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Old 09-19-2015, 08:43 PM   #65
DossarLX ODI
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Default Re: Batch Review Thread v2.0

September/October 2014


1.) SET 1
a.) ilikexd
b.) Silvuh
c.) TC_Halogen
2.) SET 2
a.) DarkZtar
b.) gameboy42690
c.) lurker
d.) psychoangel691
3.) SET 3
a.) gameboy42690
b.) lurker
c.) Silvuh

SET 1

=== JUDGE: ilikexd ===

[7.5/10] [Resubmission] Phantom Of The Opera {Lindsey Stirling} (VisD)
-29s I think it would be better to just focus on the strings and snare and ignore the background 8th sounds so that they are better emphasized. The jacks and chain jumps to the background instruments work better as they are done later in the chart.
-Crash cymbals are sometimes hands but just jumps in other spots -- it is hard to follow.

[7.5/10] [Resubmission] They Kiddnapped The Princess {Action Adventure World VS The Plasmas} (XelNya)
-4s These vocals aren't too well synced. It would be better to be more exact than just 16ths and 12ths.
-23s I think it would be better not to layer every 4th as a jump to the background cymbal but rather just focus on something more prominent like the snare every other 4th. This makes it more reasonable in difficulty compared to the unlayered stream that follows.

[7/10] Azul (Remix) {Celas} (DarkZtar)
-The offset is early.
-6.63s,16.47s These are 24ths.
-38.32s There doesn't seem to be any piano here.
-44s These are constant 16ths.
-76s,115.5s These are perfect 12ths. The color notes don't make sense.
-As a whole the chart is very densely layered where it could be less layered to emphasize the pitch relevance of all the interesting melodies.
-There are some places with missing notes although they aren't too audible because the mp3 quality is poor.

[8.5/10] B.B.K.K.B.K.K {nora2r} (gameboy42690)
-The pitch relevancy and sound matching is extremely good.
-Layering in the crash cymbals as hands would break up some of the monotony in parts that are just 8ths.

[9/10] Belly Dance (Consistently Drinkin' Remix) [Heavy] {Kotira Sample} (wv)
-These two charts complement each other very well in what they emphasize.
-Unique music

[9/10] Belly Dance (Consistently Drinkin' Remix) [Standard] {Kotira Sample} (wv)
-These two charts complement each other very well in what they emphasize.
-The patterning is all done very well to match the rapping, and the gimmick matching the numbering was well done.
-Unique music

[6/10] Black Snow [Violin] {KgZ} (DJzAIKz)
-34.4s This can be changed to something else such as 323 to mark it as lower pitch than the previous note.
-39.02s And this one is higher than the other note on column 2.
-45.02s Same concept.
-Same concept occurs later with jumps. They change pitch in groups of three so different notes/jumps can be used when the pitch changes.
-The second part of the chart represents so much much more difficulty than the first, and it's not in a very reasonable way, with kicks by themselves being stepped as jumps. Given the easiness and sparsity of notes in the first half, it isn't favorable to load the second half with so many jumps for single instruments.
-There is good PR and generally good ideas, but the main issue that brings this chart down is the difficulty disparity.

[4/10] Blue Girl on Sunday {Goreshit} (XelNya)
-While the repeating notes for the fading echoes are admissible, when they become next to inaudible I do not think it is appropriate to include notes in the chart (to what is essentially no sound).
-The main effect of this track is the vocal samples and their echoing -- it would be good if there was distinction between the primary samples and the echoes, perhaps through coloring or using jumps, but there is none; rather the primary focus of the chart becomes the percussion.
-The music is archetypically unsteppable in all its elements and nature, although there was effort made to alleviate that. It doesn't seem reasonable that many people will enjoy playing this chart through its entirety given the total lack of progression, change, or energy.

[8/10] Braum {Riot Games} (Xiz)
-63.93s Missing note.
-90.84s These fast notes are just in groups of 3 not counting the jump so they should be stepped consistently as the others.
-Very good use of climax theory in the layering at the end. The chart was seeming to drag a bit but seeing it as a whole it progresses well.

[5/10] Desertion {Zircon} (M0nkeyz)
-34.908s This part doesn't have jump consistency. There are tom drums but no jumps. The jump usage that follows is really hard to understand. It doesn't seem to consistently follow drums or guitar.
-43.114s 24th is 32nd.
-46.5s BPM should be doubled here, if not for the entire file. It's energetic rock music; 92 BPM doesn't fit.
-49.255s Kick drum but no jump.
-57.489s The 32nd drums were single notes before, but now they're jumps.
-60s I can't figure out the jump usage here and beyond. It seems like jumps go to the drums, but they're omitted in so many places.
-68s Following the lead and background guitar simultaneously in spots like this leads to neither one being clearly distinguished and a long stream of notes that don't particularly match anything being heard. When the lead comes in, it's probably better to follow it only.
-76.5s Poor patterning for this sound - doesn't change to the ascension and generally doesn't match. There are also 3/32nd kicks not acknowledged that are more prominent than the hihats.
-78s This is a reduction in intensity from the previous section but it's nonetheless stepped equally as a 16th jumpstream. It's not needed to follow all the quiet hihats.
-103.3s Missing note
-113.66s-115.6s Subpar PR which is really important to stress in the solo.
-141s Backwards PR on these triplets.
-The music is really good for a stepchart and has pretty good potential.

[7.5/10] DISCHARGE RUSH {ETIA. vs MM Sequence} (LongGone)
-46.060s Clap
-59.752s The 48ths don't make sense. It could be constant 48ths or 32nds but there doesn't seem to be a reason for broken 48ths.
-62.935s Jump
-71.733s All the 8ths are filled in except this one.
-Really dense but decently suits the energy of the music while not being unreasonable with layering.

[8/10] Drunk Crunk Franken {t+pazolite} (gameboy42690)
-The difficulty is a bit unevenly distributed, but part by part everything is stepped well. After the long jumpstream with fairly difficult patterning, there isn't that much to affect scoring, but at any rate what follows adds more musically to the chart so it isn't that big of a deal.

[6.5/10] First Person Shooter {Celldweller} (VisD)
-28.967s,42.681s This is an 8th, same when these are copied in the next repetition
-30.717s,44.431s 1/16th early, same when these are copied in the next repetition
-71.753s,78.610s There is no drum here, so the jump is confusing.
-138.681s,138.967s It's unclear what these jumps go to.
-140.610s Ghost note
-142s The jump usage here is very convoluted; it seems like things are supposed to match the background sound but nothing is easy to figure out.
-151.3s These are very far from constant 24ths.
-160.253s These 3 4ths should probably just be jumps.

[8.5/10] Game Genie {Shnabubula} (Scintill)
-2386s I think normal stream patterns (possibly repeating) would be better than spins and rolls but either is fine given the sound.
-Really long even given tempo, rhythm, and melody changes. Stepped very well though.

[8.5/10] Gangsters Paradise (Candyland's OG Remix) {Coolio Remixed By Candyland} (wv)
-The only thing I can point out is that the structure of the track is so anticlimactic past 100s and 117s that, even though it's already so short, might minimally benefit from being cut somewhere.

[8.5/10] Horizon {Sabrepulse} (DossarLX ODI)
-The difficulty progresses well and all the layering and patterning make sense.

[4/10] Lavender Town (Remix) {Stephen Walking} (Xtreme2252)
-The offset is early.
-29.9s Most of these 16ths are ghost notes: they aren't following anything in the music.
-42.791s,49.648s These are the same sound.
-58.648s Immense difficulty spike at this speed from the one-handed trill.
-76s These minijacks come in and they don't seem to follow anything in the music.
-The majority of the track consists of the repeating bass sound as trills which repeat as a whole in the 2nd half.
-A lot of the layering is hard to follow.

[5/10] Life Ride {Pyramyth} (Xiz)
-The offset is extremely early.
-15.61 Should be jump given layering.
-26.299s This synth sound repeats at 3/16ths x2 after.
-29.747s These should be jumps too.
-62.419s A 64th triplet here, not 48ths
-67.592s This quiet 32nd sound is present in lots of places in the music where it isn't stepped, when it would just be better to ignore altogether as it's barely audible.
-87s,96.99s Should be a hand.
-Mostly a massive 16th jumpstream, no sounds themselves are well associated with anything, but it's just every sound together without anything being emphasized.
-The BPM should probably be doubled.

[8/10] Lovely City {Calum Bowen} (wv)
-This is the same chart as the stepcon submission, so my rating and judgement haven't changed.

[5/10] Ongaku -kaiongaku mix- {LeaF} (lurker)
-Pretty overstepped if anything. Lots of jumps in the middle of bursts that don't need to be there; things can be emphasized without having to layer everything inside. Lots of hand usage to sounds that can just be jumps such that hands don't even stand out by themselves.
-31.2s Strange hand usage here: in groups of three the second and third sounds are much heavier than the first, so it doesn't seem reasonable that the first one is a hand while the other two are jumps.
-34.3s Pretty crazy to load this up with jumps sandwiched between 32nd bursts. Slightly inaccurate: Missing notes att 34.673s, 34.784s, 35.340s, 35.562s, 35.673s -- though arguably intentional and making it easier to play -- it'd be better to just step it overall in a more reasonable way.
-89.62s Good example of overusage of hands. It's a barely noticeable percussion sound when playing. The kicks are loud and it's reasonable to have them all as jumps, but these hands make little sense when playing.

