuff here from the beginning
- I also saw from another judge any instance of 3/64ths in the guitar solo is 5/96ths. Might want to look into that as well.
- When stepping the 24ths, the triplets should start on the 8ths or 4ths. Having them start a 24th later makes the triplet land on different elements in the song which doesn't match the triplet's supposed effect

[6/10] [Resubmission] Akasha {Xi} (DarkZtar)
- 24.71, 35.09: These 16ths are still missing
- 24.79: Soft percussion wasn't stepped here yet it was at 39.06
- 28.44: Missing piano note
- 40.76: What makes this section a bit awkward is how the 24ths are starting on the same column as the 16ths before or after, so there are implicit minijacks in the one handed transitions.
- 62.74: While jumps can be used to accent the synth in cases like these, it causes ambiguity right after when the percussion comes in
- 70.36: Considering this is a prominent piano hit it may be a good idea to layer this as a jump
- 75.22: Missing 8th here (it can even be argued this should be a jump)
- 84.63: A jump here for both the violin and piano would be good considering how prominent both are
- 89.49: Implicit 3-note down jack, basically 3/32nd speed.
- 95.49: Hand is still missing
- 105.63, 105.79: Missing 16ths here, and 105.71 should be a jump
- 124.52: The up and down columns are getting abused here causing some more awkward anchors
- 135.38: The 16th minijack jumps going into the 24ths are ok, but the 24th patterning here has many long hidden 8th jacks. 136.36 for instance has a hidden 6-note 8th jack with 24ths and a 16th minijack jump after, it's messy to even look at
- 173.01: I can see the rationale behind why this isn't a jump but 173.33 should have a jump considering it's both the percussion and melody on this 4th like the jumps right before
- Many of the patterns in this file felt incredibly forced, especially with those implicit jacks

[6/10] [Resubmission] Rape {Renard} (hi19hi19)
- I remember SocoNHydro420's 13 chart for this song (admittedly it was dumpy and incorrect, haha).
- 16.34: This is a prominent missing 16th which looks like it was left out to not create a one handed 16th minijack, but alternatively the [12] jumps here could have been repatterned.
- 17.67: Missing 16th
- It looks like this file tries to generalize the rhythms to something more even; For instance 18.19 sounded more like 32nd triplets but was stepped as 24ths, and there are 32nds at 17.90 but it was stepped with a trill structure as 24ths.
- 28.13, 28.21: There are also 16ths here
- 31.32: What's this 16th jump going to?
- 40.52, 48.68: Missing 16ths
- 55.80: Creates a 32nd minijack in and out of the 32nd burst. Interesting
- [34]3[12] appears a lot in this file
- The structure is there but the jump usage was hard to understand considering the large spread of jumps throughout the file

[6/10] [Resubmission] Visitor {Virt} (DarkZtar)
- Looks like the quantization issue has been resolved for the most part
- 57.85, 67.57, 67.67, 67.77: These jumps are still missing
- 74.86: Note still missing
- 75.66, 75.28, 84.98, etc.: It looks like these notes were offsetted to differentiate from the percussion but they're an entire frame off (0.03 seconds) from the 4th
- 85.87: This jump is still missing (see 86.49)
- 129.82, 136.23: Jumps here would be a nice accenting technique along with layering the hi-hat underneath
- 149.77: Missing note to percussion
- 160.67: There aren't 24ths here, there is a 32nd on 160.68, a 16th on 160.84, a 32nd on 161.10, and a 16th on 161.25 -- basically, 3/32nds instead of straight 12ths.
- 163.42: Missing jump
- 192.01, 192.22, 192.43: These 32nds are what you're looking for, not the 64ths (it's an entire frame off).
- 194.31: I didn't see this 24th going to anything but there is a 4th before it
- 197.18: These are basically just an unnecessary [13][24] split-jump stepped as fast gallops, stepping 24th jumps here would be a much better alternative
- 198.06: The 64th gallops here are a bit fast, they play better as 48th gallops
- The patterning of that 48th polyrhythm in the last 24th stream is mean
- File looks better than previously but still needs some tweaking

[6/10] Black Lair {Sakuzyo} (DarkZtar)
- 22.52: The 12ths wubs could have been stepped here, this feels empty without them
- 24.42: No bass kick here, this is a single note
- 29.12: This is stepped as hand, yet 30.92 is stepped as a jump. 30.92 should be a hand in this case
- 32.82: This 32nd note isn't going to a hi-hat and it looks like the triplets are supposed to be going to the hi-hats in this section
- 39.22: Hi-hat 32nd here should be stepped
- 35.95, 36.35: While the offsetting here is appropriate it's not enough. There notes are around 0.03 seconds off, which is an entire frame's worth.
- 39.92: All of a sudden this triplet isn't stepped. There should have been a triplet here with a jump on the 32nd at 40.02
- 43.17: There is a 64th triplet before but this 64th is a ghost note.
- 55.97: Same issue as 43.17, this 32nd is a ghost note
- 59.72: Guitar here is 3/32nds, not 12ths
- 60.79: Guitar note lands on the 16th after (1 frame off from being 150 BPM). Along with that 60.72 is a missing note in the 32nd burst before and leaving it out makes this part play erratically when it stands out
- 61.19: Guitar is on the 32nd before
- 62.02: Missing jump. The 4th after is also negligible to what's happening around this area, so taking out the 4th also would help emphasize what you're stepping here
- 65.72, 65.92: This 4th and 8th should be stepped on the same column to follow the wubs
- 68.42: Missing 16th
- 120.52: This should be a 32nd gallop (see 125.72)
- 125.72, 126.52: Missing jumps
- The song itself might be repetitive but the patterns could have used more variation. I saw too many [24][13][24] and [34][12][34] jumps repeated over and over again

[8/10] Blood of Ganon {Virt} (hi19hi19)
- 6.55: It may be a better idea just to stick with the leading guitar here since the lower guitar is barely audible and this part just feels off to play considering how soft it is. Along with that, the jumps feel overexaggerated from this.
- 40.84: I don't like how muddy the guitar sounds in this song; it seems like there's a 32nd on 40.77 and 40.90, where 40.90 and 41.02 look like the actual placements of what's stepped here as 24ths.
- 61.52: This 32nd is a ghost note; I can see a 32nd triplet for the muddy guitar but it's so hard to hear this guitar's actual notes.
- 61.59: This should be a jump (guitar and piano)
- 61.84: Missing guitar note
- 62.34, 67.34: I'm wondering why the guitar 16ths weren't stepped in these sections
- 70.71: Should these be all jumps? The colors already make this stand out without accenting
- 78.34: This 8th should be on a different column so the left arrow clearly follows just the guitar
- 103.86: Only the last note of this triplet should be offsetted; the last note being the guitar which stands out
- 122.47: What you're looking for is a jump here, then a jump on the 8th after; the guitar doesn't land on this 16th (and the hand I assume is from trying to layer in the guitar). The two 8ths after would layer in the guitar.
- 209.65: Missing guitar 16th
- 223.74: Missing 32nd (right column has a 3/32nd triplet for the guitar)
- 236.33: This 4th should be on a different column since the other 3 notes forming a 4-note jack are not the percussion. This could cause an unpleasant surprise for someone playing through this and not seeing what the first note is going to. At 239.76 the 4th is much more clear and makes sense in the jack, but not in this part.
- 236.40, 239.83: Note sure what these 24ths are going to
- 258.72: Missing guitar 16th
- 265.04: Missing hand
- 274.04: Keeping the left column to the percussion was a good idea. This part is structured nicely
- Despite being 5 minutes long at a relatively slow speed, this file has plenty of interesting parts

[4/10] botu2 -Hyper Euro Arrange- {hito-ookami} (Reshiram)
- 5.84: There isn't anything powerful here to warrant a hand and having a hand in the middle of empty space is incredibly anti-climactic. This should just be a jump
- 11.43: There's a stream of 16th synth running here and I'm not sure what these gallops (going on 8ths too) are following. 14.23 it can at least be seen that hi-hats are being stepped in the hi-hats.
- 17.02: Missing jump
- 39.37: Seeing many ghost notes here. There's guitar layering and stepping of the synth, but the synth doesn't have all those 16th notes, only a few.
- 50.46, 51.86: I'm still thinking the synths are trying to be stepped here with the guitar, but a prominent 16th to the synth is missing here. This section needs to be looked at again because the list of ghost notes is too long to list (along with missing notes).
- 55.44-56.05: At least these 16ths should be stepped since it's a prominent drum roll leading into the next section
- 56.14: In this section the first and third 16ths of each measure are ghost notes (so for instance, in measure 41 the ghost 16ths are 56.23 and 56.57); 62.16 and 63.56 are exceptions
- 70.11: All of a sudden it looks like the stepping has changed to something else and it's not clear what is supposed to be followed here since notes are missing
- 75.70: This isn't an entirely unbroken 16th run. Like the earlier sections, there are many ghost notes here.
- 84.08: The percussion here is much more prominent than the quiet bass and the 8th jacks here aren't entirely correct
- 92.03: This should be a single note considering 90.63 and 93.42
- 96.92: Jump is on the 4th after
- 99.71, 100.41: These 16th notes are placed too early, they're actually supposed to be on the 4ths after. Along with that, 100.67 is a missing jump
- Going to the above two lines, I can see where the confusion here lies. The orchestral part of this section is falling on the 4th and 8th notes, not any of the 16ths -- 3/16ths were attempted to be stepped, but that's not correct. For 105.30 this one should be shifted back a 16th to land on the 8th before
- 103.81: Missing jump
- 107.00: The 32nd triplet before is fine, but this 32nd is a ghost note.
- 108.35: Missing 8th note
- 109.93: The only logical thing I can think of for this 4th-64th-48th placement is differentiating the kick, guitar, and synth where all three land on the 4th. However there needs to be some syncing work done here so the offsets don't end up a frame late in conversion.
- 111.76: Missing 16th for guitar
- 112.37, 113.77: These are 24th bursts, not 32nds. Also it turns out the 24ths also start the 8th before, so they're 7-note 24th bursts
- 117.26: No cymbal crash here, this is a jump
- 119.01: Look back to 96.92; same 3/16th jump issue in this section.
- 129.35, 132.15: Ghost notes (see 107.00)
- The 16th usage in this file is odd and there are many ghost notes along with missing notes

[3/10] C'est La Vie v2 {Protest the Hero} (samurai7694)
- This looks like the kind of file where the difficulty was determined before stepping the chart. This song does not warrant FGO material except that what's currently here is a plethora of anchor jacks slightly faster than Death Piano's 12th jack section (so in a sense, an easier/slower Revolutionary Etude)
- That being said, I'm going to mention right off the bat that 189.34 to the end the stepchart took a turn for the worse.
- 11.44, 14.54: Missing jumps for the drums, there seems to be an attempt of guitar and layering here but it's inconsistent. 11.24 and 14.34 shouldn't be jumps, they're just the guitar
- 15.51: Missing jump
- Ease on the layering, this file is grossly overexaggerated
- 61.37, 62.21: Missing jumps for cymbal, the 3/16ths to it were stepped after however
- 92.83: All of a sudden the drums are jacks?
- 94.41, 99.63: This isn't a quad
- 95.94, 101.14: Hand/jump mix doesn't work here, the guitar also plays the same note on the 4th after. This should be either two jumps or two hands. Also, copy/paste
- 97.13: The guitar plays the same two notes on this 16th and the 4th after, so a minijack needs to be here to separate it from the 16ths after
- 104.03: This part is literally just all 16th jumpgluts to the double bass pedal and guitar. Completely inappropriate use of heavy 16th layering and a bad difficulty spike.
- 152.53, 152.63, 154.13, 154.23, 155.72, 155.82: There are missing guitar 16ths here
- Why are the drums suddenly being stepped as minijacks instead of the previous 4-note 16th jack structure?
- This file is all over the place and seems to change minijack and jack usage willy-nilly, I noticed copy/paste issues, and more important the layering needs to be toned down. At least in the 16th jumpglut section the jumps were more spread out, but in the ending 12th jacks they're anchor-heavy with long jacks. There are alternative ways to step this song than to just resort to layering in double bass pedal with guitar and form millions of jacks and hands.

[6/10] Devilz Sacrifice -Shokuzai no Hitsuji- {OSTER Project} (rCaliberGX)
- (1176 steps)
- 15.02: Missing jump (there's the kick with the clap)
- 36.28: ??? It seems like there was an attempt to do some BPM change here but the notes themselves were not shifted properly. This in its current state is a sandwiched 32nd burst. Along with that, what follows right after plays completely wrong with what was intended.
- 68.68: What's this jump for?
- 90.62: The piano run starts here, the drum triplets get overpowered by the piano and it's not a good change to have the drums here considering how prominent the melody is
- This file is all over the place with layering changes, it's not a good idea to suddenly increase the layering density when the rest of the file isn't as difficult and insignificant elements like the soft hi-hats were being stepped instead of the running melodies.
- The other submission is better. The section in 36.28 needs to be redone.

[8/10] Devilz Sacrifice -Shokuzai no Hitsuji- {OSTER project} (bmah)
- (1277 steps)
- 7.87: Layering the violin here would have been more interesting than the kicks and claps currently here, also considering the violin was being layered before
- 36.50: Missing jump?
- 40.44: This should be a hand but I can see why it's a jump, might be better to leave this as is
- 56.90: 24ths work here considering how they're patterned (32nds originally)
- 98.17: While this 32nd note does exist the cymbal crashes right after are much louder and removing this along with stepping a hand on the 4th after might be a better alternative. Same goes for 99.20, although that 32nd is arguably a ghost note
- The patterning at 92.39 was the highlight of this file for me, that part was great.

[3/10] Disregard {The Berzerker} (XelNya)
- 15.29: Missing note, ghost note at 15.39 and 15.84
- 47.63: Missing note
- 57.43: This note belongs on the 16th before
- 60.28, 66.68: Ghost notes
- 76.93-79.08: There is a 16th run here that was not stepped at all, just repetitive 8th jumpstream with a jump every 4th
- This file stacks awkward one handed gallop patterns right next to each other in the 16th streams which make the streams annoying and it repeats over and over. Along with that, the 8th jumpstream sections with a jump every 4th are incredibly boring and could have been stepped differently to not make the difficulty focused within the 16th streams in the first half of the file and the rest filler. The file even drags on a bit despite its length. Missing that last stream at the end was also a big letdown.

[3/10] Fighting of the Spirit {S.S.H.} (Reshiram)
- One question I'm going to raise is this: How does this file differ from the long SSH songs already in game with a lot of 8th notes and layering?
- The first 15 seconds of the file should replace all those messy bursts with jumps.
- 21.75: Missing note (double bass pedal)
- 35.19: Missing jump, this is still layering in the guitar and the double bass pedal
- 35.66: This shouldn't be a jump, there's just the guitar here (the cymbal is on the 4th before)
- 36.91: This shouldn't be a jump as well, there's just the guitar here/no percussion
- 37.38: 16th triplet, not 12ths
- 38.32: Missing double bass pedal note
- I'm not going to mention any more of the above few errors, basically it looks like the guitar is being stepped as many jumps when the jumps should only be there when both the guitar and the double bass pedal are being layered; there's an inconsistency here when percussion is being layered in. Along with that, there are more missing notes for the double bass pedal
- 44.81, 45.43, 46.68, 47.47, 47.62: Ghost notes. There are 24th hi-hat bursts on 45.67 and 46.92
- 49.81, 49.97: Ghost notes
- 59.43: This is a 24th burst
- 68.34: Missing double bass pedal note, then a missing triplet at 68.81
- The double bass pedal is stepped sometimes but then has missing notes, so it's not clear what is supposed to be followed here
- 70.14: Ghost note
- 77.09: 16th triplet here, the 16ths on 77.33 and 77.48 are ghost notes
- 77.87-80.22: This part needs to be restepped (ghost notes and missing notes, it plays erratically)
- 85.14: Ghost note
- This file has a prominent ghost note issue that needs to be observed.
- 86.63: Not a jump (melody layering)
- 90.23: Layering changes from melody back to percussion again. It's changing too often
- 106.17: The jump should have been here and the hand on the 8th after when the cymbal crash occurs
- 107.11: Missing guitar note
- 120.01: Missing drum roll note
- 121.73, 122.20: More ghost notes
- More missing notes to the double bass pedal after
- This file's repetitive stepping makes it feel like copy and paste over and over
- 140.18: Missing drum note
- I keep seeing the same [14]3[124] triplet pattern repeated
- 179.03-179.34: Guitar starts with 12ths here, then goes into 16ths
- 186.22: All of a sudden no jump for this triplet when it's been stepped previously
- 187.16: Missing guitar note, this feels like copy and paste seeing the same errors repeated
- 200.06, 210.07: Missing note in drum roll again (see 120.01)
- 213.89: Offsetted note for hi-hat? This is unnecessary
- 220.70: Ghost note
- 223.12: The guitar 16th triplet is on the 8th before
- 229.06: More layering issues
- 240.48: See hi-hat issue from 45.35
- 245.17: This shouldn't be ending in a single note
- 246.57: There is a triplet but not a 16th triplet. It's a 3/64th triplet starting on the 32nd after this 4th
- Layering in this file can be more cohesive as right now it changes too often and there are also some jumps that shouldn't be there. The misrhythm errors and the repetitiveness is also problematic here too considering copy paste issues.

[3/10] Johnny's Revenge {Crown The Empire} (blindreper1179)
- 17.48: There's a 32nd triplet starting on the 16th here, no 24ths (same thing for 18.00)
- 18.26: There is a 16th here, no 24ths
- 19.17: 8th is too early, try the 12th after
- 22.56: First off, the guitar here is all 12ths. Secondly, this part is a significantly overlayered difficulty spike. There aren't any 16ths for the accordion until starting at 23.09, which even then all these hands are completely unwarranted
- 24.39: 24ths, not 32nds -- also incredibly overlayered
- Along with being overlayered the above errors also consist of some ghost notes
- 27.78: The 32nd jumptrills in this section are all 24ths
- 36.33, 37.11: These 32nds are ghost notes
- 44.48: This is a 32nd burst
- 92.48: AIM Anthem
- 93.52, 93.78, 97.96, 100.96: Missing guitar notes, although 97.57 was stepped
- 94.04: Again, 24ths
- 102.78: Ghost note
- I'm seeing an overlayering issue here that also seems to change without any clear reason, those jacks need to go.
- 105.91: This file needs to be looked over again for missing notes. The guitar is missing prominent notes like this.
- 107.15, 107.41, 107.54: Ghost notes, also missing double bass pedal hit on 106.96
- 110.22: Basically copy paste of 49.70
- 134.48: These are 24ths
- 135.26: This file just seems like a bunch of copy pasting
- 147.07, 147.20: Ghost notes
- 147.26: The drums here are just 16ths
- 147.78-180.65: Long filler section
- 213.00: More copy paste and layering issues
- There is too much layering in this file. The song is at 115 BPM and it feels like the layered jacks and hands were only put in for the sake of boosting up the difficulty. Along with that the rhythms need to be checked over. The file is also too repetitive in patterning (I noticed a big copy-paste issue here).