[8/10] Wheelpower & Go {Dejo & Bon} (DarkZtar)
-35.936s Missing 16th.
-Good PR and sufficient accuracy for all the solos.

[7/10] Wheelpower & Go {Dejo & Bon} (MarioNintendo)
-A lot of the solos are oversimplified. It's not inherently bad for them to be mostly simple rhythms, but in many cases what was stepped as straight 16ths was actually more like 24ths. There are also a few short spaces without any notes when guitar notes are being played.
-The jump usage in the synth choruses is hard to follow. It doesn't seem to correspond to anything consistently.

[9/10] Zauberkugel {xi} (gameboy42690)
-Very well layered given the density of instruments in the music, and good patterning/pr.
-30.642s These groups of three crash cymbal+brass+synth really stand out from all the other jumps and it would be good if they also stood out in the chart, most easily by being hands. Then the other sound that is a hand such as the one 37.287s can be quads.

=== JUDGE: Silvuh ===

[8.5/10] [Resubmission] Phantom Of The Opera {Lindsey Stirling} (VisD)
// The climax theory is much better now, and you fixed pretty much everything from last time. I found a few more things that can be touched up.
15.68-17.62s: There's a lot of 2 and 3 here, so the PR can be a bit better. Like, 15.88s should be on 4 (same pitch as 16.46s). 17.04 and 17.42s are also both high notes, so to get them out of the trill, you can move 16.65 and 17.23s to 1 and then make 17.62s [24].
19.75, 19.94s: Swap the two notes on the left for PR, so it's 1[24]. You'll end up with a long 2-3 trill, six notes of which are unavoidable, but you can move 21.10 to 4 and 21.28s to 2 because the pitches there don't go straight down.
39.82s: Should move this to 2 to the repeated note in the guitar to anchor with the previous 4th (having this on 3 makes it look like a 2323 trill to the violin)
43.69s: Could step the guitar note here.
49.41s: No violin on this 16th, so it can be removed.
49.99s: Because this 16th isn't the same pitch as the one before it, you can move it to 2 and make the hand [134] so you don't have an irrelevant right-hand minitrill.
53.95s: Step this 4th to be consistent with 60.14s
69.43-76.40s: This section is much better now, and all you need to do is move 73.20s to 2 (same pitch as 73.40, not 73.01s)
84.81s: Missing drum 16th, same drum as 83.26s
87.73s: No drum on this 16th, so it can be removed.
99.93s: The drum starts a bit earlier, so you're missing a 16th here.
101.77s: Not sure why this is the only note outside of an anchor in this section.
106.21s: Something like 42132 or 21432 shows descending better (even though the highest/lowest notes aren't on 4/1) because there are no repeated arrows an 8th apart or adjacent ascending notes.

[6.5/10] [Resubmission] They Kidnapped The Princess {Action Adventure World VS The Plasmas} (XelNya)
// You fixed almost all the small stuff, but I still think the anchors in 11.35-20.88s and the patterning/structure of 22.64-33.94s should be fixed before this is queued.
5.53s: Ghost note (no vocal sound here)
11.35-20.88s: The jumps to the snare should not be anchored with the repeated notes to the kick. They're different sounds. It's good that you've stepped it consistently, but it doesn't feel right.
21.23-22.64s: 21.85s could be on 2 so this beat will be a mirror of the previous one (it would break off the anchor on 3), but then you'd need to change the patterns in the next beat so you don't have an anchor on 2. The last two beats should also be more similar with each other, like they should either both have a minijack or both not.
22.64-33.94s: When you added in jumps without changing the patterns much, you created long anchors on 2 that don't play well. I can understand why you might not feel like you should have to change 11.35-20.88s, but it looks like you haven't experimented with many different patterns here. Because of how repetitive the synth doing 16ths is, the patterns should have more structure than this. Something like ([34]234[12]321) repeated for 22.64s, and then you could do similarly-structured but different patterns for the three repeats.
25.02s: Missing 16th to a bass drum (same sound as 25.38s)
44.87, 49.11s: This changing the roll to recognize the percussion was done well.

[7.5/10] Azul (Remix) {Celas} (DarkZtar)
#OFFSET:-0.646 (-19 ms)
// The layering is consistent, but sometimes when you step other sounds around the percussion, it gets odd. The 16th stream has a lot of unnecessary anchors in it that could be fixed up so the file plays better.
22.26s: This last note is a ghost note.
25.57, 30.49s: There's no need for these 4ths to anchor with both 8ths around them
34.95s: Move to 2 so it doesn't extend the trill, because the pitch here is different.
36.87s: There's a piano 16th here you can step, a repeated note (but doesn't need to be stepped as minijack at this speed)
37.49s: Similarly, there's a strings 16th here (it's a three-note descent)
38.57, 38.72s: These feel like ghost notes because they go to that soft background synth you don't really follow (because your 16ths go to louder sounds like the piano)
39.18, 39.80s: Missing 16ths
40.64-41.26s: You should be able to PR this without making an irrelevant long anchor or minitrill.
43.10s: Even though this is a note between jumps to the percussion, because you stepped the repeated jump to the piano chords at 41.72s, it's noticeable not having the repeated jump here too.
44.34-48.64s: Good PR here.
51.87-52.64s: Break up this long anchor.
59.64-60.64s: I'd think you could step this without minitrills and long anchors, but all the jumps makes it more difficult to play well and keep PR.
61.18s: This synth is so soft this feels like a ghost note at 1.0x.
65.10s: You don't need a four-note anchor here, but 65.26-65.59s should be a minitrill for PR.
67.72s: Same as 43.10s about the repeated piano chord.
68.34-75.72s: There are quite a few long anchors and chains in this section that aren't musically relevant. Also there are some spots where, at 1.0x, the piano sounds more like it's doing three-note repetitions rather than straight 16ths, like during 72.03-75.72, so you can break up the stream to differentiate this section from others where it does sound like straight 16ths.
70.03s: Making this [13] would break the anchor up.
70.80s: Shouldn't be the same as the previous jump, because this is a different percussion sound.
71.57, 71.64s: If you make these [24] and 3, that'd both make the previous anchor shorter and not overextend the trill starting at 71.72s.
74.03-74.80s: Another long anchor that can be broken up
82.57-83.80s: Missing 16th, and there's no actual three-note sound that those three jumps go to, so it doesn't feel right.
87.41-88.03s: Maybe doing something like HsJJsJJsH where gallops are jumped instead of the 4th would fit better, because that triple jump (as mentioned before) just doesn't feel relevant. So this goes for all previous instances of this synth pattern.
89.72s: Missing melody note
92.95-96.95, 102.80-106.49s: These shouldn't be three-note anchors, because the pitch of each last note is different than the others.
107.72s: The rest of this is mostly similar stream and stuff to before that should be looked at again in the same way.

[7.5/10] B.B.K.K.B.K.K {nora2r} (gameboy42690)
// The pattern matching to the vocal samples is good. But some climax theory could be improved, the PR in the half-BPM section can be fixed, and some anchors should be touched up.
10.33, 55.51, 123.27s: 423 would be more PR to the voice sample here.
12.36s+1m(3), 18.01+1m(3)s: There are 16ths here you can step, because they seem to complement the sounds you have 16th jumps to.
22.86-28.33s: No sound in the music makes a trill in this section, so you should move 22.86 to 2, 24.45 to 3, and 25.69 to 1. You'll have to move more than one note in 27.10-27.63s.
28.33-32.57s: Similar to above
30.27-30.98s: The jump patterns force a long trill here, which is musically inaccurate, so you should change the jumps around to break it up. That would also make it more playable.
33.98-45.27s: The music is more intense here, so it feels off how much easier it is than 22.69-32.57s. However, 45.27-55.16s is even more intense than this, so if you increase layering here, you'll have to increase the layering there even more. The trouble is that the extra instrumentation after 45.27s is all on the 4ths, so it may feel odd to add layering on the 8ths to make it more intense without using hands (and you don't use hands anywhere in the file, so if you use them here, you'd have to use the throughout). But you can jump half the 8ths (jump two, leave two, jump two, etc: there's a background synth that does this) or all of them (except ones like 47.92 that don't have the melody on them). You can try just jumping half the 8ths or all the 8ths in the second half ... and try jumping half the 8ths in the first half and all in the second half. (But really I mean the first half of the second half, because the percussion changes in the last quarter, and you might layer that differently depending on how you layer the third quarter.)
57.27s: PR: 57.27 and 57.63s are the same pitch (and 57.98s wouldn't be in that anchor). Highlight here for my recommendation: (2123[14])
58.69s is the same BABCD pitch contour but higher up. Rcmd: (1312[34])
60.10s: The irrelevant 4321 here is very noticeable (even though you underlyingly stepped 44323 for the melody), so something could be moved. Rcmd: (4431[24]) if you move 57.98s.
61.33s: This time, the first two 16ths are the same pitch. Rcmd: (23243[12])
The next bars are a repeat, except the 16th at 67.69s is lower in pitch than its predecessor at 62.04s.
67.86s-73.51s: In this section, having all 4th jumps feels like too much for how light the percussion is as it comes in. I'd suggest unlayering percussion without melodic 4ths behind it for additive layering (which would mean unjumping only 67.86, 69.63, 71.04, and 72.45s), or you could only jump the chords.
73.51-76.33s: The anchoring is uneven here (there are both three- and two-note anchors with no pattern) and should be fixed. It's all "bass", so there's no need to have the same 4th jump twice in a row (which seems to be what's causing your three-note anchors).
79.16-89.04s: Good patterns here. The anchored gaps work well for playability (e.g. 79.95, 80.57s) even though the pitch never actually repeats.
91.42-91.86s: Fix pattern here to either break the anchor or the minitrill or both, because they're not musically relevant.
104.22s: [23]131[24] would play better here to avoid the five-note trill. Similar thing at 109.51s. Like at 73.51s, you're creating odd anchors by having two of the same 4th jumps in a row when it's not necessary.
112.60s: This 16th shouldn't be a part of the following trill, because it's not the same pitch here as the other two.