[5/10] Kicks for breakfast and Snares for lunch {cheztheguy} (Lambdadelta)
- 14.05, 14.11, 15.38, 15.45, 39.38, 39.45, 42.05, 42.11: These were placed a 64th too early
- 14.55: This should also be a minijack considering 14.38 and it's the same exact sound. Same goes for 15.88
- 17.26, 19.93, 21.26, 31.93: These bursts do start on the 32nd, but is only 3 notes. It's a 3/64th triplet, not four 32nd notes.
- 35.97, 36.01: While these 32nds do exist they're stepped to a barely audible sound and not worth stepping when there's blasting 32nds before it
- 37.30: This 16th belongs to the 64th after (3/64th triplet here)
- 39.88, 42.55: See 14.55
- 46.47: There is a 64th triplet here, no 12ths mixed in the 32nds. For playing sake however, there should just be a 16th jump here.
- 47.72: There is a 48th gallop here and a 48th triplet on 47.80 so these should have been 48th gallops.
- The 64th-48th-32nd sections are messy. The 32nds shouldn't be mostly jumptrillable [12][34] type rolls for most of the file, considering how short this file is there are too many patterns that repeat over and over again and at the end there's a 32nd split roll section with jumps in it that's a slap to the face considering the rest of the file is mostly 1234 types of rolls.
- The jump usage in this file is also excessive. Sure, loud bass kicks. However, it seems like any time there's a kick there's a jump -- the jumps basically lose all their meaning from abusing them so much. The jumps should be limited to accenting the buzzes like what was done in the section at 26.72
- Basically this looks like an easier version of mutant corecore except with no fast runs, all sudden fast bursts with some 16th minijacks. This song just sounds like someone went into FL Studio and put buzz sounds at different speeds to create a track less than a minute long.

[7/10] Super Mario Main Theme {S.S.H.} (hi19hi19)
- 71.92: Not having a hand here made this part feel off, there can be a different kind of hand pattern so the minijack doesn't a 16th into a hand. This might also involve repatterning the two hands after so there isn't a long 8th jack on the right arrow
- 72.26, 176.17: What's this 16th going to? It seems like a ghost note. There is also the 16th before the 5 notes to the drum roll which also seems like a ghost note
- 76.34, 76.74: These should have jumps, or at least 8th minijacks to include the prominent drum hits here
- 77.10: Missing jump, both guitar and drum here
- 89.20: This 8th should be placed on 4 so there's a 3-note jack matching the guitar there. The 12ths could be moved to something like 12 in that case
- 93.35: It's also possible to pattern this so there is a 3-note 8th jack for the guitar
- 98.57: Missing hand
- 102.19: That down arrow
- 104.86, 108.34, 109.15: See 93.35
- 180.25: Missing jump
- I don't see anything good coming from the 48th roll at the very end, it could have just been a 24th triplet or 24th jumptrill (conversion mess from 16th minijack)
- After the solo the file feels like this file is repeating what was already done in the first half. There are several tricky sections and several different sections, but it's still most heavily layered 8ths like in the beginning and it's filler compared to the solo that the player goes through which already takes a minute and a half to reach in the first place

[6/10] Title (Double Dragon) {Shnabubula} (hi19hi19)
- 6.86: Missing 16th (light percussion)
- 8.28, 8.61, 8.95: These triplets weren't stepped but 9.28 and 9.61 were
- 9.95: This should be a jump, layering in the light percussion that forms the previous 16th triplets and the piano
- 11.67: Missing jump
- 12.45: 16th triplet here doesn't go to anything; there is a piano grace note that sounds like a 32nd into the 8th
- 30.03, 30.20, 30.70, 31.53: Missing light percussion 16ths. Is this being done on purpose?
- 103.32: It may be a better idea just to have this as a 64th jump.
- 116.53: 16th kick here is noticeable enough that not stepping it makes this feel emptier
- 120.11: It may be a good idea to step this as a jump since it also layers in the piano
- 123.95: I only hear 5-note 32nd bursts here. Sure if you slow the song down to an absurdly slow rate you'll hear some other stuff in there, but it more closely resembles two 64th triplets which would still only make bursts of 7 notes. not sure why this part is stepped the way it is.
- 150.20: There should be a jump here layering the piano with the light percussion, this section is already tricky to start
- 158.78: Yuck, this section is very nasty to hit
- 165.07: Down arrow makes this messy
- 175.28: Missing hand
- The patterning at 158.78 feels incredibly forced, it's not a good idea to stack fast one handed gallops like that right next to each other. The piano solo section there is interesting but abuses too many implicit jacks or one handed gallops sandwiched in between jumps and it plays very awkwardly
- 123.95 looked incredibly sketchy. That should probably be looked at again, since the bursts are stepped faster than 48ths right now

[7/10] TRIGGER HAPPY {P*Light} (___________)
- Please include the artist next time
- 5.98: Missing hand
- The 24th trills in this file are 32nds in reality but considering how they're patterned they're passable
- 10.79, 10.95: These are 16ths, not 24th gallops
- 15.87: Watch out for long hidden 8th jacks like this not clearly following something in the song. 26.09 for instance the up and down 8th jacks are for the vocals so those are fine, but not in spots like this.
- 40.41: There aren't 24ths here, there is a 16th
- 61.11: Considering 60.79 was a hand, this should also be a hand. Same thing for 81.87
- 84.47: For this section it should just have the jumps on the 4ths to the cymbal crashes or there should be a 16th jumptrill here with the kicks and layering the two cymbal crashes after -- but not 8th jumps.
- Watch the long hidden 8th jack usage, the patterning could be improved in this file but the structure is there.

[6/10] Zephyros {xi} (Silvuh)
- [127.20]
- It looks like for flexible rolling the 32nd bursts in this song were stepped as 24ths.
- 17.33: This 24th should be placed on the 16th before.
- 52.05: Missing jump (bell)
- 54.34: This jump looks like it was supposed to go on the 16th before and the sync in this part feels off... the violin sounds like 32nds and not a bunch of color notes like what's here
- 71.22: Missing jump
- 71.55: The layering here along with all the 16th/24ths put in makes this section very convoluted
- 77.30: Missing jump
- 79.83: Missing 12th for violin
- Like I mentioned earlier this file turned the 32nds into 24ths in an attempt to make the song utilize the bursts with more patterning options. However what isn't appealing in this file is how convoluted it gets with the layering; it may be better not to include percussion layering in the dense spots when there are already enough jumps from the melody (whether it be the violin, etc.)


=== JUDGE: ilikexd ===

[5.5/10] [Resubmission] Aggressor {S.S.H.} (DarkZtar)
-20.462s no jumps for snares on this beat, the jump usage gets kind of confusing after this part
-27.298s no jump for snare here, or 33.373s
-for a great part of the file, the drum layering is just confusing or ambiguous
-50.462s the melody that was being layered comes back in at this part
-while there is some semblance of pr, a lot of parts seem to have kind of arbitrary pattern such as 81.411s; what does this long anchor correspond to?, then you have this same pattern copied at 87.487s
-if stepping the crash at 96.601s as a hand it'd make sense to do the same at 101.538s and 101.918s; there is some unclear hand usage
-104.196s this background instrument being layered here exists at 103.437s, 104.956s, 107.234s, etc, but is neglected, ditto for when this section repeats
-143.405s missing 16th and starting here lots of missing notes
-145.826s this is not 32nd grace note, it's a set of 16th notes, and in the following beats it's 16ths and then 12ths
-150.430s missing note, others in this section
-151.475s 24ths is much faster than the actual rhythm, and it'd be better to keep this unlayered to let it stand out from the rest of the jumpstream in that way while not being too much of an increase in difficulty
-163.627s tons of missing 24ths and inaccurate 24ths later
-181.949s 2 missing notes
-183.089s ghost note
-187.930s these are the same patterns copied from the start of the chart. not a big deal in itself since it's the same musical phrase, but given the repetitiveness in the chart as a whole it doesn't help serve to break it up
->3 minutes is somewhat long for how repeating this music is -- mostly the same phrases repeating and the same couple of instruments, save one solo. better attention to patterning or diversification of patterning could help alleviate this but many parts had kind of random patterning and lots of 4 & 5 note anchors not going to anything
-quite a handful of errors or ambiguous layering

[6.5/10] [Resubmission] Akasha {Xi} (DarkZtar)
-18.932s it'd be a lot better to have this note on 1 or 2 for how low it is in pitch
-26.878s these piano chords are being stepped as jumps, but others (26.229s, 26.553s) aren't
-28.418s missing note
-28.581s ghost note
-29.391s missing note
-35.067s before the 16th drums were stepped like at 29.878s, now omitted
-38.256s same as 26.878s
-39.445s missing note
-39.770s missing note
-62.716s arbitrary jump -- the next section uses jumps for the louder synth but not this one
-66.526s these 16ths should both be jumps
-69.608s missing notes, these are constant 16ths
-75.202s missing note
-77.067s missing note
-84.526s missing note
-85.662s both strings and piano play on this note
-86.635s don't understand the missing notes here, there's a constant 16th piano
-95.472s this crash is just a jump but 96.770 is a hand, both have all the same elements in the music
-109.581s ghost 32nds, there are no 32nds in the music here
-the last third was stepped quite nicely
-noticeably improved from previous submission, but still quite a few errors in missing notes

[7/10] [Resubmission] Rape {Renard} (hi19hi19)
-38.794s, 40.426s - These are the same sound, one is stepped as a 16th minijack, and the other doesn't even have a 16th. I don't think either really merits being stepped as a minijack by itself, and especially since minijacks are already being used for vocals everywhere else in the chart.
-52.690s - Missing vocal to "of".
-Structure is okay although seemingly a bit overdone for the sake of difficulty. Minijack usage is pretty liberal and used for a lot of different, fairly soft sounds, and there is a pretty high amount of 24ths and 32nds to various buzzes and bloops.

[6/10] [Resubmission] Visitor {Virt} (DarkZtar)
-offset is just slightly early
-39.213s would be nice to have these two triplets as different patterns considering difference in sound
-41.281s the layering is quite heavy in this file, but about right here it starts to show when layering both melodies together and percussion on top in that there's a jumptrill here that doesn't feel like it captures any intensity in the music
-57.92s hand? if going to the crash sound, it's happening multiple times before here, and not here, otherwise confusing
-starting here the layering is -quite- heavy in these 12ths. it seems borderline reasonable and the layering is consistent, but it's quite heavy to the point of not being easy to follow in playthrough, and not much of a semblance of pr. it might be better with some reducing
-75.611s the rhythm here is almost exactly 16ths, just a bit faster, but the 192nds are inaccurate in this beat
-76.232s ditto
-88.330s, consequential to what i noted about layering in 57.92s, this part of the music feels much more intense and ominous, but is far lighter and easier, even given the anchored trills; the steps just don't stand out from those of the previous section in the way the music does
-128.658s these 24ths are quite hard to hear as well as being misrhythms. the last 24th of each set is a ghost note, and they're not exactly 24ths either; check these in this entire section
-170.641s missing jump
-222.757s this change to 12ths seems misquantized -- i do not hear the music changing time signature here, even though as 12ths there is a drum every 2 beats, it's also like that from 221.517s to 222.654s. quantization change seems appropriate at 226.170s
-the very last note should definitely be removed since all sound will have faded out by the 2nd to last one. even the 2nd to last note should probably be removed as well.
-the 2nd half of the chart was much more appreciable in structure and layering than the first

[7/10] Black Lair {Sakuzyo} (DarkZtar)
-8.500s these are constant 16ths, although the 16ths that are omitted aren't quite that audible
-22.500s understandable to omit the 3/32nd bass here since sound cuts out, but it would be a really cool effect and addition
-26.100s these jumps can definitely be hands instead except for the two at 27.3s and it leads logically into the final quad
-35.933s the guitar sound that these 92nds aim to accent is actually a 64th after the 32nd
-61.167s this guitar sound starts much closer to the 8th than the 12th. layering here starts to get quite convoluted/bunched up here but not necessarilly bad
-65.300s the bass is soooo much overpowering the guitar that i'd say it's a mistake for this to only be 16ths and in no way acknowledge the bass changing to just 8ths on the 2nd beat
-75.300s low bass note here that would naturally fit on 1
-90.1s bpm double is good here
-97s this part starts climaxing for quite a long time before any layering changes are introduced so i think constant 16ths should be brought in as soon as the drums come instead of waiting several beats
-quite creative/unconventional layering in many parts

[7.5/10] Blood of Ganon {Virt} (hi19hi19)
-40.816s drums are a bit late here
-61.318s the 2nd half of this beat is 24ths, not 32nds
-62.066s there are 16ths in these beats that are the same sound stepped in the previous beats
-63.816s ditto, and several more times
-122.201s should be a hand if the previous is
-124.326s the 24th triplets can be differentiated from each other
-147.497s the layering can be toned down here, i think hands and minijumptrills are a bit heavy for this part of the music
-218.736s missing guitar note
-258.7s guitar note
-some errors here and there but not many for file length
-while the song is quite diverse melodically it did feel a bit long by the end given how long it keeps the same mood

[4/10] botu2 -Hyper Euro Arrange- {hito-ookami} (Reshiram)
-11.586s extreme inaccuracy starting here. it's just 8ths so none of these 16ths make sense
-16.651s clearly ascending in the music, so strange to use a descending roll
-18.048s these 16ths being the same pitch, they can be on the same column - same as 20.842s, and ditto for all its repetitions
-31.320s for better pr this jump can be the same as the previous, same with 32.368s
-34.638s just a note
-38.524s missing 32nds
-39.440s ghost note
-54.023s a ton of missed notes
-56.118s while changing the structure is nice, this melody is sooo quiet and hard to hear that i don't think it can merit being a long continuous jumpstream
-66.465s missing notes
-by this point the sync is a bit late so the bpm should be fixed
-70.089s strange jump from cotinuous js to broken within one part of a section?
-74.629s this jump doesn't seem to go to anything
-79.170s this jump should go to the following 8th
-81.964s missing notes like 54.023s
-86.243s missing note
-column distribution is really strange here; 4 is almost entirely omitted without any seemingly good reason
-94.581s ghost note
-95.236s-106s totally lost as to what anything at all goes to
-109.928s all these grace triplets are just regular notes
-112.351s only 24ths, ditto 113.748s
-117.590s same as 95.236s
-cut is very abrupt
-fairly uneventful

[5.5/10] C'est La Vie v2 {Protest the Hero} (samurai7694)
-17.239s starting here hands are used to this guitar where jumps were being used, which is ok, but the previous hands were accompanied by crash cymbal and i think it'd be better reserved for expressing the crash cymbal
-20.744s, 21.136s, 26.591s, 26.984s snare but consistently no jumps, seems strange since minijack parts layer the snare with jumps and parts like 30.294s have snare layered
-39.644s this is the only part where when snare is constant 16ths it is stepped as a jumptrill
-56.045s don't understand the js breaks here. a constant guitar, constant 16th kicks and a not constant guitar but the latter has many fewer notes than are stepped, so these breaks don't seem to follow anything
-62.598s, 62.923s, 63.249s, etc what are these jumps? jump usage as a whole is unclear in this part
-71.608s, 78.012s 48ths are faster than the actual sound
-74.011s this is an exact mirror copy of the previous repetition which is really bad for pr purposes having it all backward
-104.011s holy cow, quite the difficulty spike
-129.630s should be purple also
-193.408s again, quite a big jump in difficulty right at the end
-a lot of unclear or amibguous layering, and hard to follow hand usage
-difficulty jump at the end is pretty big, probably too big to be viable
-song and chart definitely do have potential

[5.5/10] Devilz Sacrifice -Shokuzai no Hitsuji- {OSTER Project} (rCaliberGX)
-4.541s different pitch on these two hands
-5.913s missing note
-6.684s missing notes? very unclear what is going on here
-11.313s ghost note
-36.256s there's a beat with doubled bpm that causes the next 12 or so beats to be totally messed up. doesn't go back to normal until 41s
-43.627s hand?
-58.541s ghost note
-59.570s missing note
-71.056s this is already accented as a quad so being white is something of a double accent, not really needed
-72.598s just a note
-74.484s these are a set of 4 notes, not 3
-76.284s missing note
-78.084s early jump
-81.856s not sure what these jumps are for. if for the faint kick they should be at 81.170s too, but should be ignored since they don't clearly go to anything audible when playing
-82.713s hands for every instance of this instrument is strange/overdone. better reserved for coinciding with drum or other instrument. this combined with the stepping of the 16th hihat triplets that aren't very audible leaves this part very weird to play through
-as is the file cannot be used due to the messed up part at 36s that is momentarily 350 bpm
-some layering errors and layering scheme as a whole can be improved

[9.5/10] Devilz Sacrifice -Shokuzai no Hitsuji- {OSTER project} (bmah)
-34.509s, 34.852s noticeable piano sound that seems lacking to ignore
-fadeout note should be moved at least 1 beat up
-fantastic in all aspects, can't find any faults beyond the one noted even after trying. great/creative layering, pr, accenting, column usage, climaxing

[3/10] Disregard {The Berzerker} (XelNya)
-12.317s being a different sound than the two previous [14] jumps should definitely be a different jump
-18.466s missing note
-18.666s missing note
-35.014s, 35.064 ghost notes
-40.713s a ton of these 16th notes are ghost notes, dozens of them. try listening closely to the audio, although even then the mp3 quality is very poor so it's difficult to follow what's going on. it's clearly not constant 16ths
-55.660s missing note
-60.259s ghost note
-63.559s ghost note
-66.658s ghost note
-long continuous streams to very noisy drums that can't be clearly identified as 16ths. before this should be considered into ffr a better audio file should be sought after in which the drums can clearly be distinguished and accurately stepped.
-that aside, the music is quite rough and offers little potential for creative stepping

[4/10] Fighting of the Spirit {S.S.H.} (Reshiram)
-these guitar strums are more accurately stepped as 32nds than 92nds
-20.4s two jumps for one guitar flam?
-24.228s this is a different drum than the previous
-24.853s backwards pr
-26s cannot tell what instruments the 8ths are following in this part, it seems to be inconsistent
-40.9s what makes these jumps and then the rest of the guitar just notes?
-44.787s ghost note
-47.23s some ghost 16ths
-50.34s unclear what all of these 8ths are going to, and why some aren't stepped
-59.640s ghost 16ths
-68.318s no 4th stepped but kick drum here. i cannot seem to figure out what is supposed to be being followed here
-76.448 jump for just a kick?
-84.109s another unclear jump
-107.092s missing note
-112.173s ghost note
-at this point not pointing out any more ghost or missing notes, there are many more though
-225.3s hand accompanies crash cymbal, but there are other crash cymbals in this section not followed
-246.554s drum notes are offsync
-165.4s these 16ths presumably going to the backgroudn guitar are stepped quite sporadically, but also aren't accurately following where the guitar actually is
-layering is just too unclear to figure out, doesn't seem to be consistently following anything at times and there are a lot of ghost notes or missing notes
-chart is quite long without much musical diversity

[3/10] Johnny's Revenge {Crown The Empire} (blindreper1179)
-11.067s crash cymbal can be accomodated with hand since and breaks up the monotony of all the jumps used
-15.240s as a result of the constant 8th jump usage to the background instrument, these 4th jumps to cymbals don't stand out as much as they do in the music, whereas the background 8th instrument is hardly noticeably given its volume and constant repetition
-17.327s drums are quite inaccurate, not 24ths
-22.545s 12ths, not 16ths, which is a pretty big misrhythm at this tempo
-28.284s jumps to single tom drums doesn't make much sense
-37.153s 32nds
-44.458s 32nds
-49.675s constant 4th/8th jumping isn't really needed and is hard to associate with anything in the music, as opposed to only layering the vocals with the snares on the 8ths and ignoring the fairly inaudible kicks
-71.849s 16ths are fairly off-rhythm
-79.154s ghost jump
-82.545s jump placement is inaccurate in this part
-92.6s very unclear as to what is making all of these jumps, particularly the yellow ones
-134.284s missing notes
-134.719s missing note
-147.044s ghost 32nds
-147.327s ghost 24ths
-151.936s with crash cymbal this stands out, but is only a single note
-164.457s ditto
-191.588s 12ths
-204.631s long anchor that can't really be associated with anything in the music
-212.979s with this much repetition in the music approaching 4 minutes, this being just a repetition of the chorus and nothing new added musically, a cut is in order somewhere to make the chart more enjoyable, and again at 233.849s
-layering is quite heavy but there is a lot of jump usage that doesn't go clearly to anything specifically noticeable; rather, mostly everything is directly layered on top of each other
-lots of anchors and jumpgluts that don't go to anything that stands out

[6/10] Kicks for breakfast and Snares for lunch {cheztheguy} (Lambdadelta)
-14.364s etc all of these drum samples are ascending so the usage of only 1 minijack is peculiar as opposed to 2 groups of 2 or a descending roll
-27.7s drums are much faster than 32nds. while reduction/simplification is generally fine, in this case these fast drum sounds were previously stepped at their true rhythms so this is a break from that seemingly without any reason; it's better consistently simplifying this rhythm or consistently stepping it at its true rhythm
-35.948s these last two 32nds go to a hi-hat sound that is hardly audible compared to the kicks before it, so with no way to distinguish them from the previous 32nds it'd be better off omitting them since as of now they feel more like ghost notes
-47.448s this distorted sound is reduced to a single 16th note on the beat before but spread out as 48ths, then 64ths -- they sound just like 16ths on regular rate, should probably be reduced to that
-pretty short and not offering much creatively in the music, but possibly borderline acceptable with improvements

[8/10] Super Mario Main Theme {S.S.H.} (hi19hi19)
-42.4s-57s weird minijacks/pr in this part - they don't seem to follow the pitch accurately
-124.2s it sounds like 24ths/faster guitar come in slightly before the 24th stream comes in -- about a beat to half a beat
-solo is quite heavy with all the jumps used, but as a whole i think justified given how aggressive and heavy the layering is throughout the entire chart
-as a result though so much of the difficulty is concentrated in that one part of the chart and goes a bit long without anything nearly as challenging after that part. a less heavy layering scheme overall would probably balance the difficulty more but this is still acceptable.

[9/10] Title (Double Dragon) {Shnabubula} (hi19hi19)
-6.761s drum is on the 16th after
-22.64s missing piano note
-138s-165s awesome
-163.844s missing piano note
-195s-196s patterning really does not reflect the descension here
-206.261s it'd be nice to have the stops in the piano acknowledged with 16th breaks in the stream, even considering the bass piano playing 8ths
-very interesting track, and quite good accompanying steps
-layering is very dynamic but matching all parts of the music well

[!/10] TRIGGER HAPPY {P*Light} (___________)
-To my knowledge, we have no permission for this.

[6/10] Zephyros {xi} (Silvuh)
-19.256s even with two back to back hands here, there are some pretty loud kicks that are lacking to omit, especially since other fast drums are being stepped everywhere
-26.951s jump placement? kick is on the previous note, don't understand this
-31.618s 16ths start here
-34.451s missing 16th
-as a note, the mp3 seems to have really poor quality and it is difficult to distinguish fine detail in sound. as a result, it's very difficult to understand aspects of the steps. because of this it's hard to making many meaningful comments about layering or be sure of what the intention is in many places.
-35.784s missing 16th
-41.118s, 41.284s missing 16th
-42.284s missing 16ths
-79.451s bass piano 16ths
-more missing piano 16ths here
-90.951s piano 16th
-91.618s might be more 16ths here but it's impossible to tell given the audio quality
-95.868s lots of missing 16ths for the piano
-102.451s, 103.951s missing 16ths
-126.516s although the sound isn't too audible, the rhythm of these notes is much faster than the actual rhythm (what should be 90 bpm 16ths)
-as a whole the structure seems acceptable, actually pretty good, but there are a lot of identifiable piano notes that are missing steps, and there is some jump usage that is hard to understand or comment on because of how unclear the music is.


=== JUDGE: jimerax ===

[5/10] [Resubmission] Aggressor {S.S.H.} (DarkZtar)
7.930s, 14.006s, etc - 24th -> 32nds
65.842s, etc - mini jumpjack doesn't fit the music
151.475 - 163.627s - guitar syncing can be better, sometimes rhythms don't fit
175.589 - 187.930 - same with above

structured well, but getting repeititive since this is a long song.
guitar solo parts still need work for rhythming/syncing, also some pattern improvement.

[6.5/10] [Resubmission] Akasha {Xi} (DarkZtar)
37.905s - 24th trill + jump pattern (need to layer this jump?)
89.148 - awkward burst pattern to hit
99.526s, 171.851s - 32nd mini-bursts are okay for vatiation.. but not very looking nice
131.797s - this part is climax of the song, but there are unnecessary spikey patterns due to combination of jumpjack + 24th piano + BD 32nd

rhythm variations and structures are nice, but felt some parts are a bit awkward pattern-wise.
especially in climax part, playability can be considered more for pattern choices. other than those mostly nice.

[6.5/10] [Resubmission] Rape {Renard} (hi19hi19)
3.338s etc - minijacks constantly appear in up column are getting repetitive, and sometimes awkward to hit

technically no major issues.
interesting breakcore style, short song but slightly repetitive due to the style.

[7/10] [Resubmission] Visitor {Virt} (DarkZtar)
11.810s - 24ths don't fit the music
21.789s - ghost 32nd note
39.161s- missing a 32nd
41.591s - 24ths -> 32nds
44.900s - can be stepped as 32nd stream
96.292s - minijacks are a bit inconsistent here?
150.787s - missing notes
164.127s - 32nds based -> 16ths & 48ths (24ths) based
164.644s - some jack patterns are awkward/spikey (ex. 166.298s, etc)
183.929s - not 32nd (not need to layer)
196.286s, 202.490s - awkward batch of patterns in fast mini-stream

There are several technical things that may need minor tweaks.
Overall well-done and replayable.

[6.5/10] Black Lair {Sakuzyo} (DarkZtar)
9.000s, etc - missing 16ths for square sound?
25.200s - missing note
25.700s - 32nds -> 24ths
43.150s, 55.950s - ghost note
60.900s - over-doubled
77.300s and later - sometimes missing sound for square

moderately enjoyable file.
however, some minor tweaks (listed above for example) can be added.

[7/10] Blood of Ganon {Virt} (hi19hi19)
61.319s - unclear usage of 32nds
98.816-100.8s - notes for guitar are prefered
145.321-145.821s - 24ths -> 32nds

longs song and weird end of the song, but the song has variations and fairly replayable.

[6.5/10] botu2 -Hyper Euro Arrange- {hito-ookami} (Reshiram)
11.412-16.651s - felt rhythm choices are weird to the song
40.052 (and similar parts) - lacking a note for the beat
54.721-56.118 (and similar parts) - notes for instruments other than bass drums can be put
109.906s and later - too much grace notes/burst emphasis?

felt inconsistent layering choice at parts sometimes, other than those enjoyable.
song cut of the ending is a bit to sudden.

[5.5/10] C'est La Vie v2 {Protest the Hero} (samurai7694)
40.431s, 98.221s - a bit spikey patttern
104.011-115.209s (and similar parts) - too much emphasis with jumps like this

didn't find legit/good reasons for putting continuous jumps that contain minijacks like those.
a bit long and the song can be cut but other parts are decently stepped in general.

[3</10] Devilz Sacrifice -Shokuzai no Hitsuji- {OSTER Project} (rCaliberGX)
around 37-38s and later: apparently wrong due to obvious bpm errors, .
71.398s - 8th w/ layering or 16th streams fit better 16th triplet structures.
98.827s - missing grace notes

low rating because of severe playability error.
due to bpm errors and structure of the second half, another one is better.

[7/10] Devilz Sacrifice -Shokuzai no Hitsuji- {OSTER project} (bmah)
66.309s - 12ths -> 16ths
69.395s - flute rhythms can be more accurate
89.109s - unlike the previous piano, this one isn't minijack

This one has way less flaws and is better than another one.

[5/10] Disregard {The Berzerker} (XelNya)
15.317s, 21.916s, 34.714s, 60.209s, 66.608s- unnecessary(extra) 16th notes for actual sound after this point

rhythms can be more accureate, stractures are mostly okayt and stream aren't too awkward but not especially great.
besides technical factors, in songs like this it's quite difficult to make a good file unless streams looks wonderful or plays comfortable to hit.

[6/10] Fighting of the Spirit {S.S.H.} (Reshiram)
there're some unnecessary grace notes (e.g. 17.348s)
around 44.865s, 59.249s, etc - ghost (too many) 16th notes for the music
179.012s - 16ths -> 12ths
245.147s - single note is a bit too weak?

maybe due to the song, before the guitar stream part (~140s) it's getting repetitive/monotonous to play.
giving more variations or song-trim is better, there're enjoyable parts too though.

[3.5/10] Johnny's Revenge {Crown The Empire} (blindreper1179)
17.327s- 24ths are wrong (either 32nds or 16ths)
22.545s (and similar parts)- bad jack patterns + misrhythms
27.762s (and similar parts)- 32nds -> 24ths
31.936s, 92.458s, 200.85s- awkward pattern
36.893s- unnecessary 32nds
76.806- PR (should be a jumpjack)
211.806s - PR
231.763s - no need to layer something in 32nds?

there are notable misrhythms, spikey/jacky patterns, and getting a bit repetive/long.
probably requires more fluency in patterns and variation/song trimming.

[7/10] Kicks for breakfast and Snares for lunch {cheztheguy} (Lambdadelta)
13-24 based jumptrills / bursts are a bit overused, but ok

rhythms are fine and no remarkable spikes, quite short but challenging and unique song choice & chart.

[8/10] Super Mario Main Theme {S.S.H.} (hi19hi19)
9.501 - minijacks like these can be alright PR-wise but song intensity-wise it's a bit spikey.
79.334s (and similar parts) - drums like this are stepped as 16ths, some sounds are not very audible
119.037s - guitars are slightly offsync

good song choice, chart is well-done and fairly replayable chart.

[8.5/10] Title (Double Dragon) {Shnabubula} (hi19hi19)
75.927 - can be a hand
98.594-99.927 - a bit spikey pattern choice
around 150s - missing some pianos?

optional but more accurate swing rhythm can be added to piano.
technical no major issues, nice jazz & 8-bit fusion song and great expression, quite fun file.

[6.5/10] TRIGGER HAPPY {P*Light} (___________)
6.283s (and similar parts) - in terms of consistency these are okay, preference issue but 32nds bursts fits better.
10.769s - 24th are a bit off here
25.904s (including similar ones) - minijack for not very audible sounds?

aside from a few things techniclly okay mostly, moderately enjoyable.

[7/10] Zephyros {xi} (Silvuh)
11.368-19.368s - a bit spikey burst+hand patterns (this applies to later similar parts), a bit overuse of hands to the music on some parts
43.034s - 24ths for piano can be added
66.034-76.034s - drums might be layered as 24ths, but felt some ones are not audible enough to be stepworthy
90.034-111.368s This part might be layered by either drums or piano, felt still missing notes (esp. for piano) on some broken streams.
109.868s - 24ths for piano

decent challenging file and rather enjoyable, in some parts felt unconfortable due to major sound choice.


=== JUDGE: TC_Halogen ===

[6.5/10] [Resubmission] Aggressor {S.S.H.} (DarkZtar)
- I didn't mention this in my previous set of notes (likely because I was rushing) but it feels like there are missing jumps spread out throughout the file, regardless of whether or not you are opting into accented structures or direct layering -- some examples: 27.298, 28.817, 33.373, 46.190, 46.380; the list can continue for quite some time -- run through the file some more and add these jumps or minify the structure as a whole since it is quite aggressive as it is
- glaring jump error at 65.842; if that's supposed to follow the guitar instead of the percussion, it's a bad idea given how much more prominent the snares are
- 75.335/75.430: cutoff crash cymbals are a bit more prevalent than the hard to hear snare and given that the snare plays four 24th notes, it's less arbitrary to remove the jump and accent these two notes as opposed to how you have it now
- missing notes at 163.690, 163.753, and 169.956 - all following the same thing you accent at 164.766
- check rhythms at 185.462 to 187.930; a few notes synced aren't quite synced up with the guitar at all
- despite these mistakes, I have a feeling players will enjoy this chart; it could use some structural tweaks but it's queue-worthy in my book
- lower rating than the first time because I was definitely over-compensating the first time

[PASS/10] [Resubmission] Akasha {Xi} (DarkZtar)
- cannot judge impartially as I have a file for this in progress

[6/10] [Resubmission] Rape {Renard} (hi19hi19)
- transition into 18.470 is still quite unpleasant
- all of the other transitions are smoother to play through
- jump structure is still overly aggressive for my tastes and quite unpleasant in my opinion; it's still quite hard to distinguish between jumps for percussion and jumps that are following the vocal samples (or both, or... neither?)
- conditional pass if file is not queue'd because of my rating being the lowest (or tied for the lowest), I feel like that's a fair thing to do because the structure simply doesn't work well for me as a judge and I can't really comfortably change my rating

[5.5/10] [Resubmission] Visitor {Virt} (DarkZtar)
- 23.598 to 33.525: with some jumps having to be omitted due to the melody having xx-xx 16ths, the layering structure here appears to look arbitrary at some points
- 37.041: add a jump so that the kick gets a little more precedence: jumps go to the melody anyway, so having this would feel a little more complete with your current structure
- 39.316: a few missing notes? listen carefully.
- 43.659: if you make the 16th before this triple a subbeat and change this to a normal beat, you'll have the ability to more appropriately quantize a bit earlier since the melody turns into triplets here
- 57.929: really hate the structure from here to 82.126; jumps aren't properly PR'd and the mix between jumps for snares and melody looks really sloppy
- white notes starting at 75.611 are grossly incorrect with regards to rhythm
- why jacks at 96.292? if for the differentiated bass, it's out of place being that 96.706 is barely any different
- reset quantize to 16ths at 108.184 instead of 110.666
- from 110.666 to 120.179, the chart is offset to a blue note; fixing this requires a sync change to ensure that the section after stays synced to 4ths
- 128.658/131.967/135.070: incorrect rhythm
- 129.796/136.207: while this is a string of notes to the melody, this note is largely accented and could still be a jump
- 133.622: time signature change again, effective until 171.055
- 140.550: missing jump for melody
- 143.962: a jump should be added here to give a bit more structure to the next part where the melody runs a bit more (you did this at 150.580)
- 166.781: change this R to a L to get a good feel for the tom bouncing back and forth from high to low
- 168.056/174.260: better jump placement gives you the ability to maintain the mini-jacks for the 8-bit toms that you're following in this section
- 186.152: missing jump for snare
- 190.185: missing jump for snare
- 203.938: should be 16ths
- solo is quite uncomfortable due to a lack of focus in what the primary instrument is; however, the patterns are reasonably coordinated
- 221.206: this is where the quantize should be reset to 12ths minimally; however, if it were me, I'd do all of the individual time signature changes in this phrase: put a regular beat at 216.760 and quantize to 12ths for four beats (up to 218.001) at that tempo, quantize back to 16ths for 2.5 beats at that tempo (up to 219.035), then quantize to 12ths, resetting the sync at 221.206
- 223.068: as mentioned before, really dislike this structure
- chart could stand to use some structural work
- forget if I judged this or not but if I did, I most certainly did not have this many judgments to give and likely overcompensated then, so lower rating second time around - apologies!