[7*/10] Belly Dance (Consistently Drinkin' Remix) [Heavy] {Kotira Sample} (wv)
// I've given the file an acceptable rating on the condition the intro is fixed, and there's also a few rhythmic errors from stepping vocals. A few PR and layering things other than that.
Straight 32nds is definitely too fast at the start. You end up with five more notes than you should have. The median interval is 7/192nds apart, so an average BPM of 102.85 will work better. Try this:
#OFFSET:-1.75617;
#BPMS:0=102.85,1=97.516,1.5=104.477,2=106.487,2.4375=135.11,2.625=99.554,3=102.85,3.5=120;
Or, much more simply (but a bit less accurate):
#OFFSET:-1.75036;
#BPMS:0=102.85,2.4375=118.577,2.625=102.85,3.5=120;
(This makes the notes start on an 8th so that 4.02s can be a 4th jump. Also, this puts that jump on (ddream) beat 5, but it's at beat 9 right now, so you'll have to move your steps.)
Everything will feel like straight 32nds at 102.85 BPM except for 3.05-3.26s (I put a 192nd, 12th, and 64th between the 32nds, because the rhythm is faster), and then there's a break at 3.83s and 120 BPM 32nds into the jump. I get that you didn't want to overcomplicate it by being too precise, but I feel like this solution is a much better balance between simplicity and accuracy. Also, because it's slower, you can be more PR with the patterns. And actually, something more roll-and-staircase-y (exchanging what sounds like a trill at 2.34s for something like 2123212) will be both more relevant and more playable.
5.64, 7.64, 8.64, 11.64s: Nothing on these 16ths are a repeat from the 4th, so these shouldn't be minijacks.
9.27, 13.57s: This jump could be a single to not get in the way of the two jumps to the guitar. (Like you do starting at 17.27s.)
12.39s: It seems like you just jumped the wrong 16th, because this one has the guitar on it, and 12.64s has nothing to accent.
14.27s: This minijack feels like it goes to the vocal (because no percussion repeats), which you haven't been stepping, so it should be broken.
15.77s: Missing 8th to hat (see 11.77, 14.77s)
28.77s: Not sure what makes it a jump here but not at 20.77, 24.77s. Should be consistent.
29.94s: The gap here would feel less odd if there was more after the 4th, but like this, the 4th feels like it should be the end of a roll. I'd put a 24th on 1 and move the 4th to 4.
30.77s: Shouldn't anchor to the jump before it for PR.
33.77, 37.77s: Move to 3 for PR.
34.10-34.77s+1m: The clap layers on the guitar here, so these could be jumps.
35.27s: The 434 here creates an inaccurate pitch contour.
38.77s: Shouldn't be the same as the previous 4th for PR.
43.39s: You have three 16ths in a row on 3, but this one doesn't have the same percussion on it as the other two.
43.64s: Jump on the 16th here, not the 4th before it, for consistency. (You could consider jumping both the 16th and the 4th each time.)
46.71, 50.71s: Could step the 32nd of the fast hat thing here like you do at 54.71s.
47.02s: Percussion note on the 4th here. The 16th at 47.14s has only a vocal note on it and should be removed.
53.27s: Just an 8th to the percussion here, not a 32nd.
53.46s: There's no percussion on this 32nd, so it can be removed (the word "at" is on this 32nd, but you're not stepping vocals.)
62.02s: 1321423 would work better here to avoid repeating 8ths.

[6/10] Belly Dance (Consistently Drinkin' Remix) [Standard] {Kotira Sample} (wv)
// Lots of small rhythmic errors and ghost notes, and some jumps don't totally work, though the 1-2-3-4 gimmick is cool.
4.89s: Ghost 16th (no vocal)
6.89s: 3442 would be more PR than a minitrill here.
10.52s: No vocal on this 4th
11.52s: Nice jumps for the layered vocal.
12.19s: 12th for a gallop rather than a 16th here.
12.52s: This "a" is lower than "make", so it shouldn't be a minijack.
12.89, 13.02s: Minijack? The vocal sound is so similar that a minijack would fit here.
14.31s: 48th for a gallop rather than an 8th here.
15.27s: The "zer" in Budweiser is on an 8th here, not that 16th.
16.77s: I don't hear the same layered vocal thing here as before, so I don't think these should be jumps.
17.64s: Vocal ghost note (unless it's "a couple" and not just "couple", but I don't hear an "a")
18.39s: Vocal ghost note
18.52s: I hear "to us to do" as 16th gallops, and "when I'm not" are 24ths (12th-8th-12th) in the middle of the next beat.
21.27s: Use the same rhythm as 25.27-25.69s here.
22.52s: This 4th shouldn't be a part of the anchor for PR.
23.18s: 12th for a gallop rather than a 16th here, which also means breaking the minijack.
27.64s: 16th rather than 12th jump here (you can hear that the rhythm of "stop my car" is not straight).
29.64s: I hear "kin" after the 4th, on the 16th here. Also, it shouldn't be anchored to the jump for "what". This goes for every other "drinkin'", i.e. 33.64, 37.64, and 59.52s.)
29.77s: 24ths here? Considering you stepped them at 31.52s (though the sound is a bit different here.)
30.39, 30.77s: Shouldn't be the same note for PR.
35.27s: Step the instrument here?
42.14s: Vocal ghost note
45.89, 46.02s: Sounds like it's just 16ths here, no 24th.
46.14s: This note feels early.
47.14s: The pitch doesn't repeat in "adrenaline", so I don't think this minijack fits.
49.27s: "Fucked" is higher than "up" here, so it shouldn't be a repeated jump.
40.36s: Make this 12th a 64th. (He is saying "green", right?)
53.19s: I hear the onset of the H as more of a 12th gallop here, but because it's friction here (not a separate syllable), I'd make it a single.
53.39s: A 16th here would go to the end of "howlin'", with "at" on the 32nd after, not a 24th.
54.02-54.35s: These are the three notes to "the cooler", and they're too early. Like, "the" is on the 24th or 16th after the 4th.
55.64s: For PR, this shouldn't be a minijack.
56.55, 56.64s: Missing 24th to the "uh" of "eleven", and "ven" is on a 16th, not 24th.
60.02-61.52s: Kinda feels odd to not step anything in the break here, even though you haven't stepped this sound before, because you'd always step something in the breaks.
63.52s: Vocal ghost note
63.77s: I'd think this vocal note is emphasized enough for a jump.
63.89s: This 16th is a ghost note. There is a 32nd gallop, but you have it early: it starts on the 32nd, so you're missing the note on the 4th.
64.14s: Vocal ghost note
64.39s: 32nd gallop starting on the 16th here. The note at 64.33s is too early.
64.89s: This 16th should be two 24ths to "(wor)kin' while I".
65.19s: 12th for a gallop rather than a 16th here.

[5/10] Black Snow [Violin] {KgZ} (DJzAIKz)
// You should step something in the intro, because twelve seconds is a long time to wait.
// There's mostly good PR with some noticeable errors, but the real trouble is with the layering. There's a huge difficulty spike in the middle, and then the second half is a lot compared to the first half.
15.96ss: Move to 3 so it's not the same pitch as 16.52s (16.52 and 18.02 are the same, so that's good.)
22.42s: 16th is lower in pitch than the 8th, so 214 would work better.
24.02s: Same pitch and sound as 12.02s, so this could be [14]. (It's odd having a crash as [12] or [34] because a crash feels like a wide sound. Or course, a crash shouldn't always be [14] if you need to change it up for PR.)
34.33s: Similar to 22.42s. The pitch here isn't ABA.
39.02, 40.52s: Move these to 1 because they're lower in pitch than 37.52s.
42.02s: If you move 40.52s to 1, then this note can be moved to 2 to show that it's not the same pitch as 40.52 or 43.52s.
43.52 and 45.02s are fine being the same note despite not being the same pitch, because you'd need more columns to really PR this section perfectly.
48.02s: Now that you're using jumps, you have six choices rather than four, so you can PR it better. You want something that's CBADBAEBAE (A is high, E is low). And the pitch order of the jumps are [34] [24] [23]/[14] [13] [12], so there's you're ABCDE right there.
For the next section of jumps, all you need to do is move 57.02 to [12] and 58.52s to [14]. You could also move 55.14, 56.64, and 58.14 to [24] to even the columns out a bit (rather than having too many 3s).
62.08, 62.27s: Same pitch and should be the same arrow. I'd then move 63.02s so it's not the same arrow as 62.27s.
63.96-66.02s: This should not be the exact same pattern as 60.96-63.02s, because the overall pitch is lower despite the contour being the same. So you can offset the pattern, like doing 4123-2-11 instead.
72.39, 73.89s: Missing notes to the snare
74.64, 75.02s: Like before, it's odd having a crash on [34]. The melody note repeats but the percussion doesn't, so you could move both the notes or change just the one to the crash.
76.52-78.02s: Just use singles here. (78.02 could stay a jump.) This is a massive difficulty spike compared to the rest of the file.
79.52-103.52s: Going straight to jumping all the 4ths is too much of a jump from your previous layering scheme (which was just singles to the melody.) If you want the end to be harder than the beginning (but not too much harder), you can try changing the layering here to additive layering between the kick and melody (where "sound A + sound B = jump"), so you don't jump any 4ths that are just the kick. Another thing you can do is step the 16ths at 84.96-85.33, 96.96-97.33, and 98.17s.
102.02-103.52s: These should not all be [12] jumps, because they're not all the same. And they don't all need to be jumps.
103.89s+2m(3): Missing notes to the snare. Three instances of this are two measures down each.
108.39s: You have a five-note anchor here that should be split up (keep it to just three-note ones like before).
110.64s: This is a crash and should not be the same jump as jumps to the kick/snare after it.
111.02-112.52s: These should be chains like earlier for consistency.
114.02s: These shouldn't be all [14], because the pitch rises.
Here are layering suggestions for the first half of the file to make the difficulty not jump so much:
12.02-36.02s: Fill in the 4ths to the kick with singles except for the ones during 3/16ths to the melody (so, like, don't step 13.14s)
26.02-46.5s: You don't need to add anything here.
46.52-48.02s: Step singles to the notes to the kick here.
48.02-60.02s: Either fill in all the 4ths here or just the ones during the breaks at 52.52 and 58.52s. You don't need the extra 4ths during all the jumps (because them being jumps is a lot of extra notes already), but you can step them if you like. And don't forget the 8ths to the kick at 59.46 and 59.83s.
60.02-72.02s: Similar to 12.02s: You don't need 4ths during 3/16ths to the melody, like at 61.89s.