[5/10] Black Lair {Sakuzyo} (DarkZtar)
- 14.900 to 21.300: if you're going to focus jumps for PR over freeform 16th triplets, your PR should be substantially better than this
- missing piano note at 17.000s
- the lack of jumps at 21.700, 22.500, (etc) seems a bit strange to me
- also you could add some differentiation at 22.500 using that bass as a neat little 1/6th jack or something
- 23.300: a jump missing here is necessary for pattern deviation, but it looks strange given that the guitar and the kick both run consistently through here
- 25.220: missing note for bass drum
- 30.900 to 40.500: overall, a quite underwhelming section -- structure is repetitive and mirrors the triplet-based construction earlier on, has generally weak pitch relevance, and actually fails to follow something that differentiates this section from others, which is a background but easily audible background piano; additionally, the grace notes in your chart that follow the guitar are questionable because there are a number of other notes with easily distinguishable pitch bends that could be used to more stylistically follow the guitar
- 42.400: jump is ambiguous -- what specifically does this follow?
- 43.150: ghost note
- 43.700 to 53.300: I did my best here to try and discern some sort of pitch relevancy both between jumps and within single notes that might be layered, and nothing seems to clearly coincide properly aside from the first instance -- this melody is quite simple and the pattern structure should be consistent and clear, but it's not; extraneous 16th notes aren't consistent with percussion and are arguably incorrect in a number of places
- 55.950: ghost note
- 69.300: with the snare roll here that you have, you could still have somewhat consistent PR by adding jumps to the melody (would be [34] [12] [34] [13]?); instead, it looks a bit empty and out of place for something that should be used as a intense transition into the next section
- 84.200: missing note
- 92.500: also seems like a missing note, although that's a bit tougher to hear
- 96.700: I can clearly hear the kick build up at this point; start the stream here
- 104.500 to 117.300: direct copy-paste from first chorus, that's just really lazy
- 123.200: missing jump for coinciding percussion + guitar
- structure clearly needs work, and the copy-paste certainly doesn't help at all; very obvious rhythmic issues and the layering isn't all that great

[7.5/10] Blood of Ganon {Virt} (hi19hi19)
- 17.123: missing step for hi-hat
- 19.835: the cymbal and the bass drum actually separate, so you could have a little stylistic split here if you choose -- the triple does enough for catching the more important crash accent, but just a thought
- 40.753: seems like there's a missing percussion hit here
- 60.321: love it
- 66.066/66.566: I personally think these crashes should get precedence for triples, I mean, they mask out every other instrument
- 70.691: what the
- 89.066: if the filling parts of the stream are for hi-hats, I feel like it's necessary to have that polyrhythm before the kicks, just my opinion though
- 105.564/(etc): no love for the lighter kicks?
- 108.820 to 130.821: really disappointed that you didn't go for the lower guitar here; there's some awesome high-speed shredding that you could have utilized for making an awesome and memorable section -- with regards to this section though, watch your attention to the guitar accenting: 121.951 is a portamento and not a clear note, making the triple look a bit off compared to the note at 122.201, which clearly sounds like a single, accented note; also, the note following the triple at 122.451 is noticeably more audible, so I'd remove that and make the next note a jump (two opposing jumps) - also, why is there not: a triple at 126.201, a jump at 126.576 (actually that omission could be ok), or a jump at 127.076?
- 134.826: given that jumps are for snares/piano, this jump is a bit out of place
- 183.462: missing note for hi-hat
- 183.974: ^
- 185.337/(etc): ^, are these intentionally missed?
- 216.379/(etc): jump seems misplaced; guitar plays 1/6 notes here? looking a bit further, it seems like these have some hybrid of following the lead for the start point and the lower-end to keep the jumps clean
- 247.021: separation between all 7 notes here sounds very even; likely 24ths
- 255.914: if the guitar is being followed at all (implicitly or explicitly), you're missing a note/jump
- 304.664: missing note for lower end guitar
- one thing that irritates me about this chart is the lack of rhythmic changes for time signatures, even though the chart does reset itself naturally
- structure is decent; song is a bit long but plays decently enough to not drag; some questionable elements but otherwise, chart plays well

[4.5/10] botu2 -Hyper Euro Arrange- {hito-ookami} (Reshiram)
- 11.412 to 14.206: no idea what's going on here; if it's a syncopation, it's poorly constructed
- 17.000 to 28.177: highly uncoordinated patterning that could stand to have more relevance, even implicit relevance would be ok for a synth line that is composed of gated, single notes
- 28.177 all the way to 84.060 could stand to have better pitch relevance in the synth accenting
- 38.480: missing set of 32nds for end of percussive phrase here
- starting at 39.440: various extra and missing steps presumably for the synth; comb through this area up to at least 53s, if not further
- 66.422: see 38.480
- 70.089: why is there an interruption for this particular repetition? the first one was logical given the cymbal interruptions, but this one isn't quite as justifiable
- 109.906: these grace notes aren't really appropriate
- 112.351/113.748: should be 24ths
- 118.288 to 128.766: 16ths are arbitrary and don't completely follow that background synth
- 125.623: move jump up 1/16th
- in the last third of the file, jumps are pretty heavily used for accents that are difficult to hear, which makes it feel a bit overlayered than it should be
- the file never really seems to pick a direction to take; the intro is really light and follows almost nothing, but the mid/ending is heavy and substantially tougher than other points; file lacks real relevance and often misses opportunities to add substantial accents that make the song feel different

[6/10] C'est La Vie v2 {Protest the Hero} (samurai7694)
- 16.265: what the triples correspond to is a little unclear here; what's the strong accent? if it's the lower-end power guitar, move the triple at 17.239 up 1/16 of a note
- 23.086: ^
- 17.826/(etc): questionable mini-jacks; yes, the guitar chugs make this appropriate, but there is some sequence of melody on the upper guitar
- 38.872: can't quite hear this
- 48.134: missing step if your mini-jacks are for percussion
- 50.839: accidental mini-jack collision
- 56.045: repeating phrase here is xxxxxxx-xxxxxxx (you have: x-xxxxx-x-xxxxx)
- 104.011 to 115.209: gross; it's reasonably correct with regards to structure, but it is beyond uncomfortable to play through
- 120.014: interesting color switch, but feels off given that 128.615 is a different instrument playing a different musical phrase
- 176.317: missing step for kick
- 189.318: same situation as 104.011; thankfully, it's noticeably slower
- file has decent PR overall, structure feels solid on an objective level, but those two sections really kill the playability marks given how much of a spike it is in difficulty compared to the rest of the file

[5.5/10] Devilz Sacrifice -Shokuzai no Hitsuji- {OSTER Project} (rCaliberGX)
- intro seems a bit underwhelming accounting for only parts of the violin melody
- PR could be largely improved throughout the entire file
- 36.256 to 41.056: something is very wrong here with your rhythms
- 72.598: jump?
- 76.456: with these two jumps being here, your entire layering structure for this section looks strange because bass drums were omitted, and these two jumps don't quite coincide with the same percussion sample
- 81.684: this also does not help the cause of the bass drums being inconsistently accented, even if it is reasonably strong accent into the next section
- 82.370 to 87.856: triples on 4ths doesn't work well when adding jumps on 8ths for the piano, because the percussion sequence is not consistent at all -- you could be easily adding a number of jumps for samples
- 92.656: changes to 12ths for a brief moment
- chart has a respectable structure, but more attention to detail needs to be paid for a song that has a number of areas that can be focused on

[6.5/10] Devilz Sacrifice -Shokuzai no Hitsuji- {OSTER project} (bmah)
- 25.681 to 33.909: rethink patterning here - PR is poor on the jumps, patterning is very roll heavy, and doesn't distinguish the change between scales and alternating notes; if the scaling becomes too redundant, break away from your pattern used initially for the scales and deviate a bit
- 42.138/42.824: a number of missing piano notes here (I assume you follow them because of 40.766/40.852)
- 56.881: should be 32nds at the tip of this here
- 58.195: not quite 12ths here, listen closely
- 73.766: sounds like there's a missing note for the organ here
- 73.852/74.538: would love some accent here for that high-pitch synth; Caliber did that in his chart and it looked great despite some breaks on cohesion in that patterning with a 4th and 192nd being separated *shrug*
- 84.138/(86.881): why is the down (left) arrow broken here? the lower end string doesn't change notes -- does this happen as a by-product of PR adjustment for the synth melody?
- 89.195: remove jump, the piano only plays a single note
- 92.024: changes to 12ths for a brief moment
- 92.709: patterning doesn't work well because there is a repeating sequence of three jumps that constrains your pattern and forces you to arbitrarily roll backwards as opposed to properly accenting the 4-note scales
- 99.181: move this 32nd to the 48th right before the jump for more accuracy to that sound effect
- 100.681: hi-hat disappears, so this is a ghost note
- stronger than the other chart, but still needs some work as patterning is quite stale in a number of areas

[4.5/10] Disregard {The Berzerker} (XelNya)
- 15.767: this note and the note immediately following don't follow anything, as the snare terminates on the 4th note
- this file really doesn't have any redeeming qualities; yes, the streams have to happen, but there is certainly more that you can do than just arbitrary jump + tap + jump + tap 8th notes outside of that -- there are some rides and hi-hats that can be followed to actually separate your file from Tear's infamous file
- stream patterns are ok at best; some patterns are very jarring
- 63.559/63.659: ghost notes
- 66.658: ^
- 79.006: missing note; this is where the percussion ends so it's an important note to have
- chart isn't well structured outside of the stream sections; there are elements that can be used to separate your chart from the well known chart and they just aren't used -- as such, the chart feels very unoriginal

[5/10] Fighting of the Spirit {S.S.H.} (Reshiram)
- previous notes (unfixed in red/partially fixed in orange)
Quote:
- not really a fan of how the grace notes are executed as a whole; many of them are technically incorrect rhythmically as the pitch bends are a bit longer than represented in the chart
- 16.410: that quad really has no purpose, honestly
- 30.091: can’t quite hear what this goes to
- 45.178 to 50.181: poor jump usage + missing hi-hat accenting, yet 50.025 produces a 32nd note burst for some reason (note: it’s ghosted) (there are still missing hi-hat notes)
- 59.328: while I do agree with catching the synth’s pitch bend, you have a little too much here in my opinion – a more appropriate starting point would be 59.406 for me
- 60.031: remove triple as there’s no crash here; also allows for you to accent the missing snare at 60.109
- 66.591: missing a few notes to color here, technically 66.754 and 67.067 should be colored too
- 70.194: you might as well be doing a trill into a quad here
- 87.157: rhythm for lower guitar changes here
- 106.304: see 66.591, apply times accordingly
- 119.600/129.606: polyrhythms are incorrect here
- 158.061: layering very suddenly changes from synth accenting to percussion accenting for no reason
- 170.256: see 70.194
- 179.324: 16ths (this was fixed, but now where 12ths should be at 179.012, 16ths exist)
- 186.204: see 66.591, apply times accordingly
- 199.650/209.656: see 119.600
- 218.880: why are 16ths accented for percussion here but not earlier in the phrase?
- 244.052: should be 16ths
- structure of the file really doesn’t sit well with me being that it very often discards percussion and uses less prominent instrumentation for adding layering; additionally, the choice in color usage seems overdone and there are various misrhythms as well
in addition to changes to notes from previous run:

- 25.166: missing percussion notes up to 25.478
- 34.312: missing note for kick drum
- 66.676: missing note for lead guitar
- 77.151: missing note for lower end guitar (the rhythm actually changes here)
- 79.340: missing note for lower end guitar; jeez, sorry for missing some of these the first time
- 80.122: missing note for snare
- 89.581: a bunch of missing notes for percussion here?
- 107.092: missing notes for guitar?
- 108.733: missing note for lower guitar
- 110.766/110.844/115.769/(etc): missing notes for percussion (the rest of this section seems to rely on it), run through this whole section...
- 134.844: missing note for lower-end guitar, run through rest of the song and fix this as there are many instances
- guitar solo could use some patterning improvement for relevance; there can still be fluency while having a loosely pitch relevant structure
- 150.869: remove note here, you omit this note at 153.371 and the coinciding (or lack thereof) instruments are still the same
- 153.840: if you're going to follow the percussion for a moment while the guitar comes back, this kick should be added as it will give you continuity on the left arrow's repetition
- 154.622: ^, etc
- 158.218: arbitrary jump placement
- honestly, more of the same errors overall; there are now a ton of missing notes in percussion, lower guitar, and melodic guitar
- structure looks ok at a glance, but detailed examination shows a number of problems to be resolved

[2.5/10] Johnny's Revenge {Crown The Empire} (blindreper1179)
- 2.719 to 17.327: this structure can be considerably improved; having all jumps on 8ths just seems arbitrary given that some of the snares fall on 16ths and are represented by single taps -- it's hard to assume that the jumps are to whatever the melodic element is in the background (can't quite tell what instrument it is) because the jumps seem randomly placed
- 17.327/17.849: instead of 24ths, do x-xxx-x- | x-xxx-x- | (flam)
- 22.545: not only is this structure of chords completely unnecessary, it's also incorrect in terms of rhythm (should be 12ths)
- 24.371: should be 24ths
- 27.762/28.284/28.806: should also be 24ths
- 30.110: ghost note, shift down a 16th
- 31.936: if you're going to go this aggressive with guitar + kick, you need to fix the previous and upcoming sections too, as the instruments coincide but jumps aren't always used (honestly, you shouldn't go that route, because the jumps look really bad aesthetically)
- 36.110: correct rhythm: xxx-x-xxxxxxxxx (32nds)
- 37.153: should be 24ths
- 42.501: why is this jump missing (you also have a missing tap at 43.284)
- 44.458: should be 32nds
- 49.675 to 67.414: lyrics inconsistently followed; jumps and triples aren't used properly, and there are jacks placed incorrectly -- also, to give this section some differentiation in intensity, doubling the BPM might be a good idea up to 58.023, where the snare speed tones down again
- 80.980: a number of jumps are incorrectly placed in this part of the phrase
- 83.067: don't miss the chance to add some deviation from your patterning in a rock song, in many cases (and this one is no different) you will be fighting a somewhat repetitive structure, and here you have a processed, stuttering vocal that can add an interesting shift in intensity and difficulty - just be careful how you accent it
- 91.414: what does anchoring the right arrow do that the jumps don't? you likely can't answer that because you're double-accenting the guitar with jumps and jacks, which is boosting your difficulty substantially for this section and also making it rather uncomfortable
- 94.023: should be 24ths
- 98.197: more 24ths
- 105.893: missing note for guitar
- 107.067: some of these notes don't exist in the percussion
- 109.414 to 126.892: direct copy-paste from first iteration of the chorus
- 134.197: should be 24ths
- 135.240 to 139.414: copy-paste sans jacks
- 146.718: misrhythms, etc
- 212.979 to 238.023: with the exception of the 32nd drum fill, this is entirely copy/paste; if you're not going to take the time to try and differentiate your patterning in a long song like this, I'm not going to take the time to judge any issues that might exist as a result from copying erroneous sections
- file has substantial structure issues, poor layering, a number of misrhythms, and uses copy/paste multiple times which is likely a clear sign that this song's length should be reduced before considering for FFR

[6/10] Kicks for breakfast and Snares for lunch {cheztheguy} (Lambdadelta)
- interesting song
- for the most part, chart rhythms are pretty sound -- I'd consider removing taps like 16.531, 19.198, 20.531, (etc)
- 17.239/19.906/21.239/31.906/(etc): go to the 4th jump and add two 24th notes before them to have proper rhythms
- 27.864/29.198/(etc): for the second half of these rolls, switch them to spins/inverted spins (do 12341243, or 12342134) to give that extra bit of accenting differentiation
- 35.948/35.989: see how you feel removing these two notes; they are barely audible at normal rate
- despite being rather atonal and not having a melody, this particular sequence of percussion is somewhat interesting to listen to and makes for an alright chart overall
- not too bad, but because the song is short, you've really gotta nail it

[PASS/10] Super Mario Main Theme {S.S.H.} (hi19hi19)
- made a chart for this in 2010 that resides on the DF engine, and even though it's that old, I strongly feel like it's aged reasonably well
- with that being said, your chart is certainly not bad by any means, but I am afraid that I will start being nitpicky over things that are highly subjective, so I'm gonna pass this along to someone else

[7.5/10] Title (Double Dragon) {Shnabubula} (hi19hi19)
- 26.761: given that the first sequence for the piano was 323, this should likely be shifted to 424 to correlate with earlier structure
- 40.094: if you switch this jump to a [14], you could get proper PR and have three overlapping right arrows to follow the percussion while having proper rhythm on the 24ths, just a thought
- 56.094/57.427/58.719: same as 26.761, add some continuity in patterning for pitch
- 123.927: eek
- 181.344: missing note
- file has a solid structure overall and rhythms are great - pitch relevant is prevalent and well executed; however - comb through the file and ensure you catch all of the desired percussion: the last third or so felt like there was some inconsistently omitted blips of percussion
- fun; higher level players might get a kick out of this

[5.5/10] TRIGGER HAPPY {P*Light} (___________)
- 7.580: change this jump so that there's a down arrow, that way you fully capture the vocal processing
- 8.067: patterns could be coordinated a bit better so that there is separation between the 8ths following the melody and whatever else is around, as the four arrow up jack here seems a bit out of place and also seems to imply that there is something important to be followed on all of those notes (this happens a bit more)
- 9.931/10.094: no jumps for bass drum here?
- 10.823: the 24th before this is a bit early; it should be 3/64th away rather than 1/24th
- 11.796 to 31.256: filling in the 8ths for pace (or for hi-hats maybe) is all fine and well, but that mixed with the main melody makes it seem like the chart has a number of extra notes, especially given that the melody does have some connected 16th note sequences that are a few notes long
- 28.499: mini-jack? it sounds like a single note on the 8th
- 28.904: should be mini-jack for melodic repetition
- 30.364: missing note for melody
- 40.337: sounds like 16ths only
- 42.364: remove note?
- 44.634: missing note for second syllable of "crazy"
- 45.364: bass drum causes increase in layering with vocals earlier, but isn't represented in the same musical phrase?
- 48.283: what do these first few notes go to? I hear the separation in the bass a bit further down, but not here
- 49.418/52.013: these 24ths are questionable not because of what they follow, but because how they follow the instrument -- it's pretty difficult to comprehend how that patterning works at a normal rate because it's implicit pitch relevance
- 61.094 to 71.475: pitch relevance could use some slight tweaking (64.838, 70.027)
- 71.475 to 80.556: jumps could be placed a bit better so that there's consistent correspondence to snares and kicks
- 76.502: move to left arrow for vocals
- 81.853 to 84.448: this is really good
- 85.097: missing jump?
- 87.043 to 94.827: bits and pieces of copy-paste from the previous iteration (most noticeable around 92.881)
- 100.989: more copy paste from first time this section happens -- yes, it's relatively brief but the fact that it's noticeable means that it needs to be changed
- as a whole, pattern placement seems to have a lot of 8th note repeated taps that aren't always clear as to what is being followed; in some cases, the repeated taps correspond to repetition in the melody or percussion, but other times, it's not clear
- structure is not bad, but could stand to improve a bit; rhythms are mostly correct

[6.5/10] Zephyros {xi} (Silvuh)
- 12.618: given 13.868, 14.868, and 15.868, one could argue that this 16th should be a jump as well
- 21.618: missing jump?
- 25.784/35.118/35.784: missing piano notes
- 66.034 to 76.701: this section is so confusing -- I had a lot of trouble following it; if the 12ths are for the string that is playing constantly from start to finish, why are they missing at the start of the phrase?
- 76.784/76.951/77.118/79.451/79.618/(etc): missing notes for piano
- 77.284: missing jump
- 79.784: missing note for violin
- 86.951: missing jump
- 93.618: what's this jump for?
- 95.868/96.284/101.118/101.784: missing notes for piano
- jump placement gets a little heavy at times for following two different things with equal predence (referring to percussion + string instrument)
- various missing notes for piano, although in defense, are somewhat tough to hear
- the syncopation is alright, but with how convoluted parts of the song get, particularly from 66 to 76 seconds, you might as well do a more aggressive structure that prevents messes of polyrhythms/strange patterning


SET 3

=== JUDGE: bmah ===

[8/10] [Resubmission] Maelstrom {Tut Tut Child} (Xiz)
- 46.72s,50.86s: ghost arrows
- 75.04s,95.61s: missed jump
- 79.75s: doable, but does it have to be a hand (or at least not a [123])?
- Summary: Much cleaner now. I have very little complaints. Nice!

[7.5/10] [Resubmission] They Kidnapped The Princess (Intro) {Action Adventure World VS The Plasmas} (XelNya)
- bpm is far too slow, should be twice the speed
- 5.18s: offsync arrows to sound clip (plus extraneous down arrow)
- 9.59s: ghost arrow
- 11.71s,28.21s,56.76s: missing jump to drum kick
- 12.59s: missing arrow to hi-hat
- 21.24-21.68s,32.88-33.15s: try adding jumps to the emphasized drum kicks
- 39.59-49.47s: could add some jumps to the louder drum kicks on the 8ths, but I see why you might want to preserve the current pattern for PR reasons. Optional.
- Summary: Short song and is relatively clean. Cool.

[8.5/10] Across The Ocean {Zircon} (DarkZtar)
- intro has some very sensible layering generalizations; however, I felt that it would be still nice to add in the main drum beat (or at least the claps every other beat) at 9.39s. Hands can help emphasize the chords if you feel that other jumps would muddle its emphasis. The difficulty of the file is enough to warrant it. Optional.
- 19.89s: missed (single arrow) drum
- 23.93s,118.08s: missed jump to chord. Optional.
- 39.85s: missed jump to melody
- 49.54s,143.70s: would be way cooler IMO if you stepped the ascending 24ths
- 64.78s: 24ths start right away, don't hesitate
- 73.78-79.31s: not sure what the 16ths follow. Really soft drums? The sounds are definitely negligible to acknowledge.
- 101.47s: jump from layering
- 103.35s: why the colored right arrow? The sweep starts prior to the 16th (not after it), but it's better to leave it out altogether.
- 111.28-111.74s: check the jumps again; they don't follow the louder drums properly
- Summary: Really cool song that flows well too. Minor issues. Great job.

[4/10] Any Way You Want It {Rise Against} (VisD)
- the song starts on the wrong beat, and is offsync by an 8th the entire time
- arrow sync is a bit late
- the file focuses far too much on the instrumentals, and the issue is very glaring at all of the choruses (e.g. 36.03s). The lyrics are largely ignored, and to have this continue throughout the whole song (which repeats several times) drags the file a lot.
- 8.06s,etc.: many of the 32nd drum gallops are questionable, even though I know what you're trying to get at
- 92.20-93.99s: check the sync and stepping of the guitar solo
- 114.63s: the guitar solo is now added into the main chorus, but again, you just stick with the same instrumentals as all the other chorus sections.
- Summary: Offbeat file (both the arrow sync and the arrow notation) and a pretty bland chart for a repetitive song.

[8/10] Anything {An Endless Sporadic} (ilikexd)
- 9.75s: 32nd unnecessary IMO
- 13.91s: could use different pitch placement
- 17.48s: the jump placements confused me at first because it was pretty low-key before it became more prominent. I'd suggest getting to that part later and instead put jumps to the very emphasized 4th note drum kicks (this section will appear again at 56.28s anyways, so doing this will also reduce repetition of a whole section).
- 27.22s,66.44s: jump on the 4th, but not on the following 8th
- 37.88s: why is this not synced to the 4th beat?
- 107.31s: step to small guitar strum going into the next section
- 116.03s: you could step the alternative guitar strums here. Optional.
- 119.12-128.05s: you could also step the wood block that occasionally appears. Optional.
- 227.70s,etc.: it'd be fun if you step the "woo" synths in a few places like this
- Summary: A rollercoaster ride of a file. Seems messy to sync, but you did it pretty well. Minor issues at most.

[8/10] Cloud Nine {Grant Bowtie} (Deidara837)
- 7.84s,etc.: 8th jump to the melody on the start of the 24th burst. Also, even though the bursts here are faster than 24ths, this is an acceptable generalization.
- 9.34s,12.34s,etc.: ghost 8ths
- 12.90-14.02s: layering inconsistency. Most of the time, your jumps are going to the main melody, but here the melody takes a backseat and some of the jumps seem to be going to the percussions. I don't mind either choices; just decide upon one.
- 20.40s,26.40s,29.40s: inconsistency - add jumps
- 36.90s,38.40s,etc.: should be jumps according to the synth melody, but perhaps not all the time (doing so would make the chart too dense overall). You can certainly use this later on as a progressive element to climax theory. Optional.
- 48.71-60.15s: I don't mind the patterns as is, but they may feel and look more appealing if there's a bit more symmetry to them, in respect to the repetitive ascending scales of the synth. Not necessarily have the patterns remain the same all the time, but more symmetry/order.
- 76.95s: what does this colored arrow go to?
- 83.77s,107.77s: it's presumed there's a note that'd fill in this gap, though its pitch makes it difficult to hear. I'd personally complete the gap - can't see the musician actually skipping a 4th note in a single sweep effect.
- 84.40s: 48th burst starts two arrows earlier. Considering it's a single isolated burst, shouldn't be hard to implement reasonably well.
- Summary: Wow, really fun file you've got there. Check out some of my pointers. Also, this could be FFR's first song of the future bass genre!

[5.5/10] FrainBreeze {Pegboard Nerds} (MarioNintendo)
- 6.22s: should be down arrow according to your PR (and an up arrow at 8.99s)
- 15.57s,20.01s,etc.: jump to melody should be on the 4th note. This happens a lot.
- 16.68s,etc.: off sync. Guitar strums begin a bit earlier. Also, there are no gaps in the melody. Even though the strums may not be exactly on the 24ths, this could add some interest to a file that is largely 24ths and craves a bit more variety.
- 18.99s,21.49s,29.83s,etc.: jump to melody. Since some of the single swing arrows are on the emphhasized kicks, I presume you're trying to step jumps to the main melody and not the percussions. You seem to waver inconsistently between these two ideas, instead of one or the other or both simultaneously.
- 35.01-37.88s: I hear what you're stepping, but most of the 24ths here are far too soft for stepping in contrast to the upcoming 24th drums.
- 52.33s,70.10s,etc.: jump to emphasized percussions
- 79.83s,88.72s,etc.: I'd say the 8ths in these sections can now be jumps because it's part of a dominant melody.
- Summary: Still needs some work, especially for those off-sync guitar strums and general inconsistencies over the whole song. You do have a noticeable progression of difficulty though, which is much needed for swing songs that often lack variety, so this can work out if you fix a few more things.

[8.5/10] Fu Kyowa Asutoraru Kai {LeaF} (ilikexd)
- 10.91-12.76s: notational inconsistency - why are the first two set of bursts 32nds, while the other two sets are 48ths? Considering that the bpm is dynamic, they should be ideally all one or the other.
- 33.79s,34.04s,39.89s,128.00s: missing swing note
- 63.81s: notational inconsistency
- 72.84-73.31s: staircases are really gay at this speed and will cause framer issues at the turns, despite the assumption that you hit this like a [14][23] jumptrill
- Summary: Excellent file with outstanding PR and a ton of variety. I just really don't like that fast staircase-jump combination at 72.84s.

[5/10] Guardians of Old {Step bouy} (M0nkeyz)
- 2.08s: weird, offsync burst. Also, the left 16th is a ghost arrow.
- 6.08s: if you must use a grace note, it comes before the 4th, not after it
- 17.38-36.79s: I hardly understand what these colored arrows are supposed to emphasize. Regardless, the amount of colored arrows is quite overdone. Secondly, the remaining arrows in this section are mainly synced to 4th arrows, but the music certainly has a different sort of rhythm going on. Sync to the proper musical notation. Putting everything on 4th arrows is a misrepresentation of the music.
- 44.28-44.68s: the colored arrows just preceding this section were stepped fairly tastefully as their emphasis were pretty clear and also weren't entirely invading the rest of the arrows. These three jumps here though are pretty low key, so I'd use more discretion and avoid putting these as colored arrows.
- 48.66s,77.22s: notational inconsistencies
- 51.33s,56.18s,61.03s,120.16s,121.18s,etc.: You have a ton of hands and quads that just don't seem very justified. The emphasis on most of these are not any more than other sections with simple jumps. If you're doing this to add variety, then I suggest you tone down the entire file's difficulty and cater to something a bit simpler.
- Summary: I would say that this file is an example of where the magic of DDReam syncing is actually more hurtful than helpful. So keep a few things in mind if you plan to fix this file: 1) sync to the music's proper notation, 2) use colored arrows with discretion, and 3) make the whole file a bit more simple to reduce the need for artificial variety such as hands and quads. The song is very nice and it'd be cool to have more genres like this in the game, so keep working on it!

[5/10] King's Misfortune {Clonepa} (woker-X)
- 18.24s,19.58s,22.08s,119.58s,etc.: a lot of small patterns here could use better PR
- 24.08-26.25s: I know you want to distinguish this section from the incoming percussions right after, but you can't really fool people's ears on this by just adding the 4ths. It's pretty distinct, so add the 8th jumps too. Perhaps distinguish the percussions using different arrow patterns.
- 35.77s: sounds like the emphasis is on the following 8th
- 36.77-37.77s: jumps on emphasized bass drum?
- 43.90s,44.40s: some 32nds missing to percussions
- 47.83s: 24th generalization is ok, but it lasts one 24th too long
- 55.44-60.77s: completely offsync as balls
- 68.69s: ghost 16th
- 71.18-72.70s,76.01s: I guess these colored arrows are supposed to go to the buzzes, but they're pretty offsync
- 88.77-89.77s: missing some interesting percussions going on
- 113.82-113.88s: don't need these 24ths
- 135.46-137.80s: all of these should be jumps
- probably don't need that very last placeholder arrow
- file becomes noticeably late, especially towards the end
- Summary: Offsync arrows are probably one of the most glaring errors littered throughout this file, along with some questionable PR. The file itself doesn't seem all too interesting, but I believe this is an issue with the actual song.

[7/10] Kirlian Shores {The Flashbulb} (James May)
- 0.00-18.07s,73.21-91.21s,109.78-118.64s: could use better PR in some areas, it's fairly noticeable
- 27.07s: ghost arrow
- 56.64s: considering how non-jacky your file is overall, these right arrow jacks feel a bit out of place
- 63.96s: there is still a good amount of distinguishment between individual sounds for this burst, so it feels better to complete the burst. For anything fuzzier than this, ignore a detailed burst pattern, as you've already done.
- 71.14s: missing 32nd. Check the nook and crannies for other isolated sounds you may have missed; this is an admittedly messy song rhythm-wise.
- 102.83s: ghost 24th
- 112.10s,etc.: grace arrows seem a bit random or unnoticeable here
- 148.18s: arrows a bit offsync here
- Summary: Not a bad file, but to me definitely preferable to the harder file in-game. Fix the PR a bit in a few places, and tighten up the sync overall...sometimes I see 64th swing while other times it's 24ths. It seems almost semi-arbitrary. The playability of the file though is pretty decent, however.

[8/10] La Fuite Des Jours - Piano Solo {cranky} (MarioNintendo)
- 9.22s: difficulty spike for sure, but unfortunately I can't really see much of a way out of it. Any other pattern would entirely defy the sound of an obvious piano trill. I know not everyone will like it, but I'm fine with it.
- 34.57s: ghost arrow
- 44.87s,94.90s: jump to piano chord
- 72.77s: a few more repeated 12th notes before the roll
- 76.38-80.28s,113.57s,etc.: maybe hands on the 4ths?
- Summary: A tastefully stepped piano file. I have very little to mention. Nice!

[7.5/10] Nightfall (Original Mix) {Rogue} (XelNya)
- 5.67s,35.95s,70.86s,84.22s,etc.: take advantage of the synth chords (you do in some cases, such as 79.58s)
- 11.40s,16.17s,81.22s,90.22s,94.31s: missing synth note or jump
- 21.63s: why is this a hand?
- 27.22s: not PR to synth jacks
- 34.58s: ghost arrow
- 38.54s,40.72s,etc.: why are these not minijacks as well?
- 85.22s,86.26s: where are the jumps?
- Summary: Small things related to inconsistencies in synth sounds. The song doesn't provide much variety, but the file is overall clean and decent to play.

[7*/10] Rainbow Road [Standard] {nanobii} (Reshiram)
- 43.96-45.02s: rolls don't really represent the pattern of the piano that well
- 55.07s: I'm sure it wouldn't hurt to add the 8th jump here, would it?
- 56.49s: 8th
- 58.07s,62.31s,etc.: missing jumps to layering. I'm pretty sure this was deliberate, but so far there isn't a whole lot differentiating this file from the one currently in-game.
- 71.84s: ghost jump
- it's better to step until the song fades out in this case, rather than leaving the last bit of the song empty and ending with a placeholder arrow.
- Summary: The score I gave is solely for the file itself. However, I feel there isn't enough to differentiate it from the easy file that's currently on FFR. If you still want to step this, try making it a harder difficulty. Even so, the song is structured pretty simply, so you won't get too much out of it.

[2/10] Science Party {The Consortium of Genius} (Coolgamer)
- this chart is stepped like it was made for pad-style playing, but making a very feeble attempt at crossing over into keyboard-style playing
- overall, the stepping is such that a lot more attention is needed for
1) more accurate syncing to the sounds and lyrics (e.g. the stepping at 13.06s follows the melody, but completely goes off at 14.65s; at 150.00s, the arrow is offsync from the actual lyrics)
2) stepping more fully while avoiding stepping to places where sounds don't exist (e.g. missing 2.29s, whereas no sounds exist at 6.53s)
3) representing the song more accurately in regards to pitch-relevancy (PR) (e.g. 2.82-3.53s has a descending pattern but the actual melody is ascending; 3.53-4.06s doesn't represent the repeated sound of guitar strumming at all)
4) layering multiple sounds at once (e.g. at 7.06s, the bass drums on the 4th beat kick in, but the stepping remains the same as before)
5) ironing out general inconsistencies (e.g. 5.65-6.35s has jumps that follow the "go go go" lyrics, but the preceding jump at 5.29s goes to absolutely nothing; 11.29s the 16th drumrolls are stepped, but they were very audible earlier and still continue after your current pattern is finished)
6) increasing pattern variety
- at least the song is synced to the right offset
- Summary: You'll have to re-evaluate your stepping methods. Feel free to ask around if you need any assistance.

[PASS] Steel Machines {Look Left} (Xtreme2252)
- I feel that I cannot sufficiently review this file.

[5.5/10] Till It's Over (Cut) {Tristam} (XelNya)
- 0.41-0.95s,9.14-9.68s,etc.: some gallops could use better PR
- also, the intro could be more interesting if you utilize the occasional chords
- 17.59s: shouldn't be a jump according to your layering scheme
- 26.32s,etc.: I feel that the patterns of the 16th streams are haphazardly random, and should at least make an attempt to still follow the general pitch of the running synth melody
- 36.00s,37.09s,43.77s,48.14s,etc.: these have the exact same sound qualities as the jumps, with exception to its length - should not be hands. Possible exceptions being 46.91s,49.23s.
- 42.14-42.68s: don't hear these at all
- 46.50s: you have to be careful here...the 4th is actually a single arrow, and the following 16th is the chord, not the other way around
- 50.32s: forgot the 4th
- 52.50s: sounds exactly the same in intensity as the following jumps - not a quad
- 53.32-67.50s: pretty unintuitive stepping here. Not only do we only have [12] or [34] jumps that repeat over and over, you've missed an opportunity to also step something more interesting, such as the lyrics or chord synths.
- 69.95-86.32s: although technically correct, the patterning gets repetitive really fast
- 88.91s,93.27s: missed synth
- 88.50s,etc.: the hands are now pretty overdone IMO, not to mention that again, the patterns are becoming really repetitive.
- 111.41-113.04s,120.13-121.77s: I recommend differentiating the main bass drum with the kicks by putting jumps only when they play simultaneously
- 123.13s,123.95s: burst is late and lasts a bit too long
- Summary: Song doesn't offer too much to step, yet there are some areas where you can do more to make the chart more interesting. It is currently very repetitive.

[6.5/10] Winter Vale {Exias} (Silvuh)
- 35.90s: inconsistency - you can easily manipulate the pattern to make this 16th a jump
- 36.03-52.03s: the main melody is very lost in this section. You need to acknowledge it better and spare the skimpiness.
- 56.15-56.28s,57.15-57.28s,62.40s,etc.: ghost arrows in many places
- 76.03-91.03s: again, layering is too skimpy. It's usually a matter open to interpretation, but less so when you're compromising the clarity of the main melody, which is one of the most important elements in a song.
- Summary: Decent file with a carefully controlled difficulty, but when doing so, try not to sacrifice the appearance of the main melody in your stepping.



=== JUDGE: hi19hi19 ===

[6/10] [Resubmission] Maelstrom {Tut Tut Child} (Xiz)
- Steps begin at a rather arbitrary place, in the middle of a phrase
- Beginning layering has some errors, for example the bass melody changes at 28.103 but has no arrow
- 49.655, 55.172, etc. be careful this kind of one-handed anchor pattern, even at slow speeds, converts very difficult on FFR because of no chord cohesion (the “Teh Tricky Techno” effect)
- 65.550 just felt mediocre… not wrong but felt sloppy; a difficulty spike that doesn’t have a really big justification to exist
- 79.535 is the only 3-note jack in the file. It’s not wrong, but it’s pretty troll. Any reason the 32nd has to be a jump? No melody to layer for it so to me it makes more sense as a single, if you make that change then you can avoid long jack too
- Overall feels somewhat sloppy technically and a bit overlayered, but has a good feel, so it’s definitely got promise.

[6/10] [Resubmission] They Kidnapped The Princess (Intro) {Action Adventure World VS The Plasmas} (XelNya)
- Vocals sync at start is very far off
- 9.943 overlayered in that there’s no differentiation from the hands for crash cymbals vs these hands for idk what reason, climax-yness I guess? Could be okay for that effect, but feels very sloppy either way.
- 21.059 For drum fills like these, try more structure, for example PRing tom rolls and having snares always fall on a certain arrow or in a certain pattern. Feels more deliberate that way.
- 25.206 ghost note
- 26.882 why is this a minijack? Consistency issues with minijacks in this section.
- The runningman on down arrow gets old. Create logical variation in this part so it doesn’t feel so copy/pasted and repetitive.
- 57.937 might be a fun place to use color theory, with how different the sound is from everything else
- Has a bunch of errors for such a short file. Work on consistency of structure. Not bad though, if cleaned up, it would be a fun addition to FFR.

[8.5/10] Across The Ocean {Zircon} (DarkZtar)
- 22.775 etc. These are pretty noticeably not 24ths. Did you try a 32nd split roll? It’s not bad as is but it doesn’t feel quite right
- Missing white arrows 52.083, 56.929, 59.698, probably more. Check this. For the ones that come on a jump, you can either split the jump one colored one white arrow (use bpm fixing tricks) or just make the whole jump white, either is effective.
- 118.775 [13]1 to avoid one-handed jump transition (kinda a personal pet peeve on FFR)
- I really don’t have many bad things to say about this other than it’s a bit vanilla. Nice job overall though.