[6.5/10] Blue Girl on Sunday {Goreshit} (XelNya)
// You have some strict patterning that mostly works but creates some unnecessary anchors. The music is pretty repetitive, so more variation in the steps would help keep it interesting. 5.14-7.33, 12.14-14.33, 20.47-21.34, 33.17-34.70s: Maybe you decided to step all the quiet notes in the intro because you felt like you couldn't find the right time to end them, but, they're just too quiet and really should be fixed. These are my suggested removals: basically, not having more than seven gallops in a row.
39.30, 46.30s: Move to [23] because the anchor on 1 is unnecessary.
42.36s: Seems like an accidental note, because you don't have it at 35.36s.
62.73s: I don't hear what makes this 4th a jump. Unlayering this jump would also decrease the spike a bit.
63.17s: Shouldn't be [12] like the previous 8th jump, because there's a higher pitch that makes this beat different.
65.36s: Even though your other jump kicks are [13], this one would be better as [14] to not make an odd anchor. There's that percussion sound with the xx..xxx rhythm, but you see 323.323, making it look like two triplets, which is inaccurate.
72.25s: Ghost 16th. If there is a sound there, it's too light to step.
75.87, 76.52s: The 1s of these two notes should be moved to 2 to not interfere with the other percussion anchoring on 1.
90.76s: Same as 62.73s.
91.20-119.22s: There should be something more you can do in this section to differentiate it more from the last 16 measures. Like you could do 16ths for the new background synth, like at 96.45-97.33, 97.55-98.20s, or do 24ths for the little rolls (like at 93.38s, though stepping all those might be too much).
93.38s: Can move this to [23] to break the unnecessary anchor on 1.
97.11s: Missing 8th jump to that kick sound.
105.98s: Missing 16th (same sound as 98.97s)
118.79s: Same as 62.73s.
124.48s: The synth doing 16ths becomes even more noticeable in this section.
146.16s: I was thinking you were intentionally ignoring some sounds around the end so it could be like a light fade-out kind of thing, but then you have this pattern as dense as the previous times here, so maybe you can tone this last one down even more.

[8/10] Braum {Riot Games} (Xiz)
// The PR is mostly good. The first chorus could use more layering compared with the rest of the file. I think some hands could help, but I don't know how far you'd want to go with that.
10.11-11.38s: There's more variation in the percussion than the steps show here.
28.83-46.29s: The layering should be increased here for climax theory from the previous section (11.38-28.83s). There are a lot of added drum notes you're still ignoring, e.g. stepping the 12ths to the drum after 29.38, 31.56, 32.65, 33.74s, etc.
46.29-63.74s: This section has lighter instrumentation but has more melody notes, so it's necessary to step this much here, which is more reason to find more to step in the previous section so it doesn't feel like backwards climax theory.
93.06s: I don't think the 16th is necessary here. I don't hear as much here at 1.0x as I do at 90.88s.
116.11s: When I playtested this, I felt like it took way too long to finally get to jumping all of the melody notes. But you can't really do that at 98.65s, because then you'd need to start using hands at 116.11s. (When I was playing this, I really wanted to hit some hands.)
117.74, 118.29s: Same melody pitch, same jump.
126.47, 127.02s: Same as above.
127.56, 127.93s: Different jumps for different pitches.

[5.5/10] Desertion {Zircon} (M0nkeyz)
// Some sections could use more layering to match the emphasis of the music better (like, your additive layering sometimes makes you end up not jump loud sounds like the cymbals in the section starting at 157.35s), and using more hands would help with that (which you used in one section only; having some hands makes the missing hands in other sections feel more odd).
// Minijacks are used inconsistently, like they're avoided in some sections but not in others. You don't need to worry about 16th jumps anchored together at 92 BPM.
34.90s: Missing jump to snare. I can understand not jumping the snare at 35.72, 35.88s because of the long guitar note.
36.86, 37.02s: Either jump the 16th to the guitar or the snare on the 8th here, because it feels odd without either considering all the layering you're doing.
37.84-38.16s: Change up the pattern so you don't have a three-note 16th anchor.
40.12s. Same as 34.90s.
42.97s: You have an odd one-handed minitrill here that should be undone.
43.22s: Neither the percussion nor guitar just alternates here, so these jumps should be more varied.
46.48-56.91s: The additive layering between the percussion and melody is good here.
46.48-49.09s: This is almost one whole long hidden trill. It seems like this happened because you were avoiding minijacks, but the trill is not musically relevant, and there are actually minijacks to the rhythm guitar or kick throughout this section that you can step. There are other sections where you do have more hidden minijacks between jumps, so it's odd to see none of that here.
47.46, 48.11s: Different pitches and shouldn't be the same jump.
47.95, 48.11s: Minijack to the repeating guitar note here?
48.27s: Ghost 16th. Not a distinct guitar note.
49.09, 49.25s: Repeating kicks like these are good to anchor.
50.56s: Missing guitar note here.
52.67, 53.33s: Same as 47.46s, these shouldn't be the same jump for PR.
56.91, 57.08s: These should be the same jump. It's the same kick and guitar sound. (Compare with 51.70s when you stepped the same jump to the kick despite the melody being different notes.)
59.69, 64.90s: Missing jumps to kick + guitar (see 57.08s)
59.85s: Missing jump to snare/cymbal/guitar (57.24s)
61.48s: The second half of 32nds is lower in pitch than the first, so 12321232 doesn't feel right.
62.45s: There's no repeating sound here, so this shouldn't be a minijack.
68.33, 68.92s: Same as 47.46.
69.96s: Same as 49.09s about the kick.
70.53s: Nothing special here and should just be a 32nd.
71.91s: This beat doesn't have an odd sound on it now and should just be a 4th.
72.08-72.40s: But you can do something off-color here to go to that high synth. The anchor of the 32nds around the 8ths is a bit odd. Doing 323 (starting on the 8th) would work better.
73.71s: Doesn't have percussion layered on it and should be a single.
75.17s: Anchor the kick
76.48s: Four four-note trills would be more PR here. The BPM is slow enough that you don't need to roll 32nds. 77.13s can be a jump to the crash, maybe even the 8ths.
79.09s: Hands! There are a lot of places earlier in the file I would have used hands. It feels kind of odd to see them only in this one section.
80.83s: Missing 12th to kick
83.00-86.91s: There's some missing layering to the guitar here (which you start to add with the 8ths at 83.33, 83.98s)
86.91-88.22s: These new percussion rhythms should be emphasized somehow.
91.04, 91.26s: Missing 12ths here.
93.43-97.35s: The layering here should be consistent with 83.00s.
96.37, 96.53s: Minijack to the guitar
97.84, 98.33s: Maybe jump the snares here, because, like 86.91s, this spot feels empty.
98.73, 100.53s: Missing percussion 32nds
103.79s: Ghost 32nd
111.78s: Missing guitar 32nd
113.08s: I get that you're just stepping the solo in this section, but it feels odd to leave out this percussion 32nd which follows from the previous 32nd.
113.16-113.33s: Because these notes go to the guitar, it should be something more like 234 for PR.
113.82s: Move to 3 for PR
115.39s: This 12th should be the peak of the 115.39-115.77s pattern, not the following 4th.
116.48, 116.70s: Should be 12ths here.
123.43-124.09, 124.41s: Missing 24ths
128.08s: Should be on 1 for PR (same pitch as 127.92s)
130.85-131.18s: I can hear the 64ths at a low rate, but at 1.0x when playing, it feels like too much. Also, that 32nd minijack goes to the percussion, so it shouldn't be in the solo.
132.84-133.05s These notes feel a frame or two early. Like the sound on the 16th is closer to a 24th.
140.39-143.00s: PR here is all backwards. The minitrill is inaccurate, and the groups of three 24ths should be ascending.
143.57s: This little fast one-hand triplet starting the roll off doesn't play well, so the pattern should be changed up.
144.01, 144.07s: These two notes should be replaced with a single note on the 48th between them. As it is, this roll is a pretty big spike.
154.74s: Make this [23] for PR because it's lower than 156.04s and so it doesn't share a note with the peak at 155.23s.
165.50, 166.15s: You can make these jumps to the snare + cymbal, and you're missing a cymbal note at 165.83s.
174.30-175.61s: Doing [12][34] jumptrills is something to avoid minijacks from PRing straight jumps, but at 92 BPM, you don't need to avoid that, so this feels odd, especially considering you have a one-hand polyrhythm that's more odd than anchored jumps would be. The polyrhythm shouldn't be a triplet for PR, because the kick descends.
177.57-178.54s: The rhythm isn't straight 16ths here.
186.04-196.48s: The fact that you have all this here, lots of anchored jumps and hands, makes it even more glaring how little layering there is sometimes everywhere else in the file. So you should tone this down or bring everything else up.
190.36s: Missing snare 32nd
193.87-196.48s: If you're going to keep all the density, I'd make these 4ths here all hands to the crashes, with the last note being a quad.