[5/10] Any Way You Want It {Rise Against} (VisD)
- 9.391 this BPM change is wrong (the quarter note is super late) which is making the sync on the drum wrong too
- 14.824 jump
- 34.248 your structure earlier is that these jumps lead into hands that share the same two arrows, yet this one only shares one arrow with the hand. Little structural inconsistencies like this add up.
- Similar structural inconsistencies with 8th jacks, for example 57.908 wasn’t a continuous jack in above, but it is here. Pick one.
- 73.115 jump
- 89.487 this doesn’t feel like a bend like I think you intended, instead it just plays like a ghost note. Should be removed.
- 92.782 sync on this needs work. You don’t have to giga dicksync it but at the moment it’s too far off to even feel good.
- Overall, a file this simple demands that much more attention to the details. Watch your consistency, watch your sync, and stick to logical structural patterns.

[9.5/10] Anything {An Endless Sporadic} (ilikexd)
- I was thinking of stepping this, guess it’s a good thing I didn’t
- 32.777 layering the snares in this section wouldn’t kill you
- 77.609… well okay then! Not the first pattern that comes to mind but it works well
- 111.254 really weird to not layer this instrument, it’s fairly prominent
- 208.294 get a job (sun) p.s. plays really well gj
- 266.403 I could play this part for like an hour straight without getting bored, really like it
- Good file BRO

[8/10] Cloud Nine {Grant Bowtie} (Deidara837)
- If you’re stepping the weird distorted vocal thing, there’s also a sound around 5.960
- 17.960 worth stepping the bend? It’s very noticeable, seems like 32nds but 24ths could work too.
- Percussion layering section felt nice, didn’t notice anything hugely out of place
- JS parts were appropriate, nice job avoiding any bad anchor or 1-hand patterns
- Except 57.429 is a bit rough on the left hand, might want to balance the hands a bit better there. Really the only thing that stood out to me at all in these parts, overall the JS is very good
- 76.835 this didn’t feel quite right but looking at it slowed down, it seems close enough…
- 81.898 felt weird to have these both be [12] because they go to such different things
- 89.398 Kreygasm
- Man this file is cool. Make just a few more minor improvements and it will be a favorite for sure

[6/10] FrainBreeze {Pegboard Nerds} (MarioNintendo)
- Intro PR could be better lol it’s kinda noticeable to me
- 16.864 bass does hit a note here
- 35.382 move to 2, should be lower PR than the red arrow before it
- 35.753 don’t hear a hi-hat here, removing it helps with flow and lets you make the previous change then move the quarter note to 3 or 4 for even better PR, at least to me
- 43.067 melody here, not on 8th (also 51.956 etc)
- 50.012 hardly merits a minijack
- 50.567 this pattern is so hard, one-handed two frame jump transitions are so difficult on FFR. Also probably shouldn’t be a minijack. Just feels so out of place compared to the much better justified minijacks to the saxophone-y sound
- 85.567 ???
- 87.790 !!! please no, all these jump transitions are so out of place
- 100.660 doesn’t really seem like a stream kind of sound lol
- 101.308 missing bass here too
- 106.493 the tone changes, this feels really weird as a jack
Overall suffers from some seriously un-fun minijacks in the middle section, and some missing sounds and weird pattern choices. Not bad but needs some work.

[8.5/10] Fu Kyowa Asutoraru Kai {LeaF} (ilikexd)
- Fuck I have to review your goddamn LeaF shit again
- Nice piano dads
- Holy trollmania that color trill
- At least it’s in the intro this time instead of at the very fucking end of the file *cough* so we can let it slide this time
- 56.720 okay let’s ignore all the jack sounds except… this one (??? I don’t get it, please change)
- 67.614 move to 4
- 72.837 my brain hemorrhaged just from looking at this on DDReam. Played it several times and it’s really stupid, I’d prefer if you change it. I know it’s supposed to be climax-y but that 212 thing, no me gusta
- Split jumptrill is manageable but also a pretty noticeable difficulty spike compared to everything else, especially on FFR
- Overall minus on account of weird difficulty curve (read: minus a million for LeaF)
- File’s really good outside those difficulty spikes

[5.5/10] Guardians of Old {Step bouy} (M0nkeyz)
- The colors in the intro are all over the place but the sync is solid so we’re cool
- Some sounds like 8.338 and 9.849 omitted, not sure if intentionally or not. Fine either way
- 44.502 it’s okay to make this PR’d, I’d go with a [23] or something
- 51.328 the second tone goes lower so something like [124]34 or [134]23 is more appropriate, of course moving stuff around it so you don’t get 16th jacks.
- 52.235 nothing to layer, don’t think these should be jumps or a minijack, it seems like throughout the file you’ve had the loud one on the 16th be a jump so in that case it should look like 57.083
- 60.432 drums ought to be stepped
- 63.747 missing grace note between this and the next 16th
- 66.619 not sure what’s up with this jack
- Layering in the next section is pretty wonky, needs a consistency check. Like why is 72.502 a jump and 71.299 not… I just don’t follow it that well
- Anchor pattern section is interesting and the sync is good
- 101.908 this little part is so cool, I wouldn’t have ever done it this way but now that I see it this way, I love it
- 127.434 just 16ths, or if you want to be more precise one 96th above the 16th, but on the 12th is definitely too early.
- 128.163 lazy! Step the violin ornaments properly like at 51.328
- 133.262 not hearing the polys here, seems like just 16ths
- Overall, I LOVE where this file is going. Great music, fun way to step it, shows a lot of a promise. Unfortunately, lots of little rhythmic and layering errors. Very ambitious structure to the file, but ambition needs to be tempered with precision, which this file still lacks a bit of. Check the file over again for rhythmic errors and especially layering consistency. Really hope this gets resubmission privileges, this is the kind of file the resubmission system is meant for. If it doesn’t though, please don’t give up on this file- it’s got so much flavor it’d be a pity not to see it finished properly

[6/10] King's Misfortune {Clonepa} (woker-X)
- 18.242 these are three tones, any reason they are not PR’d as three?
- 22.075 these are two tones, but you have them PR’d as three rofl
- 30.606 seems a bit backwards, usually stuff that’s faster than 32nds gets made into minitrills, and stuff that actually is 32nds feels better as rolls.
- 47.773 the flam on this note is much faster than a 24th and overall this part feels kinda weird for the noise
- 50.023 ghost note. Or it kinda goes to an echo, but feels very weird to play at full speed.
- Why is this whole next section like a 24th late? If you want the color theory (which would make little sense because this sound wasn’t color theory’d before) you need to bpm fix it.
- 67.773 not hearing why the first arrow is normal colored then the color arrow is a 16th after. Seems like it’s just one buzz and the color arrow should start on the quarter note
- 68.106 this one makes MUCH more sense, and in turn that makes the one above look even more wrong
- 68.689 very quiet sound, basically not noticeable, should be a jump on the 8th before instead.
- 71.106 this normal arrow into color theory arrow in the middle of the buzz setup just feels really feels weird.
- 77.172, 77.331 missing
- 82.522 change PR here to be 34; fits PR better and better transition from 32nds
- 88.767 missing a lot of stuff between these hands
- Color stuff is pretty chill, didn’t check this section really closely for errors but overall, the file has a ton of potential but needs a bit of refinement. Hoping this gets resubmission privileges, I think it deserves them.

[7/10] Kirlian Shores {The Flashbulb} (James May)
- Not sure if the beginning is supposed to be PR’d or not, if it is, it could be much more structured, if it isn’t… well it feels like you were trying to and didn’t do it well so it’s in that weird in-between area.
- 24.211 missing? There’s a few tiny click sounds in the song like this that I’m not sure if they were intentionally ignored or not so I figured I’d point it out
- 162.354 that one-handed pattern oof
- 189.687 this is pretty troll for right at the end of the file
- Okay overall, here’s my big deal with this file: the patterns are anchor-y. Not terribly so that it would get in the way of scoring, but the feel is weird as a result. Stuff like 97.211 just feels really awkward on FFR and it would be simple to spread it more evenly across the fingers and achieve a better feel. This is not the kind of thing I can really point out a few individual cases, like I did above, but it’s also more of an overall feel issue that definitely comes across when playing it on FFR.
- Another problem… we already have a file for this song in FFR. This file plays rather similarly to it minus the retarded rollwalls. I’m a big fan of v2s, especially for files with stupid difficulty spikes, so I would be glad to see another interpretation of this classic song in FFR, but the other judges might disagree.
- Overall, it’s really hard for me to explain, but the file is extremely anchor-y despite not having very few obvious anchors that I can point at and be like, “this is too stupid for FFR.” I’d appreciate if you work on the flow a bit, but the technical aspect seems pretty sound.

[7.5/10] La Fuite Des Jours - Piano Solo {cranky} (MarioNintendo)
- Trill at the start is literally the whole file in terms of difficulty, since it’s at the start it’s not completely stupid but consider say, a split roll instead, or quantizing the arrows a bit more, or even moving it to a 3232 trill which is easier to see the frame gaps in, because that thing is STUPID hard to PA
- 48.868, especially 49.317, the bass is so prominent as to be a secondary melody, it was kinda jarring to me to not have it layered.
- The bass in that whole section including after the color burst/trill really begs to be stepped. Especially with how hard the color sections are, layering more in any of the other parts isn’t going to affect the difficulty at all, so you might as well have it flow nicely, which to me means acknowledging that secondary melody.
- 73.139 missing bass arrow in here somewhere
- 75.316 layer the loud bass notes as hands? This part actually feels a bit underlayered, especially the quarter notes afterwards.
- 143.508 felt missing, again the loud bass
- 145.162 Texas-sized down anchor. Not a huge issue since it’s slow but since it doesn’t go to anything in particular, might want to break it up
- Good file kinda marred by difficulty spikes. Not unplayable as a result, far from it, but it loses its identity as an overall chill fun piano file and just becomes “that piano trill file” as a result, which is less desirable.
- Definitely a solid accept-worthy file but I’d like to see you play around with the difficulty spikes, and also pay more attention to the bass in the other parts to try to even out the difficulty curve a little.

[PASS/10] Nightfall (Original Mix) {Rogue} (XelNya)
- Struggling to articulate why I think this file is not that great so I’d prefer to pass it and let someone who can explain it better do so.

[5.5/10] Rainbow Road [Standard] {nanobii} (Reshiram)
- 19.604 move to 4 to match the previous tone on that arrow
- 22.339 actually falls on the 12th after it
- 43.957 would prefer a pattern here that indicates the sound does more than just go up. For example a 42134213 spin?
- 54.810 rip in pepperonis difficulty spike, consider breaking this up like you did in the first 16th stream
- 56.486 why not step the tom?
- 71.839 I hear the cymbal echo here and on the next hand but it doesn’t seem worth stepping to me compared to just the two hands with stops in between to match the music being cut short. Also the existing pattern is much harder to hit than it looks
- Weird fadeout but it works.
- Overall feels a bit forced. Like it wants to be a file that’s 170 bpm streams/trills in difficulty, and also a file that wants to be 170bpm quarter notes in difficulty, and instead you wind up with a file that doesn’t really appeal to either because it’s too boring in places for people who can do the hard parts, and too hard in places for people who find the easy parts appropriate. It just has very big structural issues overall sadly.

[4.5/10] Science Party {The Consortium of Genius} (Coolgamer)
- Sync is rather early, gap should be 0.029
- Layering is unclear. For example why are you only stepping the snares at 11.294 and ending the snare run kinda arbitrarily?
- Another example, the arrows seem to go to the rock organ sound at 13.059 but then you just stop following that sound at 14.647 or 16.235. It makes no sense.
- The entire file has these layering and consistency errors. Stuff like difficulty curve is great and it’s honestly really quite fun, which is definitely a really strong quality of the file, but there’s just no sense in what is being stepped when. Needs much clearer layering.

[3/10] Steel Machines {Look Left} (Xtreme2252)
- Sync is a bit early throughout most of the file, try a 19.946 gap
- Oh by the way, 19 second intro… yikes that needs a cut
- 8ths in the intro could benefit from better PR
- It’s okay to approximate vocal sync with quantized arrows like this, but you need to at least have one arrow for every syllable. You’re missing an arrow to the “run” part of “running” around 32.571
- 37.196 not sure why this is a jump… for example at 25.196 the same instruments are playing and it’s not a jump
- 77.884 whoa, such a quiet sound for such a wall of arrows. Maybe just the louder strummed chords as jumps.
- 80.509 this is a very tastefully done drum fill. Nice work.
- Honestly I could spend like an hour listing issues with this file but it has huge sync and consistency issues. I’d suggest putting this on a shelf for a while and practicing stepping music that isn’t performed live, to get rid of the sync concern and let you really practice getting good patterns and logical arrangement in your file. Then when you’re comfortable with that, come back to this song- FFR needs more music of this type, for sure.

[3.5/10] Till It's Over (Cut) {Tristam} (XelNya)
- The beginning patterns… not sure what you’re doing here. If this is an attempt at PR it doesn’t feel PR’d at all. Lots and lots of errors. For example, 10.227 and 10.636 are the same tone and that would let 10.636 be a 1234 pattern avoiding the error of having it go down at the end- that’s just one of a lot of things that need to be improved in this part if the goal was to have it feel PR’d. If you were going for something other than PR then the structure is not obvious at all.
- 17.590 why is this a jump then none of the other instances of this sound a jump
- 35.726 [12] jump leading into [12] jump in the hand feels like incorrect PR (because it is) watch for little inconsistencies like this.
- 53.044 section is just boring as hell, there’s so many interesting things you can do with the music here and what was chosen is quite boring, not even that interesting for scoring because it’s all cohesive jumps.
- 61.226 is an even worse version of the above offense because now there’s not even a varied rhythm
- 71.726 vs 73.907 is really weird from a PR perspective
- Starting from here the file gets very repetitive (read: is boring) so don’t be afraid to create variation provided you give it some identifiable and logical structure.
- 101.452 should be 3-note jack, not leading into the hand
- 122.316 these rolls all roll upwards not down, and the sound seems to start before the beat for the second and third ones. Check this closer
- Overall, it has a few technical errors but not enough to be completely terrible, what hurts it most though is that it needs way more variation to have a shot in FFR.

[7/10] Winter Vale {Exias} (Silvuh)
- Nice intro PR.
- This is picky as hell, but by your structure 28.526 shouldn’t be a [13] because it shouldn’t repeat the previous set of jumps.
- Piano melody gets a bit lost in the layering but it feels fine and it’s not technically wrong so, it’s okay.
- Considering the difficulty of the latter half of the file, would it be too bad to go ahead and make 51.901 a jump as you did at 75.901?
- 56.151, I can only vaguely hear what this could be going to... is it the same sound as 55.526? In which case there’s some errors. The stuff you added on to the very obvious bass synth here, it’s just not very clear to me at all.
- Nice color arrows.
- 91.776 should be lower than the white [24]
- Overall pretty solid. A few errors and the file as a whole is not anything groundbreaking but it’s appropriate. Absolutely FFR-worthy, especially with some fixes.


=== JUDGE: psychoangel691 ===

[7/10] [Resubmission] Maelstrom {Tut Tut Child} (Xiz)
-Initial playthrough - really fun chart to play. Overall the flow was good, few spots that tripped me up but nothing major from a player perspective.
-Early PR could use some work.
-BPM should be doubled at 44.138
-I feel the section starting at 65.264 is a bit rough.
-Missing jump at 75.036
-Left a few jumps out at the end, for consistency I feel like they should be in there.

[6.5/10] [Resubmission] They Kidnapped The Princess (Intro) {Action Adventure World VS The Plasmas} (XelNya)
-Initial Playthrough - Flows well overall, a few patterns felt a little rough. Pretty short file.
-11.708 missing jump
-Where you have the three note repeated taps early in the song should only be two. The sound doesn't repeat a third time.
-Patterns in the drum solos could use some work.
-85.011 What is this jump for?

[9/10] Across The Ocean {Zircon} (DarkZtar)
-Initial Playthrough- Really fun chart to play, flows well.
-PR could be tweaked a little bit in the beginning but overall it's not too bad.
-Really solid chart, there's really nothing else I noticed that needs changing.

[4.5/10] Any Way You Want It {Rise Against} (VisD)
-Initial Playthrough - The chart is alright, part of me wished there was a little more variation. It's a lot of repeated 8ths.
-Offset to a blue note
-Patterning seems random, I think maybe you were trying to change things up a bit doing it.
-The quads feel a little out of place for being an easier file.
-Missing note in the guitar solo.
-The chart still needs a little more tweaking done to it.

[9/10] Anything {An Endless Sporadic} (ilikexd)
-Initial Playthrough - Overall solid chart, most of it flows well. Few sections were a little rough to me.
-Looking through it I really see nothing to complain about. Really well done.

[5/10] Cloud Nine {Grant Bowtie} (Deidara837)
-Initial playthrough - The chart is a bit up and down for me from a player perspective. There are some patterns that are a bit rough, and the quick jacks felt a little out of place from the rest of the chart.
-Jump usage is really inconsistent. There are jumps that are missing and jumps that don't belong throughout.
-You go in and out of stepping certain sounds.
-Starting at 159.995 why is this jumpstream? What do the jumps go to here?
-I have to give you credit for what you were trying to do with the file, I think it's a neat concept but the file still really needs some polishing up.

[8.5/10] FrainBreeze {Pegboard Nerds} (MarioNintendo)
-Initial playthrough - Really fun, funky chart to play. Flow is good overall.
-I'm iffy about the minijacks. 50.012 is one example. Then the jump minijacks like at 85.567.
-The jack at 106.355 doesn't seem to make sense. I don't hear a repeated sound here. Same for 124.132 & 133.021.
-Overall the chart is well done and I really enjoy it.

[9/10] Fu Kyowa Asutoraru Kai {LeaF} (ilikexd)
-Initial playthrough - Some of the patterns felt a bit rough and may be able to be smoothed out a little bit.(It may be because of my skills. I don't base rating off of my initial playthrough thoughts, just add them in to give thoughts from my player perspective)
-Looking at it in depth the chart is really solid overall. There really isn't anything to note here.

[5/10] Guardians of Old {Step bouy} (M0nkeyz)
-Initial Playthrough - Flows pretty well overall.
-The jump usage is really inconsistent. Some don't seem to make sense.
-The hand usage is a bit much, there doesn't seem to be a reason for them that I can hear where you have them.
-I would take out the quads, for a file of this difficulty it really should only be used to accent a strong sound.
-I think this file could be really neat if you clean it up a bit. take a look at what all the judges had to say and resubmit. We don't get these types of songs often and I'd love to see it make it in game.

[8/10] King's Misfortune {Clonepa} (woker-X)
-Initial Playthrough - nicely done, flows well.
-PR could use a little touching up in the beginning.
-The triples in the beginning feel out of place.
-30.606 I would change up this mini trill here.
-58.162 it's a bit hard to hear the organ here that you step making it feel a little awkward.
-The structure overall is pretty good, just could use a few tweaks here and there.