[8.5/10] DISCHARGE RUSH {ETIA. vs MM Sequence} (LongGone)
// I can't play this at all, and I'm a little hesitant because of the long anchors, but I can see how everything works with the music.
1.78s: Move this note out of the jack, because the vocal pitch is different.
9.57-10.14s: This should be two minitrills that aren't anchored to each other, like how you do at 23.99s.
30.05-34.08s: The synth doing straight 8ths here has some repeated pitches, so like 30.19, 30.77, and 32.50s can be anchored to the following jump. And for PR, 31.06 and 31.34s wouldn't be the same arrow.
59.76-60.05s: This could definitely play better.
62.50, 67.11s: Missing repeated note (it's like 61.34s)
78.75s: It may be better to move this 24th to 4 and end with [12] rather than a hand to keep this whole thing jumptrillable (like you do at 97.26s)
92.93s: Missing [12] jump?
117.98s: Maybe end with a note here right as that synth cuts off, because it's like stepping a change in sound. Better than a note in the middle of nowhere.

[7/10] Drunk Crunk Franken {t+pazolite} (gameboy42690)
// The slow sections could use a little PR work. The layering is good except it feels like there are quite a few missing hands. A few errors in pattern matching and unnecessary anchors.
2.42, 3.10s+8m: Same pitch, should be the same arrow
7.47s+8m: Lower in pitch than 7.74s
17.15s: This is the highest pitch of the last five notes and shouldn't be on 1
28.60s: Hand to the crash here, [124], because the sound is different from the previous 4th
37.06-54.78s: In this section, the bass has a 123.123. rhythm, so I don't think all the minitrills are accurate.
43.19-46.06s: By this point, the synth that was repeating the same pitch has drowned out, so here, the notes on the 8th jumps are constantly ascending.
46.06s: Hand here, same has 28.60s. So I can see you've intentionally left them out, but I can't see why, because they are just as loud and actually are the ones that start the phrases.
64.38-73/51s: This is just one melody here, so the PR can be better.
> 64.67s: Higher in pitch than the previous 4th and shouldn't be the same
> 65.81, 66.38s: Same pitch, same arrow
> 68.09s: Nitpicky, but this could be on 1, because it's the same pitch as 67.24
> 68.95-70.94s: Repeat of the above
> 72.94s: Move to 3, same pitch as the previous two 16th beats
73.51-77.05s: You have more repeat jumps here than there are repeat pitches in what's being jumped
82.92s: The 8ths here are (kick or snare) kskksk, but your 4ths are all [14] despite being snare-kick-kick, so this could use more sound matching. Like, I often use open jumps for snares and closed jumps for kicks if I can make it work, doing something like ([23].[14]3[12].[34].[14].[23]) here.
84.42s: This may be enough of a crash for a hand.
84.96s: White jump to the buzzroll sound. Either that or make this a single, because there's no kick or snare on it.
85.24s: Or maybe this is the same percussion as the one you jump on the previous 4th? But it's not as loud as the kick and snare and may work better as a single.
86.87s: Could be a hand like 28.60, 46.06s.
90.96s: Same.
94.24s: Break up this anchor, because the percussion sounds aren't repeating like that.
94.44s: 16th should be here, not at 94.30s.
98.87s: The sound all the 16ths have been going to continues up to here.
103.78s: Make this [123] or something so it doesn't anchor with the 8th before it for PR with the synth that has repeated pitches.
108.42s: Hand
112.37s: Move to 1 to anchor with the previous jump. Same synth sound around 103.78s.
115.92s: Move to 3 so it's not anchored with the following jump, because they don't share any sounds.
117.15s: I feel like you're using a lot of [14] jumps for open sounds, but, again, you create an odd anchor in doing so, so either the previous 8th or this jump should be moved here.
133.51s: The pitch of the sound isn't alternating, so I wouldn't make this a trill. The color change is nice, though.
134.60-170.58s: This swing section is pretty good. The only thing that felt kinda odd was 153.15s being jumped instead of the 24th before it to the melody (and so on), but you stepped it consistently, so that's good.
159.69s: Similar thing about a trill not feeling right here.
171.28s: This first note is lower in pitch than the others and could be moved to 3 or something.
173.87s: Because the pitch steadily increases, maybe this could be a series of minitrills. Also, the 16ths should continue until 175.51s.
178.11s: Missing 8th to the kick

[7/10] First Person Shooter {Celldweller} (VisD)
// There are some ghost jumps and missing hands in different sections, and I'm not sure how well the synth layering works in the last quarter.
11.11-22.25s: Trills aren't the most PR pattern here, but they should be fine as long as each one is no longer than 4 notes.
22.25-23.43s: I can understand not stepping the 16ths between the hands, but after this last one, there's not another hand in the way, so these all feel like missing notes.
26.53+4m(4): Jumps to the synth + cymbal
49.53-49.68s: Mirror this burst so it doesn't anchor with the following 12ths (these 12ths don't have the same sound as them)
70.25-70.89s: The percussion on the 8ths isn't the same sound every time, so these jumps could be more varied.
71.75, 73.46, 78.61s: I don't hear what percussion is layering here that makes these jumps
91.68, 105.39s: Jump, same as 26.53s.
95.53s: This 4th seems more worthy of a hand than 95.11s from loudness
99.82s: Hand here like at 92.96s?
109.25s: This is loud enough for a hand.
114.68s: Same as 49.53s.
125.89s: Missing 24th
136.11, 138.96s: Can't tell what makes these jumps
140.11-140.96s: If a lot of these 12th jumps are from synth + synth layering, I don't think it works as well as synth + percussion, because it feels too dense to have this many jumps that don't go to percussion.
140.46s: Maybe move this pattern around so you don't have a one-handed trill
143.53-156.39s: Same thing about the synth layering, and I think the straight 12th jumps makes you miss some 24th rhythms in 146.11-148.25s.
160.25-161.11s: There's some faster rhythms here you could step

[8.5/10] Game Genie {Shnabubula} (Scintill)
// Mostly pretty good with one section of odd layering, and ending with 32nd walls feels like a bit much.
40.84-45.99s: The rhythm of the bass is different before each 4th jump in here, so maybe you can follow that (like doing 4[23]1.[24]3[12] at 45.34s)
47.16s: This jump doesn't seem to go to anything. A jump on the 8th to the snare would make more sense with what you have earlier and right after.
54.45, 55.31s: Missing cymbal jumps
139.09, 141.66s: If you're going to step that synth on the 16ths at 137.81, 140.38s you should step them here too. (Or remove the other jumps if you don't want to jump these.)
141.99-147.13s: I'd suggest not having 4.321 patterns and the like with the 32nds here, because it's easy for a player to hit 4321 24ths instead and get a good on the 16th. Stuff like 1.321 is good because the rhythm doesn't change along one direction.
180.09-19.54s: Sometimes in this section, the synth you're stepping to gets so soft that it becomes inaudible under the other synth that does minijacks. So maybe some of the 321 stuff could be 322 and stuff like that.
191.54-199.18s: The ignoring of 4ths seems to emphasize the bass, but it's odd to do that only that one time in each section.
264.32-277.82s: All the 24ths in this section may be a little much, because that sound isn't very distinct the whole way through.
386.41-394.05s: It felt like you ignored the 24ths from 371.14s to here to keep the file easy as it was coming to an end, but then these 32nd walls came up, so it felt odd.