[5/10] Kirlian Shores {The Flashbulb} (James May)
-Initial Playthrough - Flows pretty nicely overall. As a player I liked seeing an easier take on the file.
-Jump usage is inconsistent.
-PR could use some tweaking.
-105.211 mis-rhythm
-Missing notes at 99.854, 100.735, 101.687.
-Check for other instances of missing notes.
-Some sections have extra notes.
-File still needs a good deal of fixing up.

[9/10] La Fuite Des Jours - Piano Solo {cranky} (MarioNintendo)
-Initial playthrough - Nicely done, nice flow.
-Didn't notice any errors, nicely structured, good flow.

[6/10] Nightfall (Original Mix) {Rogue} (XelNya)
-Initial playthrough thoughts - The abrupt start of the chart caught me off guard a little bit. Chart flows alright, some parts of it really reminded me of club though.
-83.128, 83.235, 83.401 these jumps seem out of place.
-There's several instances of jumps that don't seem to make sense. I think that the jump usage needs to be polished up in the chart.
-Patterns could be smoothed out a little.

[6.5/10] Rainbow Road [Standard] {nanobii} (Reshiram)
-Initial playthrough - Fairly fun chart, flows well. Was a bit short though.
-The straight quartner note sections are really underwhelming given the rest of the chart. I think they need to be filled in more.
-Would like to see a little bit longer of a cut.

[3/10] Science Party {The Consortium of Genius} (Coolgamer)
-Initial Playthrough - Chart was alright from a player perspective, probably could use a cut.
-Missing note at 2.294
-4.235, 5.294 why are these jumps here?
-The jump usage is really all over the place in this chart. You step some of the bass kicks but not others. You really need to go back and work on the jump structure for the chart.
-There are more instances of missing notes.
-The patterning doesn't seem to have any real structure, just seems random.
-Cymbal crashes should be accented.
-Chart really needs more work overall.

[4/10] Steel Machines {Look Left} (Xtreme2252)
-Initial playthrough - From a player perpective the chart is okay but doesn't really stand out for me. I feel it's hard to stay interested in a longer chart that doesn't have much to it.
-Waiting nearly 20 seconds for the chart to start is a bit long.
-Jumps to accent the bass kicks in the beginning would be nice.
-51.962, 52.525,52.900, 53.275, 54.775, 54.962 what are these jumps for? There are continuing instances of this going on.
-The biggest issues with this chart is that the jump usage is really inconsistent all throughout, there's some that don't belong and others that are missing. The other is that the song really needs a cut. No player should wait 20 seconds for the file to start.

[6.5/10] Till It's Over (Cut) {Tristam} (XelNya)
-Initial Playthrough - Chart flows well overall, fun to play.
-The first half of the chart is so so. PR could use some work and some of the jumps are hard to hear without wearing headphones.
-The second half of the chart is definitely much better but there are a few pattern errors here and there.
-The triple at 101.589 should have the up arrow moved to the left since the sound doesn't continue. Check for other instances of this with triples or jumps.
-Quad is a bit out of place at 52.499
-Starting at 52.499 to 67.771 feels like it could use more variation. Maybe step the lyrics here instead.
-I enjoy the file as a player but it definitely could use a little polishing up. I like the concept overall.

[9/10] Winter Vale {Exias} (Silvuh)
-Initial Playthrough - Nice flow, kinda had an oldschool feel to it for me. I like it.
-There were a few instances where you left out the jumps on the bass hits, I think they would fit in nicely if they were there.
-Otherwise really nice chart.


=== JUDGE: Silvuh ===

[9/10] [Resubmission] Maelstrom {Tut Tut Child} (Xiz)
// Oh, whoops, you got two of the same judges again. That's probably not as helpful as four fresh opinions. But you fixed everything I mentioned except for one thing that was actually a mistake on my part, so this is good work. It seems like you got some points off before for not using an inventive layering scheme, but I think what you have suits the music.
65.26-66.05s: When Brenton mentioned this section in his notes, he probably meant that you should change the layering up rather than just change the pattern. Having one hidden minijack I think is more weird than having three-note jump jacks. Like, because the high synth only plays on the 16ths, you could have five jumps PRed to the synth with 32nds between them. (Whether you want to do jack patterns like 2[23]2 to anchor the kick together or do two trills is up to you, but the jacks will be harder to hit.) 79.64s isn't as dense, so you even if you do change 65.26s, you don't need to change it there.

[6.5/10] [Resubmission] They Kidnapped The Princess (Intro) {Action Adventure World VS The Plasmas} (XelNya)
// Has some good changes, but some other changes weren't worked in as well. Some patterning needs to be reworked before it's acceptable.
5.53s: I don't hear a distinct note on this beat.
9.59s: No percussion on this beat, so the arrow doesn't need to be there.
11.70s: Missing jump to the snare.
12.41, 13.82, 15.23, 15.76, 18.06, 19.47, 20.88s: There are a lot of kick-kick-snares in this, and the jumps to the snare shouldn't be anchored to the minijacks to the kick, because they're different sounds. If the kick and snare played together, that would be different. But the kick only plays twice each time.
15.94-16.11s: This should be a minijack to the kick.
21.23-22.64s: Sorry, my suggestion here was a bit off before. The problem was more with the downward not having the right intervals, which is what AJ was saying. Also, you created an unnecessary anchor here.
22.64-33.94s: The added layering in this section is good, but by just adding in jumps without changing the patterns much, you end up with some odd patterns and unnecessary anchors, like 23.35-23.88, 26.17-27.05, 28.99, 31.82s. Because of how repetitive the synth doing 32nds is, the patterns should have more structure than this.
25.02s: Missed a 32nd here to the same drum that's on 25.38s. If you add in this note, it would be good to remove the one at 25.20s that goes to the synth rather than the drum.
39.23s: Only thing I hear here that this jump could go to is the word "Go", but then the "let's" on the 16th before it isn't jumped, so it feels out of place.
44.88-45.23s: The drum has notes here, so this could be a different pattern to show that.
57.58s: This jump should be a single, because it doesn't have the snare on it.

[8.5/10] Across The Ocean {Zircon} (DarkZtar)
// Fun with good layering and PR, the only odd patterns being the [13]2[13]2[13]-ish things.
9.62-10.77s: The 4ths all have different pitches here, and 10.08, 10.54s are the same.
16.08s: Missing 8th to the instrument all the PR stuff was going to.
19.89s: Missing 16th to percussion.
22.31s: I like how this doesn't anchor with 22.08s because the instruments are different, but because 21.85-22.54s all descends, it does end up feeling like the jumps all go to one sound. 22.31s should be higher than 22.08s while keeping the anchoring between the jumps the same.
32.92s: Could be [13] so it's not anchored with the jump after it. Reasoning is similar to why your anchoring around 22.31s works well.
34.89s: Could be moved to 1 to show that the percussion on the 16ths isn't all the same.
38.92, 39.39s: These two jumps in a row shouldn't be the same, because they go to different instruments.
62.69, 63.16s: There's a low vocal "oo-oo" here that could be white.
95.92, 99.62s etc: I like how the jumps to these synth hits never anchor with the jumps around them.
127.08s: Same as 32.92s.

[6.5/10] Any Way You Want It {Rise Against} (VisD)
// The layering is good, but the anchoring still needs work.
23.11-36.03s: In this section, it looks like the anchoring pattern you're going for is changing the column on a vocal note, taking into account that the repeating guitar pitch changes every measure. Watch out for things like 23.31s, an anchor that continues over the measure line. 24.11-24.72s isn't anchored together even though 25.73, 30.60, 32.22s are. I'd suggest unanchoring those to be consistent with 24.11s, because the percussion does kick-snare-kick with the snare on the 8th jump.
36.03-49.00s: For the chorus, I can't tell how you decided on these anchors. The guitar changes pitch every measure still but you don't always change the column with the guitar. But unlike before, the guitar isn't repeating the note every 8th, just holding the note through the measure. These anchors aren't going with the vocal or the percussion, either. Every time you have a three-note anchor, the percussion does kick-kick-snare, so the snare shouldn't be anchored with the kicks before it.
48.58s: I'm guessing you put this note on 4 here so you could do 432 to the descending percussion, but the guitar has a different pitch here than at 48.18s, so it shouldn't be a trill like four measures before.
49.00-61.97s: In this verse, the anchoring doesn't go to the vocals as well as last time, e.g. 52.64, 53.24s being anchored to the previous note. Maybe consider anchoring to the kick too.
Similar suggestions from before apply to the next repeat of the pre-chorus and chorus. The added hands are good in this section except for 80.43s, which doesn't have a crash on it.
92.84s: Guitar sounds like it has a 24th or something around here.
100.69s: "Said" is higher than "she", so this could be [34].
108.95, 110.36s: Guitar changes pitch here, so this shouldn't be anchored with the 8th jump before it. Also, maybe put a jump to "Hold" on these spots.
115.53, 121.94: I'm hearing a grace note in the guitar somewhere around here that could be stepped.
120.64-124.45s: You could continue stepping a little more PR to the guitar in this section and save the heavily-anchored stuff for the next section when there are jumps to the loud open hi-hats that add some variation.
126.67-131.32s: Unanchoring the snares from the kicks might help the anchors feel more relevant.

[8/10] Anything {An Endless Sporadic} (ilikexd)
// Really good PR throughout with smooth patterns. A few sections could use a little work.
11.02-s: Neither the pitches nor percussion are repeating here, so these don't need to be anchored. (The pitches are AC.BA)
17.48-31.33s: Jump PR is spot-on and the patterns are nice. Feels like some of the percussion after 28.61s swings a 64th.
38.41, 43.88s: These don't feel as emphasized in the music as the other hands and could be jumps.
67.70s: Similar to 28.61s.
70.74s: Missed 16th to the drum the following 16ths go to.
75.75, 76.44s: These don't have loud crashes like the other hands here and could be jumps.
90.35-96.18s: I like how you do something like this instead of minijacks, but there really shouldn't be any 4321 patterns here. All the right arrows are in the right place because those are the high guitar pitches, but when you jump them, you sometimes anchor them to the lower guitar pitches, which isn't necessary (e.g. 91.07, 92.43s).
98.33s: Missed 32nd in the guitar.
99.51s: In playtesting, it just looked like the BPM got quartered here. Interesting.
99.91s: Sounds more to me like a five-note 3/64th trill starting on the 4th here, with the 64ths being the higher notes. So like, the 64th at 99.89s would be removed, and the trill would be 23232 with a 4th on 4 at 100.26s.
206.26-207.78s: Because the rhythms here aren't exact, you could probably just make the colors symmetric.
211.76s: This note is about a frame early. The guitar note comes after the percussion.
237.00s: Felt a bit odd when you stopped stepping the kick in this section because you just had a lot of 32nds to it.

[6.5/10] Cloud Nine {Grant Bowtie} (Deidara837)
// Solid start, but has some PR, layering, and pattern things that should be touched up.
12.89-13.27s: The layering here is inconsistent with the rest of the section.
11.39, 11.77s: These have the same melody pitch and can be the same jump.
18.71+1m*8: Maybe do 32nds to these to go with all the other 24ths and 32nds to the fast percussion.
20.39, 26.39, 29.02, 29.39s: Jumps to the clap. (Looks like you were jumping the clap and kick in this section.)
30.33-31.46s: These 8ths don't really go to distinct notes. The synth starts on 31.64s but also doesn't have very audible notes at 31.83 and 32.39s, so the straight 8ths should probably not start until 32.58s. Also the PR feels a little disorganized in this section, like the steps have more variety than the pitches.
36.14-47.77s: Given all the repetition in the instrumentation in this section, these patterns should feel more structured, less random.
76.83s: Jump to loud synth + bass should be on the 8th here. The 4ths around it have neither sound and shouldn't be jumps. (Also, the way you have it now, the anchor on 3 is irrelevant.)
80.39-80.77, 92.39, 106.08s: Try to avoid three-note (or longer) anchors like this when there isn't anything in the music that justifies them (repeating arrows should go to repeating sounds.)
81.89, 82.27s: One of these jumps goes to the clap and the other do the synth + bass, so they shouldn't be the same jump.
90.89, 91.27s: Same as above.
95.39-96.14s: These don't have to all be jumps. 95.39 and 96.14 should be because of the percussion, but the others just go to bass that isn't that loud.
97.55, 97.64s: Some missing notes to the synth here.

[6/10] FrainBreeze {Pegboard Nerds} (MarioNintendo)
// Mostly needs some pattern work.
13.43-22.32s: Long anchors in this section feels odd to me, because for most of it, the 4ths alternate snare and kick, so even though the hi-hat plays on most of the 8ths, it feels more like snare/kick alternating with the hi-hats. The hi-hats are the weakest percussion here, so I don't think it warrants these anchors.
16.67, 16.95s: Could layer the snare in here.
16.86s: Missing note to the guitar.
17.79, 26.67s: It's a little light, but I do hear some kind of bass here.
22.32-s: So the bass is alternating in pitch but only by a single step, and with it coming in over the percussion, it feels more like anchoring would work here.
22.88, 25.10s: Snare jump? Seems like you forgot it because you didn't want to step 27.32s as a jump (which I agree with, but it doesn't mean you need to lose the previous two.)
28.90s: Snare jump to go with the one at 28.62s, because it's the same layering.
29.73s: I don't hear anything layered here. But it goes to the main melody, and so does 29.82s, so maybe that could be a jump.
30.10-30.66s: Jump PR here feels backwards.
32.32s: Jump? Same layering as 31.21, 33.43 (melody + kick).
35.10, 35.38s: Different pitches and should be different arrows.
36.21s: Maybe change up the roll to show the percussion?
36.77s: This anchor doesn't feel like it goes to anything.
50.01, 50.56, 54.45, 55.01s: I don't hear these minijacks as being correct. The pitch of the bass changes.
66.35s: The 16th is a misrhythm. Missing notes to that sound around 75.19s, too.
67.79, 68.34s: Same odd minijacks.
83.99-85.38s: Long unnecessary anchor.
84.17s: Swing here.
97.04s: Jump to the loud snare here?
100.66s: Minitrill doesn't feel right here.
106.77s: Pitch changes on this 4th, so that jack shouldn't be this long.
130.93s: Just a hi-hat and shouldn't be part of the anchor.
133.29s: Pitch is different on this 16th.

[8*/10] Fu Kyowa Asutoraru Kai {LeaF} (ilikexd)
Title should be Fukyouwa Astral Kai
// Some of the layering is a bit odd, but the PR is really good. I do think the 23.08s trill should be changed before going in-game.
23.08s: After this note, it's like you start stepping the note's echo, which is odd, because it's not what made the start of the trill so fast. It makes the trill speed up in the middle when it should only be slowing down. Everything on the left in 23.08-24.57s can be removed, with half of the right notes moves to the left, so it can be a trill of just those notes.
28.75s: Lower in pitch than the other trill notes and doesn't need to be a part of it.
33.63-41.43s: I couldn't tell while playtesting what the layering scheme here was, and it took a bit to notice that it's the two melodies layered, which is why there are only non-8th jumps in like 36.06-36.55s and such where the one melody does all 24ths. But sometimes that one melody isn't very loud, like at 36.80s, but you have a jump there.
47.28-47.77s: Could use a little more here for climax theory and fit with the layering of 47.77-49.24s.
64.13-64.64s: That synth isn't just descending here, so the pattern should show that the synth is the lowest at 64.39s.
85.86-96.72s: I feel like this section could use a little more layering to distinguish it from 73.31-85.85s now that the guitar is playing more. But it'd be hard to do without just jumping everything, because both instruments are pretty constant, so ... hm.
The rest is really good.

[5.5/10] Guardians of Old {Step bouy} (M0nkeyz)
// It's pretty dense, so some layering could be tweaked for better climax theory. There are some good ideas here but still needs more polishing.
38.61s: This strings note is higher in pitch than 38.00s; fix the PR.
41.18s: Missing 16th to the hi-hat sound. It's the same as the one that's at 43.61s.
44.51s: Not the same pitch as the one before it and shouldn't be the same jump. 43.75, 44.29, and 44.51s being jumps is debatable, because they're not layered like 44.03 and 44.67s or loud like 38.01-39.22s.
48.57s: The drum does start on the 8th here. You can step the 32nds to the drum roll if you want to.
50.42-51.91s: The long 8th anchor here should be broken up. Some amount of anchoring is inevitable given the layering, but one being this long isn't necessary.
57.54s: Missing 16th to the strings here.
58.60-s: The instrumentation is much louder here than in the previous four measures, so the layering of the previous section should be toned down so this section has more layering for climax theory. (You can hear how the melody now has multiple instruments playing it, so now jumping every note of it would be justified.) Suggestion: Unlayer the jumps at 50.42, 53.45, 55.27s, because they only have melody and no loud percussion on them. (You can also consider unlayering 52.23, 54.65, 54.81s because those percussion notes aren't very loud.)
58.89, 59.04s: Missing the notes to the percussion that you stepped at 49.20s.
60.58, 60.88s: Missing percussion.
63.45-67.08s: PR here should be redone. Your pattern begins by motioning up and then has an anchor, but really the melody is mostly going down. It has an upward escape tone at 64.74s and a valley at 65.43s.
63.82s: Sounds like there could be a 32nd to the melody here.
64.04s: Jump to strings to go with 63.45, 65.28, 65.58s.
66.77, 67.08s: Either of these could be jumps, 66.77s to the woodblock (same as 61.92s) and 67.08s to the bass drum (68.00s).
69.07, 70.25s: You're missing some flourishes in the flute, which is odd considering all the ones you stepped in the intro.
69.37s: Missing 16th to the woodblock.
72.50-75.73s: This being all jumps is a little much. The layering should be a little more focused. Like, the sounds at 74.28-74.89s are pretty soft, unlike 73.99, 75.17s, which have more power to the notes.
78.80, 83.39s: 16ths missing to woodblock/percussion.
79.24, 81.55, 83.80, 86.00s: Similarly, the strings don't stress these notes much, so these don't need to be jumps. Even 80.38, 82.70s aren't as stressed as like 79.81, 82.12s.
84.20, 84.46s: Missing 16ths to drum.
86.79-101.64s: This section is all chained together much more than necessary. And there are some really long anchors.
87.64s: You just jumped this galloping percussion at 85.44s.
89.03, 93.35s: Not as emphasized as 91.21, 95.47s and don't need to be hands.
103.68s: This could be a quad. It's much louder than 115.67s. The whole section doesn't really compare to the crash at 103.68s. The hands at 105.67, 107.67s are downbeats but don't actually have much too them, unlike 111.18s, which has a louder string note, or the crash at 115.67s.
105.67-106.16s: Something like [234][13][12] would be more PR, because the pitches descend, and you wouldn't end up with an unnecessary long anchor.
113.67-115.17s: Another long anchor to break up. The most notable thing to anchor here is the repeated bass on 114.67, 114.92s.
120.42-120.93s is a correct anchor to the guitar, but then you have a quad and continue the anchor longer than it needs to be. These quads (121.18, 124.16s etc.) could be white hands, and they'd stand out just as much. That sound being quads take away a bit from the crash at 131.68s being a quad.
127.68-129.42s: Like here, if those quads were [234], then the anchors wouldn't be overextended, and it would be fine.
130.29s: Missing some flute notes here.
133.34s: 12th anchor isn't PR.