[9/10] Gangsters Paradise (Candyland's OG Remix) {Coolio Remixed By Candyland} (wv)
// The breaks have a bit of odd PR, and you have some extra 12ths you don't need. Everything plays well.
21.89s: Move to 2 because it's not a repeated note in the melody.
26.80, 28.25s: If these jumps were [24] and [13], you wouldn't have repeating arrows.
33.34, 33.71s: Swap these, because it should be descending.
72.37, 75.76, 84.01, 87.40s: ghost 12ths (no percussion)
82.43s: You can change the pattern around the 4th so it doesn't look like a part of the 12ths to the percussion (like, from 82.07s, do 321312)
94.31s: Missing 12th
94.43s: Because you're missing the last note of this 32nd roll (86.11s), if you want to add that in and keep and even number of notes, you can put a jump on the first 4th here. Goes to the same sound you jump at 92.98s.
96.61, s: This should be higher
98.07s: This should be [12] or something so it doesn't repeat with the previous 4th
112.25s: Should be higher than 111.88s

[6/10] Horizon {Sabrepulse} (DossarLX ODI)
// A lot of missing 16ths feels odd, and you could add more throughout while keeping the climax theory intact. The melodies are very repetitive, so some amount of eschewing PR to keep it interesting is necessary, but sometimes it's too simplified or random. The rhythms in the last quarter need to be fixed.
12.02-23.97s: So you have the kick on 1 and cymbal on 4, but not all cymbals sound the same, so it doesn't feel relevant, and you had to sacrifice PR with the main melody to do it. Like, 19.15 should start ascending, and 20.55s could be PRed better if the cymbal was on 2.
27.02-39.02s: I can understand ignoring the low notes at 27.86, 28.61s just to have some breaks in the stream, but you should step 28.05, 29.55s because you step 27.30, 28.80s.
39.02s: Only five-note runs are stepped here, but removing 27.30, 28.80s in the previous section wouldn't work, so it still feels odd missing the 16ths.
46.71-48.21s: The melodies are different here, so if you insist on doing 1-4 to the cymbal, the second one should be 32423.
49.43, 49.80s: Missing 16ths
51.02-63.02s: If you ignored all the 16ths earlier to make them less dense than this section for climax theory, because those missing notes were pretty clear, it may work better to add more to this section, like adding in 51.11, 52.61s (every other missing 16th). That way you'll still have fewer notes than in 63.02s.
51.96-52.52, 53.46-54.02s: These two have different pitch contours (second peaks a 16th earlier), so the patterns shouldn't be so similar.
63.02-75.02s: All these inaccurate minitrills I guess help "ground" the patterns in the same way the mini 8th anchors did in the previous section, but it is a bit odd that actual triplets in the melody aren't recognized, like at 65.08 and 65.83s, and they can't be if all the minitrills are there.
87.02-105.02s: This rhythm with a gallop into the 4th is not in the music at all. What you can do is fill the 8ths and 16ths back in and then remove every fourth 4th (87.77, 89.27s, etc) because there's that background synth on each 8th that sometimes has a 16th before the 8th.
93.02s: Shouldn't be the same as the jump before it, because they're different sounds, but you'd have to break the triplet between the two jumps for that.

[4/10] Lavender Town (Remix) {Stephen Walking} (Xtreme2252)
// The track really should be cut in half with how repetitive it is. The 24ths should not be trills, making those sections incredibly spikey. There is a lot of inconsistent layering and patterning that needs fixing.
#OFFSET:-2.106; (-29 ms)
4.24s: The notes before this one aren't really loud enough to be stepped.
The four repeating notes don't share pitch, so 1342 would be more accurate
29.53-34.24s: The sound all these 16ths go to is very soft, and the pattern seems to change arbitrarily. They should change at 32.96s when the kick goes from every 4th to every 8th beat.
34.46s: You didn't jump any other kick before the 12ths, so this being a jump feels odd, especially because that soft sound doing 16ths continues to 34.67s.
42.82s: Can't hear what these 32nds go to.
36.39-63.82s: Repeats of the following two notes:
> 37.24-39.82s: These shouldn't be trills, because the pitches do more than just alternate.
> 49.99s: The sound choice here is odd considering how loud the percussion hit on the 16th here is. And it's the same sounds that you put 32nds to earlier.
58.67s: This file will not get accepted with a long, irrelevant one-handed fast trill like this. 24ths at 140 is like 16ths at 210.
63.82-70.67s: PR here should be fixed. Jumps should repeat to repeated pitches. 67.24-68.10s is backwards.
70.67-91.24s: The stepping of 16ths here is inconsistent. Look at 71.85 and 72.07s versus 75.28 and 75.49s two measures down and 82.03s four measures later. It's the same sounds but stepped differently each time.
> Also, the hats are too soft for minijacks, and it's especially odd having these considering all the repeating kicks you didn't put minijacks to.
> And compare the two beats at 76.67, 83.53, and 90.39s: different layering to the same sounds.
71.42s: You jump the 16th here but then jump the 4th instead every time after, and it should be consistent.
92.24-104.96s: It seems like there's sporadic extra layering to the guitar in this section. Like I'd think that's what makes 98.10s a hand, but then 101.53s is a single despite having the guitar and kick on it. It's not clear why the snare sometimes is missing its jump.
98.74s: If you're going to put a minijack to the kick here, why not everywhere else?
104.96-117.82s: The loudness of the guitar goes in and out in this section, so maybe it shouldn't be stepped when it's softer, because it feels like steps to nothing.
117.82-118.67s: This is such a quiet spot it would be nice to not have any steps between these 4ths.
118.67-146.10s: Repeat of 36.39s.

[6/10] Life Ride {Pyramyth} (Xiz)
// Straight 16ths could be changed up more. And because the background stuff doesn't have much melody, the patterns often feel unstructured. There's some inconsistent layering and odd anchors and jacks here and there. None of the trills feel relevant.
#OFFSET:-0.149; (-57 ms)
13.59-13.94s: Jump PR is backwards because the pitches are ascending
15.66s: Should be a jump, the same jump as the following 16ths, because they're the same pitch
21.01s: For PR, this 16th should be a minijack with the following 8th, not anchored to the jump before it.
22.21-27.73s: You could just step the gallops here rather than straight 8ths to differentiate it more from the sections around it.
29.11s: The pattern should change as the percussion picks up. It feels odd to playing repeats when the sounds are changing.
31.18s: The synth you do jumps to repeats the note from the previous 4th here, so this should be a jump.
31.87s: Rather than be a trill, this pattern should vary more to follow the different percussion sounds, which aren't just alternating.
33.25-71.87s: For a little more rhythmic variation in this section, you could remove notes to light hats, like at 35.14s.
38.76s: The fast synth here swells, so a trill is inaccurate.
39.80, 39.97s: Jumps here like you did at 34.28s.
40.32s: considering all the jacks you do later, this could be a 32nd minijack, because there is a sound that repeats.
41.18s: The synth you anchor here, the pitch of it isn't the same each time: it's more like ABABBC.
43.76s: The minijack to the kick doesn't work because it's totally anchored to the hand after it and because it's [14], which is the most open jump, and a kick isn't really an open sound. Also, you jumped the kick when it was difficult but not at 44.11s, so really, you could change the [14][14] minijack to just 22.
45.32, 56.35s: Same as 39.80s. Either add these jumps or remove the ones at 34.28s.
51.35s: Same as 40.32s.
52.73s: You can move these two singles from 23 to 42 so they're not anchored, because they don't have repeating sounds.
57.21s: Shouldn't be anchored. (And this is a light hat that could be removed.)
60.83s: Same as 38.76s.
63.25s: Same as 41.18s.
72.90s: The 32nd to the kick shouldn't be in the same column as the 32nds to the light percussion.
76.70s: The synth you jump on the previous 16th echoes on this 4th (and the bass on the 4th is louder), so this could definitely be a jump.
83.25, 83.94s: Hands to the same sound as the following 8ths
97.04, 98.25s: Missing hand and jump to snare/kick to be consistent with the hand/jump between these spots.
103.94, 107.90, 109.45s: These three-note jacks aren't PR. The synth is more like ABA.
113.94-115.32s: Keeping the straight 16ths under the 12ths makes the pattern feel too fast for what's going on.
119.45 to end: Because of the fade out, after this hand, only 120.14s is really loud enough to be a jump. There shouldn't even be a note after 120.83s.

[7/10] Lovely City {Calum Bowen} (wv)
// The layering is good, but the patterns feel unstructured, because there are inconsistent anchors and PR.
3.87s: Missing clap jump (you jump all the other claps in this first section except the two in the 16ths)
5.37s: Shouldn't be anchored to the previous jump (no repeated pitch or percussion)
7.37, 7.70s: Same arrow to low piano repeated pitch
8.03s: Unlike at 8.70s, the low piano doesn't repeat pitch here (it does more like an ABA thing)
11.03-11.37s: This could be anchored together to the repeated low piano pitch. (8.37s is okay with only a two-anchor, because it follows the percussion)
12.70s: Pitches in the melody are different, so this shouldn't be anchored to the previous jump.
18.20-19.53s: Each 16th is a higher pitch than the last, and the 8ths are lower than the 16ths, so an ascending pattern like 13243142 would be neat. Except the 8ths don't constantly ascend, so you'd have to mix it up.
21.37s: This is a low chord and could be [12]. Also that way it should share a column with the following 8th (rather than the previous one), which has the same pitch.
25.95s: Missing percussion note
42.87s: If this is a jump to the vocal, 42.20 and 43.53s should be too.
48.62, 49.95, 50.28, 52.62s: Missing percussion notes
54.70s: [24]1[23]1 would be more PR for these 8th jumps
57.03s: The pattern I mentioned at 18.20s would work great here, because both 8ths and 16ths are ascending.
58.53s: Because these notes follow the pitches on the 4ths (rather than just being repeated notes to the clap), this could start as [24]12 for PR.
65.37, 65.70s: The bass changes pitch, and the sound that is the same pitch goes from short notes to long notes here, so these should be in a different anchor (like you do at 68.03s). Same thing for 70.70s.
72.45, 72.62s: Missing 16ths to the same sound as 71.45s
76.37, 76.70s: Missing bass notes. I can understand skipping 77.53s and the like to follow the breaks in the melody.
78.37s: With how much you don't step or anchor the bass (eg 81.03s could be an anchor), it's funny to have this one anchor here. The melody plays different pitches.
85.70s: This triplet is not PR
87.37s: Neither the melody nor the bass repeat in pitch here, so this anchor is not PR
92.53s: This minitrill is not PR