[5.5/10] King's Misfortune {Clonepa} (woker-X)
// Some odd PR in the intro, and I can't really tell what the layering focus is in the breakcore sections. But I do like the colorful jumps; those are used well. And I had totally forgotten that I had reviewed like two thirds of this file in Skype. Some of the explanations will be a little different, but I think I covered most of that again.
7.40-11.40s: PR is difficult here, because the first eight notes have six different pitches, and then the same contour repeats two more times with a lower base pitch. To start, 7.57s should be higher than the jump before it, and 8.24s should be lower than the 4th before it.
13.90, 15.40, 16.57s: These 8ths don't share a pitch with the hand, so, unlike 12.57s, they shouldn't be anchored to the hand.
17.90, 18.07, 18.32, 18.57s: These are all the same pitch. What you step at 18.07, 19.40s etc. as A.ABA.C is really B.ABC.B, though you can do something like 3.431.2 if it would help the PR of what comes after it.
22.07, 22.29, 22.57s: These are also the same pitch, and the one at 22.74s continues as the next repeat of the thing from 13.90s.
24.07-26.24s: You can probably do this without any anchors.
28.77-50.10s: In the breakcore section, it seems like you're not jumping the kick and focusing more on snare-ish sounds, because you don't actually jump some of the full snares, like 29.60, 31.77, 35.10, 42.93s. 33.60s is like the other snare-ish sounds you've jumped, compare to 31.10s. (Not sure what the jump at 33.43s is.)
32.77s: Not really loud or long enough like the crashes at 30.10, 38.10s to be a hand.
35.60s: Jump to the snare-ish sound here? It's layered with a kick, unlike 35.77s, which you do have as a jump.
36.77s: This is just a kick, but you haven't really been jumping the kick before.
37.27s: Shouldn't be anchored with the previous beat, because there's no kick here.
37.43, 38.60s: The variation in the percussion sounds here makes the minitrill inaccurate.
39.43, 39.60s: Odd to jump both kicks here when you only put one jump to all the kicks at 36.77-37.77s.
43.43s: Another lonely jump to the kick.
50.10s: The percussion is still pretty loud here, so it felt odd playing when there was nothing to hit.
56.10-58.10s: These should be on the 4ths and 12ths.
58.10-60.77s: This should be just straight 8ths on the beat.
Maybe jump the chords in this section like you did in the beginning?
60.77s: This breakcore section is a little easier to make sense of, jumping the snare and kick, but prioritizing the snare, which is why you jump the kick at the start but don't jump it between the snares at 61.60-62.10s.
62.77s: This is a kick and shouldn't be anchored to a jump to the snare.
67.77-68.27s: The only thing here that feels like it could be a jump is the snare-ish sound at 67.93s, but you were just not jumping it between all those kicks, so really these could all be singles.
69.10-70.10s: You have a jump to one kick but not the other and a jump to one snare but not the other. Also, the jump to the snare at 69.93s shouldn't anchor to the repeating note to the kick.
71.10-72.77s: These white notes are like faux 16ths, which doesn't really work with the rhythms in the percussion.
72.93, 73.27s: Rather than 32nds, I'd do here like what you do at 74.27s where you emphasize buzzes with off-color jumps.
75.93s: Like, this 8th should be an off-color jump rather than having that faux 16th jump.
77.17s: Missing percussion 16th.
78.24s: Shouldn't be an anchor here.
82.41, 83.74s: No chords on these 4ths, so they shouldn't be jumps.
82.36s: Ghost note? I hear two main melodic lines, the one on 82.07, 82.28, 82.52, and then the one playing 82.24, 82.32, 82.41, 82.57s ... So even though it might sound like there's a low note on that 32nd, I think it plays better with it removed.
83.63s: This time I hear this as a 12th rather than a 32nd.
88.76-89.76s: Missing some notes in here.
91.10s: Different percussion sound and shouldn't be anchored to the next two jumps.
93.26s: You just jumped this sound at 92.76s.
95.76, 96.26s: Odd that this soft hit is jumped when a louder one wasn't at 91.93, 92.43s
97.43, 97.76s: If you change 72.93s, change it here too.
102.60s: Missing note.
104.43s: Jump here to go with the three after it? It's the same sound.
105.60s: This one's a slightly different pitch from the others and could be [14].
107.10s: Same as 72.93, 97.43s.
112.43-113.10s: I guess you didn't jump the kicks here because of all the other jumps, but there have been other spots where you've jumped all the kicks between snares.
119.58, 120.91s: Break the anchors.
124.74-126.74s: Similar comments to last time.
142.79s: If you need an extra arrow at the end, it should be on the release (which is a 4th or so earlier) rather than during it, because that's the most "distinct note"-ish sound you can step.

[5.5/10] Kirlian Shores {The Flashbulb} (James May)
// The layering to the snare is mostly good, but the layering to the kick is very inconsistent. PR doesn't seem to be present in the most obvious places. Patterns to the percussion feel all over the place even when they're the same sound.
0.06-9.21s: There's more variation in the steps here than there is in the melody. It wouldn't be too dull if PRed more precisely.
10.49s: This one is lower than the two main pitches and shouldn't share a column with them. With the repeating pitches on 2-3, this would be [14].
17.49s: Pitches descend from here, so this shouldn't be 1234.
32.53, 32.81, 35.78, 37.68, 43.78, 44.81, 45.92, 46.21, 46.81, 47.78, 50.81, 51.10s, etc.: Jumps to the kick? I don't think they'd get in the way. Wouldn't be too much considering how you have multiple 16th jumps in a row at times. Your jumping to the snare is consistent. Maybe you could try one version where you jump all the kicks and one where you don't jump it at all and see how those compare.
25.78, 26.06s; 38.35, 38.64s: There are spots like here where you have two snare 8ths in a row that could be the same jump
73.21-91.49s: PR is odd again here.
91.56-96.06s: In this section, you switch between jumping the snare and the kick, and there doesn't seem to be a pattern to it.
112.06, 114.35, 116.64s: Jumps with grace notes are like pseudo-hands, which is more emphasis than necessary here, so these could be just pseudo-jumps.
112.21, 122.78, 124.49s: A little odd that only one of these kicks has a jump.
148.64-150.92s: Why'd the layering suddenly cut out here? The instrumentation is very loud here, so it should be more dense for climax theory.

[8/10] La Fuite Des Jours - Piano Solo {cranky} (MarioNintendo)
// Good PR and layering. A few odd pattern things.
8.58, 8.88, 9.06s: There's more than just one soft note before the trill, so all or none should be stepped.
In the trill, the right hand is mostly on time, with only the last three notes being a little late. All the notes on the left hand are too early or too late, though you can only really tell at like 0.2x rate. The only note that's more than a frame off is the 24th at 10.182s, which should be at 10.145s.
10.83s: Sounds like there's a grace note here instead of the 12th. The straight 24ths don't start until 11.08s, so 10.98s can be removed.
19.57s: This note is a frame early. The sound is at 19.615s, so you can use a subbeat.
72.95s: Missing low note.
98.15s feels like a ghost note. PR of the trill is backwards.
99.65s: Feels like the trill should end on the 12th here rather than have those two white notes. That last white note is more of a grace note than an actual part of a trill, so if you do keep it, it shouldn't be in the same column as the trill.
119.74s: I don't hear a 16th trill at all. I hear two 12ths to the low piano, but nothing like a trill until around 120.23s. And it doesn't sound like straight 24ths. You did step the other trills with off-beat arrows. Also, there's a chord at 120.67s on the 12th. Same goes for the one at 123.92s, except this time the trill gets audible earlier, around 124.18s.

[6/10] Nightfall (Original Mix) {Rogue} (XelNya)
// Has a number of layering consistency issues and a few issues with the jacks.
Because the percussion alternates kick-snare on the 4ths, you shouldn't have two of the same 4th jumps in a row, like at 2.81, 3.35s. The note at 3.35s also goes to the same synth as the 8th before it, which isn't on 2.81s, so that's another reason those two jumps should be different.
3.90-4.44s: A little trivial, but it works: 3.90, 4.17s both have that low synth on it, and 4.44s has the snare, so it should be the two jumps to the synth that are anchored together, rather than anchoring the synth with the snare. When you have multiple jumps in a row, things like this help show which jumps go to which sound.
10.17s: Unlike your other 8th jumps, this one doesn't have a synth sound that starts on it, only that sound that's swelling from 9.90s, so this can be a single.
11.53-12.90s: Jump PR could be better here. 11.81, 12.08s has that same synth sound from before with the second pitch being lower, and then 12.90s is a higher pitch than the jump before it.
16.17s: Similar to 7.44, so this should also be a jump here.
16.99s: Similar to 8.26, so these should be either both hands or both jumps.
18.35s: You stepped the hi-hat here at 9.62, so these two spots should be consistent.
21.49s: Different pitch than the 16th before it, so this could be 4 and the hand could be [123].
24.08s, 26.26s: One of these jacks should change column, because they're one after the other but are different pitches.
27.21, 27.49s: These 16ths have the same synth you put a hand to at 25.71s. Try having both of these 16ths be jumps but make 27.35s a single. (Also, that minijack doesn't feel right.)
30.21, 30.35s: These two jumps go to different sounds and shouldn't be anchored together.
28.44-31.85s: Anchoring to the low synth here is a bit off. 28.99s has a different pitch on it, and 29.53s doesn't have the synth on it, so those two shouldn't be anchored. Then, 29.67, 29.81s both have the low synth and should be a minijack. 30.62-31.85s is similar (no low synth at 31.99s like at 29.81s.)
32.40s-32.67s: The high synth that plays here and does a syncopated rhythm, you didn't PR it back at 23.67, 25.85s, but that was understandable, because the hands got in the way. (The two yellow notes after the hand have the same pitch, but because the 16th before the hand would have to be the same arrow to not cause a minijack, not PRing that synth works better.) Anyway, you don't use hands here, so you can PR 32.40 and 34.58s.
36.62-54.08s. I like how this section works. Not stepping every fourth minijack helps emphasize the difference in pitch.
54.08-62.81s: Anchoring feels arbitrary in this section. That one instrument always plays the same chord here, but the anchors aren't breaking in a predictable way. Also in the latter part, you have a lot of [24] jumps that go to different sounds, so those could be changed up.
54.49s: Missing 16th to the sound the jumps go to.
62.94s: Missing 16th to the synth I was talking about around 32.40s.
Many suggestions from before also apply to this section, don't need to name them again.
73.58s: You did jumps here at 29.94s, so you can do the same here for consistency.
81.21, 81.49s: There is a synth that does 16ths here that you can step.
83.12-83.81s: What I said at 3.90s applies here too about how the jumps anchor. 83.40 and 83.53s shouldn't be anchored. Also, 83.67s probably doesn't need to be a jump. It has the same low synth as the 4th before it and nothing more, but the 4th has the kick, which is what makes it a jump. So 83.67s should be a single anchored to the 4th before it, not anchored to the 8th after it.
86.67s: Same pitch as the 8th before it and could be a minijack.
88.31s: Here, 79.58, and 27.21s were all stepped with different layering despite being the same kind of sounds, so these should be consistent.
90.21s: Jump here to the same sound as 89.94, 90.35s.
94.31s: Missing 16th here to the same sound you jump at 96.49s.
106.85, 107.40s: Missing 16ths. The rhythm kind of gallops.

[6.5/10] Rainbow Road [Standard] {nanobii} (Reshiram)
// Even though it's harder, it doesn't offer much more than the original file (some 16th streams and jumps to the snare in the second half), but I know you submitted this before you knew that would get put in-game. It works better as an easy file because the chorus doesn't offer much more than 4th jumps.
26.66s: Not really loud enough for a hand.
43.94s: For PR, this should be crossovers, not a roll. Kind of missing a note at 45.19s.
46.48s: Missing percussion note.
2.47-3.35s: Backwards PR. 2.47-4.05s should all be minijacks for PR.

[3/10] Science Party {The Consortium of Genius} (Coolgamer)
#OFFSET:-0.029; (-29 ms)
// This file has no clear focus. Layering, patterns, and note choice feel arbitrary. It would be more beneficial for you to work with a judge personally than go through the batch system at this stage.
2.29, 5.11, 8.32, 10.61, 11.14s: Missing guitar notes.
4.26, 5.32s: I guess these jumps go to the guitar playing a low note, but they're pretty out of place. There's nothing really layered yet, and then you don't do the same jumps in the next section when there is stuff layered there (jumping the kick in 7.08-12.38s would be too much, anyway.)
8.85s: Shouldn't be part of a minijack. Different guitar pitch than 9.02s.
11.32s: Weird to do 16ths only here, because they end at 12.38s.
12.38, 12.73s: These could be jumps to the loud snares and crashes.
I understand jumping the claps, but the other jumping is very inconsistent. Snare is jumped at 13.79 but not at 14.50s; guitar chord is jumped at 14.14 but not at 16.96s. (Jumping all the guitar chords between the snares could be too much, though.) Lots of missing notes to the percussion. 12.20, 12.55, 14.67, 16.26s. It'd take too long to point out everything. It's hard to tell what you were trying to do. And it's like that through the whole file.

[5/10] Steel Machines {Look Left} (Xtreme2252)
#OFFSET:-19.952; (-52 ms)
// 19 seconds is much too long of an intro. I'm sure there are places where you can cut this even in the middle. 4:28 is really long. That long outro is unnecessary, the same patterns for 34 seconds.
// PR for the guitar is a little off. Layering and steps to the percussion are inconsistent. Many missing notes even to the guitar. Not mentioning every single instance of everything, because it all does need to be looked over.
20.32-22.20s: You do this 141312 pattern several times, but the pitches on the 8ths go ABA, where 21.07s is the highest pitch. The pitch on the 4th doesn't change until 37.95s. And in 19.95-28.95s, the pitch on the 8th is always the same except for 21.07, 24.07, and 27.07s. Would probably be best to start with the 4th on 2 for the first two measures and then put it on 1 for the next two to make room for the high pitches at 30.07s, and that way you won't end up with a lot of left-hand 8th trills.
21.45, 24.45, 27.45s: There probably shouldn't be any gaps, because that guitar pitch on the beat is constant.
34.95, 40.95: More incorrect 141312s.
43.20s: You didn't put a note to the snare here despite jumping it at 37.20s, which is odd. Not stepping the snare when it gets in the way of the vocal rhythm is fine, but it doesn't do that here.
43.95s: A jump here would go with the jump at 37.95s.
46.20s: But here you put a single to the snare after a 16th to the vocal, which is the same situation as 34.20, 40.20s when you didn't step the snare. As long as you have the snare opposite the motion of the steps to the vocal (like, doing 231 instead of 234), it should be fine. (The change in direction emphasizes the difference between the notes.)
46.57, 47.32s: Same pitch and should be the same arrow. If those are on 4, then 48.07s can be 3 and 48.82s can be 2.
49.57-51.07s: You have a long 8th anchor here, but the vocal pitches aren't repeating like that.
51.45-58.20s: The jumping to the vocals isn't consistent here. And it's kind of odd when you have a 16th jump to just-vocal when there's a snare right after it that isn't touched.
63.07s: If you're going to step the kick here, you may as well step it at 60.45 and 69.45s.
77.89s: The guitar isn't really loud enough for jumps here.
84.07s: Missing guitar note. Also 84.45s shouldn't be part of a jack, because the pitch is different.
88.20s: Just a reminder of how you jumped the downbeat low guitar note at 37.95s, and you do at 109.20s but not earlier in this verse. It's inconsistent.
103.01, 105.26, 105.64s: Multiple missing kick notes.
Same comments in this verse about some jumping to the vocals being odd when the percussion is ignored.
116.70, 125.70s: Both snare and kick on these, so maybe you shouldn't ignore them.
129.64s: Missing guitar/kick note.
152.57s: You jumped the two guitar + snare hits before this one, so there should be a note here too.
151.01, 151.20s: No distinct guitar notes here, but you do miss one at 151.39s.
156.45s: Jump to the crash?
157.43s: This minijack is a bit odd.
189.45s: Starting here now that there's a chorus that layers onto the vocals, jumping them becomes more appropriate.
218.70s: There's a break in the hi-hats here, so the anchor should be broken. And then you stop stepping it after a while ... Would be better to change its column regularly.

[6/10] Till It's Over (Cut) {Tristam} (XelNya)
// Mostly needs more PR work. The layering is good except that one section of just drum jumps needs something more.
0.40-0.95, 9.13-9.68, 11.31-11.86s: Spots where your PR is backwards. Lots of repeating pitches in this melody to listen for.
3.95s: Higher-pitched than the three 3s before it and should be on 4.
17.59-35.04s: For this section, it might be good to avoid three-note anchors, like the ones at 17.86, 30.13, 33.13s, because they don't go with the music.
42.13, 42.68s: I don't hear distinct notes here, so these feel like ghost notes.
46.49s should be a single and 46.63s should be a jump now that you're layering the two synth sounds.
52.49-67.77s: So this is just jumps to the bass drum, but really you should at least put singles to the vocals or the synth or something so it doesn't feel so empty.
71.86s: Should be on 2 for PR. Pitches are descending.
73.90s: Same pitch as on the 4th jump before it and should be a minijack. Then, 74.04s is the lowest pitch in this group, so the 16ths around it should only be on one side.
Those two notes repeat a few more times in 69.95-87.40s.
86.72s: If you have 71.45s and repeats be 2[14]321[234], then maybe this could be different, because the pitches are lower here than in the rest of the section.
89.04-89.58, 91.22-91.77, 95.58-96.13s: Shouldn't be the same pattern because the pitches are different. 89.04 and 93.40s have the same four pitches, so those patterns shouldn't be different.
More similar kinds of errors in the rest of this section.
110.99s: Higher pitch than 110.72s, so those can be swapped.
115.08s: Doesn't share a pitch with the next two notes, so it shouldn't be anchored to the jump.
119.99s: Same pitch as 119.72s and could be in the same column.
122.31-123.95s: These sound like they only need a single grace note. Also, the grace notes' pitches are higher, so the motion should be upward.

[PASS] Winter Vale {Exias} (Silvuh)
__________________
Quote:
Originally Posted by hi19hi19 View Post
oh boy, it's STIFF, I'll stretch before I sit down at the computer so not I'm not as STIFF next time I step a file

Last edited by DossarLX ODI; 09-19-2015 at 08:47 PM..
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