[8/10] Ongaku -kaiongaku mix- {LeaF} (lurker)
// I feel like I'd enjoy this if I could actually play it. The structure is good and just has a few things that could be touched up.
5.61s: This hand should be different from the ones around it because it has a snare on it
8.06-8.50s: The percussion the first 16ths go to descends in pitch, so the notes shouldn't be alternating. And then 8.28s has the same snare-ish sound on it that you jump at 8.61, 8.72s, so it might play better if that was the only jump in this interval.
10.50s: Because this burst is shorter than the previous one, it's odd for it to have the same rhythm. Try making this just [12]43, removing the last two notes.
12.06s: The same sound from before repeats here, so this should also be [12]. But also there's a missing 16th at 12.11s, so you'll have to change the patterns up if you make 12.06s a jump.
13.61s: Missing note. Same synth pitch as the 8th before it.
15.72, 15.84s: These are the same pitch and could both be on 3 so it doesn't anchor with the 4th from the burst
15.78s: Ghost note
30.87s: 12th here rather than an 8th
32.39s: Missing note to kick, should anchor with the following hand
32.61s: This 8th doesn't have a kick on it like the others and could just be a single
44.84s: It feels like you're jumping the melody in this section, which would mean you're missing a jump on this 8th.
45.11s: Missing percussion 16th
50.61s: Missing percussion 8th
59.78s: Try jumping this 16th to the kick rather than the 4th after just for a change in rhythm
64.06-64.50s: Can't tell what makes these hands but not 62.28-62.72s. Also, 64.50s shouldn't be the same hand as the one before it, because the sound is different.

[8/10] Wheelpower & Go {Dejo & Bon} (DarkZtar)
// Could use a little touching up in the solos and a few pattern tweaks for playability
#OFFSET:-0.472; (-17 ms)
9.03s: The peak in the melody is on this 16th, not the 24th before it
9.63s: This minitrill isn't PR
9.91s: Peak is here, not on the following 16th
9.99-10.18s: Three notes rather than two between these 16ths would be more accurate
10.56-11.01s: Given how accurate you've been in most of the solo, the rhythm here should be fixed up. Like 10.69s is a note that goes to the percussion rather than the guitar, so it can be removed. The next four notes are a 48th early (except that the 48th at 10.88s is a ghost note), and moving them up will let you fit another note in at 10.96s.
11.14s: This is a low note which could be clearer in the pattern.
11.30s: This note shouldn't look like a valley, because it's between the pitches of the two notes around it
11.72s: This 16th is a ghost note, and the two notes around it shouldn't be the same arrow.
31.24, 37.39s: PR of the trills is backwards
35.28s: This could be [23] to make that anchor on 4 not as long.
61.43s: Same as 35.28s.
72.68s: I can hear the grace note at a low rate, but it feels like a ghost note at 1.0x.
74.27-74.41s: Sounds like there's a missing note or two between these.
74.79s: Missing note here. The 48th is actually the middle note of a 321 thing.
76.72s: Missing guitar note
126.68-128.22s: This inverse staircase kinda thing doesn't play very well. The one-handed triplets of staircases work because they roll, and these don't roll.

[6.5/10] Wheelpower & Go {Dejo & Bon} (MarioNintendo)
// Making the solos only as fast as 24ths is fine, but 16ths when it should be 24ths isn't. Also, the layering in the other non-vocal sections could use some work.
8.27-8.47, 8.66-8.85s: 24ths here, not 16ths
10.20s: There's a valley in the melody on this note, so the following 24ths should ascend.
10.68s: Ghost note
10.84-10.97s: These should be 24ths. Also, 10.97s should be a valley, not 11.16s.
11.42s: Peak on the 12th here, not the 8th before
11.93s: Note on the 4th here. The following 16th is a ghost note.
18.85s: Hand here?
31.16, 37.31s: PR of the trills is backwards
31.93, 32.12s+4m: Jumps here to go with the ones at 35.01, 35.20s. 33.66, 33.85s are similar and could be added, too.
34.04s: Patterns like 1432[134] roll better because it plays like 4321 with an extra jump, whereas 4321[234] plays like 3212 with a jump.
37.31s: If the minitrill makes you not want to put the hand on the 4th, you should just step the 32nds as a roll again.
38.52s: Ghost note
41.93s: Hand here to the crash
42.12, 42.51s: These both have the main guitar and kick on them, whereas 42.22s is just the kick. I'd jump 42.51s for sure, and maybe 42.12s if you can make the pattern work.
57.31-69.62s: All the same stuff in this section.
69.62s: Hand here?
71.51-72.02s: The first three notes here are too early, and the last two are too late.
73.18s: This note shouldn't make a minitrill with the previous three for PR
74.20-74.33s: Sounds like there's a missing note or two between these.
76.64s: Missing guitar note
78.27-78.85s: The rhythms here need a little work, like I don't hear the straight 24ths at 78.27s.
80.68-80.97s: Missing notes
97.31s: Hand here?
115.77s: Hand
128.08-131.16s: These don't fit the pitch contour
138.85s: Same stuff from before in this last section.

[7/10] Zauberkugel {xi} (gameboy42690)
// To improve playability, there are quite a number of anchors that can be broken up. There are a few spots of oddly dense layering, and there are a lot of 24ths that could be PRed better.
3.57s: The pitch here is lower than the next, and the following pitches descend, so this could be 3..432. Similarly, the triplet of 8.55s isn't PR.
18.72s: The rhythm feels a bit odd on the right hand here; doing [14]32[14]3[12] will play better, and then 19.30s will also be [12] because the piano plays the same chord twice.
19.60s: I couldn't tell what this 16th went to at first, because the pattern makes it look like it's in the middle of a 123 sound. But it goes to a gallop in the sax, and you can show that in the pattern by doing [23]41
19.89s: Missing low piano note
21.45s: It looks like you're jumping the piano in here, but the piano has a note the 16th before this 8th, not on it. It should be fine to step the 12th as a jump to show the piano more clearly than if you stepped a polyrhythm. Also, 20.87 and 21.06s both have piano notes and could be jumps since they're layered with the percussion. Also in this area, you basically have a long left-hand 16th trill. So even though minitrills work for the percussion, you should try breaking it up to make it more playable.
23.21s: The chord here is higher than the others, but the others are already [34], so if you don't want to change them, you can make this [14] or something.
27.51s: These XXxXx patterns play better when you don't anchor the 8ths together.
28.49, 28.88s: These could both be [23] for PR (same pitch), and it would break the anchor on 4. If you changed the jump to follow the bass: there are other times you kept PR to repeated pitches in the main melody when background pitches changed (like, right at 29.37, 29.66s), so you should do that here too. Also see 41.00s, though the jumps around the 24ths make it more difficult.
32.17s: Pretty audible grace note on the 48th here
34.35s: This is the lowest pitch of the four chords here and could be [12].
35.33s: Compared to the chord on the following 8th, this doesn't feel like it should be a jump, even though it goes to the percussion. You mostly do jumps to the melody, so really, you could also jump the background chord on 34.84s instead of the 4th at 34.92s.
44.71, 45.88s: Something like 2321 and then 3432 would be more PR.
48.03s: Percussion does 24ths here
49.20-49.73s: These notes are all a 48th early. And then the ending 4th can be [13] to show it's not part of the trill. (The rhythm of the trill isn't even, but stepping it at as such works just fine at this speed.) And actually, the whole thing from 49.11s is a trill, so the 31234 start delays the trill for too long; 2342424242 would be better.
50.31s: The sax doesn't trill here. If you want to be a little more precise, you can do 3/64ths starting from the 32nd at 50.33s so you end on a 16th. It's only three notes, making 50.51s a ghost note. And then the following notes are another 2321 thing, not ascending.
54.29s: Not jumping this chord starts to feel funny here when it's left out with jumps all around it, because the chord is as loud as the one on the following 4th. And 55.07s and such sound softer but are jumped.
55.26s: This is another 2321 thing, so something like [34]132 might work better ([34]123 is ascending when it should be descending).
56.63-57.02s: Missing 16th in the first half-beat and 24ths in the second half-beat to the sax.
58.78s: The sax is a bit faster than 16ths after this beat
66.78s: Move to 3 (same main pitch as 66.99s)
73.63-75.20s: The16th at 73.93s goes to piano, but it's the sax you're stepping, which is on the 24th after. Also, the trill shouldn't start yet: the sax ascends until 74.16s (a 12th rather than 16th). I'd put 48ths at 74.25 and 74.38s, and then 74.48-75.00s is 24ths.
75.20s: Not feeling the jump here (the piano chords don't start until the following 16th jump, and the crash is on the 8th before)
80.77s: This is the only spot in the file you have this many 16th jumps in a row, and with how tinny the melody is here, I don't think it's necessary.
81.26s: this 8th to the hat feels like a ghost note because you're missing the following 16th to the low piano, 81.35s.
84.68s: Missing 16th to the same synth as the following ones
90.39s: If you complete the roll and make the hand [134], you'll have an even number of notes, so it will roll well. When a pattern rolls well, you don't notice hidden minijacks.
91.31s: Missing 16th to the sax.
93.18s+8m(2): Same as 27.51s about playability
94.16s+8m(3): Same as 28.49s about same jumps for same pitches.
97.84s: Noticeable grace note here
103.15s: The roll should continue until this 8th, so you'll have to make 102.95s a jump to make it work. The crash at 103.34s can be a hand instead.
104.32s: The sax does 3234321 here, so the 16ths shouldn't be anchored. Though with that pattern, 104.42s would be [12], and you want that note to be high, so some reverse PR to the sax would be fine. (Also, 104.42 shouldn't be the same jump as 104.12s for PR.)
115.75s: There's a missing note around here.
115.85s: The peaks and valleys should be on the 4ths/8ths here. It could just be 1234321 if you want to stay simple. But it should end with something like 4324, not a minitrill (117.22 and 117.41s share pitch).
117.67s: Peak on this 12th
118.10-118.59s: You have a hidden 4-2 trill here that could be mixed up.
122.36s: Missing 24th
125.23-126.40s: Same thing I mentioned at 35.33s.
127.87s: Missing notes to the fast drum here.
131.88-133.83s: See if you can break up some of these 4-note anchors at the end.

=== JUDGE: TC_Halogen ===

[6/10] [Resubmission] Phantom of the Opera {Lindsey Stirling} (VisD)
- as much as I'd like improved pitch relevancy in the opening before the chorus melody, it's understandable to generalize because it would produce really poor patterning otherwise
- patterning could be a bit better improved for PR purposes in the chorus from 26.849 to 39.240; a few jumps seem strange given that the snare is the prominent layering point
- accent the snare flams for a little more differentiation from the rest of the structure (see: 63.243, there are others)
- detail on some of the violin rhythms could be a bit better, though it's a little hard to tell because the song sounds like it drifts against the assist tick a little bit
- not a fan of the structure, but I do understand how it works; make the overall chart's sync a bit better and take another listen at some of the finer violin rhythms and make sure they are correct; various minor misrhythms/missing notes exist throughout the chart for the melody [28.147 (not quite even intervals between 2nd/3rd note there), 65.307, 74.175 (violin starts around 74.151, and at a slightly fast interval), 103.998, etc]
- a few jumps seem strange since you elect to follow the snare for most of the chart (34.597, 37.692, 56.278, etc? - be less ambiguous with your choices)
- still needs a little more work, I think.

[7/10] [Resubmission] They Kidnapped the Princess (Intro) {Action Adventure World VS The Plasmas} (XelNya)
- rhythms for the ad-lib intro could be tightened up a bit; syncopating to common rhythms is fine but they could be a little closer
- 16.121: move to R for continuous three-note bass/bass/snare structure
- 39.588: this seems like a counter-intuitive layering drop given that you could maintain this alternating pitch relevance and keep a semi-strong layering by following the snare
- 49.116: change to 4231, that melody hasn't terminated into the drum fill yet
- 49.469: jumps here but not in the stream is a really strange ending
- pitch relevance is reasonable, structure is acceptable although I do feel like the ending should be beefed up a bit more

[6/10] Azul (Remix) {Celas} (DarkZtar)
- adjusted offset to -0.647
- not a fan of the intro structure because some jumps are used to arbitrarily accent prominent single notes when a.) chords exist and b.) the opening of the chart uses jumps combined with the piano for the 8ths (11.570/11.877 breaks structure here too, among other things)
- slight structural inconsistencies in percussion with the snare being represented as jumps on some occasions and triples as others
- 22.185: should be three notes, and not 48ths, either
- piano notes missing in the melody at 33.954, 34.570, 39.185, 39.800 (etc)
- more missing notes at 44.954, 46.185 (etc)
- similar notes missing in the second iteration of the piano melody
- missing notes for chords after the crash at 75.723/115.208 (yes, they are there)
- very lazy charting job near the end; very clear portions of copy/paste at the end
- chart has a very forceful and jarring structure due to the large amount of chained 8ths, which could easily be alleviated

[8/10] B.B.K.K.B.K.K {nora2r} (gameboy42690)
- right arrow: bass
- left arrow: kick
- cannot get over this help
- 38.927: I hear the repeating note, but I don't hear THREE repeating notes there; minor structural conflict
- 57.279: PR, move to down arrow
- 58.691: more PR issues, fix this, I know I don't need to baby you
- 67.868: not feeling the patterning here; lots of repeated taps and not where I expected them particularly with repeating 8th notes that don't seem to be a by-product of pitch-relevancy, meh
- 93.279: you dirty fucker you switched the arrows for BBKKBKK how could you lol
- 121.515: nice little details on the patterning since the snare does ascend in pitch
- file's cute; structural gripes aside, I think a lot of people will enjoy this

[6.5/10] belly dance (Consistently Drinkin' Remix) [Heavy] {Kotira Sample} (wv)
- 32nds are too fast for the intro
- really wonky structure, but there is some merit behind the patterning, clearly visible with the properly placed guitar notes between everything without layering on numerous occasions
- the five note 32nd bursts don't always properly accent the percussion, either
- second half of the chart is considerably better than the first imo, structure is a bit more explicit and just feels more correct
- meh, hard to really choose either way but I don't feel comfortable accepting it personally

[6/10] belly dance (Consistently Drinkin' Remix) [] {Kotira Sample} (wv)
- ah, there's the lyric following! was wondering why it wasn't in the heavy given how fast it is
- check your rhythms, many notes can be shifted and some notes can be removed; even if you're trying to keep your notes quantized up to a certain rhythm, the chart can certainly be executed more accurately
- 20.273/22.273/24.273/26.273: cute
- lower score than the other one because more obvious mistakes, but also much easier to fix, just comb through and clean up the rhythms and this one will be an easy favorite for lower level players

[4.5/10] Black Snow {KgZ} (DJzAIKz)
- for a song so simple, pitch relevance needs to be spot on
- with the rest of the chart's difficulty being so low, 76.523 is a massive spike
- 79.523 to 103.523 really messes up your chart's structure, given that the entire focus of this chart was the melody either in the violin/synth; the generalizing of jumps for every 4th removes that structure and makes the last part arbitrary
- past that is even worse in terms of difficulty
- not acceptable/queue-worthy with that last half

[7/10] Blue Girl on Sunday {Lauren Bousfield} (XelNya)
- understandable relevancy in the intro, but man, that is a looooong time to keep players doing the same thing, although it defines your later structure which is kinda neat
- be a bit more careful with keeping that outlined structure, you've got a few repeated taps that break your stringent rules, which to be honest, really makes this chart kinda neat
- this file's got a cool foundation overall being as repetitive as it is, it's quite rare to see that

[7.5/10] Braum {Riot Games} (Xiz)
- 18.930: remove the 24th; doesn't really need to be there
- 44.475: since the difficulty on this chart is relatively low, take care from accidental jacks/trills like the one-handed one you have here
- 66.839: not quite the correct rhythm, hard to give an actual estimation though; something like this seemed reasonably close - 75.566, 77.748, 82.112, (etc) seem to have very slight discrepancies in rhythm; the 48ths are passable at normal rate, though
- 69.112: 432 instead of 234? it descends and is unlayered so this change seems rather harmless
- for the first half of the last repeat of the melody, it might be a bit wise for your structure if you keep away from the barely audible string instrument and stick to the percussion, that way when you increase layering for the second time, it's a bit more felt in the chart's pacing
- overall, this chart works well; a restructure near the end could make it work even better

[5/10] Desertion {Zircon} (M0nkeyz)
- patterning to the guitar in the opening can be improved a bit; noticing the change in pitch and switching from the D/U is good, but after each switch is another note that doesn't follow the same pitch scheme as what you're following (see: 23.984/24.147 are the same, 25.451 is higher than the base pitch your D/U follows, etc - keep following and fixing accordingly!)
- 33.440 to 43.712: needs a little more structure; your rhythms are correct and layering is proper, (38.087 is questionable) but the patterns seem to have a little randomness in their placement as some jumps create repeated taps and others don't for no discernible reason
- 45.831: I personally believe that you should double the tempo here (up to 77.787), since there's a pretty heavily driven percussion now; also, this section would work well with properly placed repeated notes to accommodate for the kick/kick/snares and might help with keeping a more stringent and correct patterning setup
- 56.918 to 67.353: structure is strange here, jumps happen as a byproduct of layering sometimes, but other times snares are alone and are jumps, but also appear as singles by themselves too, so there's some structural repair to happen here
- 83.005: the guitar being followed is good, but you miss jumps after introducing them later on; double check to make sure you catch them
- synth solo could use some work in terms of pitch relevance
- 123.439: the previous synth is still audible and trailing against the synth coming in here, so this seems a little empty
- 129.309: check rhythms; it's tighter than 32nds - also, remove the mini-jack at the end
- 143.575: tight mini-jack that could be avoided given that this entire sequence is the same note
- 165.179: why is this here and nowhere else?
- 175.939: definitely understand what you're going for here, but your patterning could differentiate in sets of 3 a bit better here to highlight the ascending melody
- 186.048: just feels overly done; structure is accurate, but it seems strange to have it this heavy in a section that's nowhere near as intense as others earlier on
- structural improvements could really do this file well; rhythms are almost all correct and layering has some sense, but it is not structured in the best way and it makes the file strange to play

[8/10] DISCHARGE RUSH {ETIA. vs MM Sequence} (LongGone)
- 59.762: what in the
- 72.094: missing note for vocal
- 96.252: ouuuuuuuch that is rough
- brutal ending
- solid structure, plays well, jacks are well placed aside from a few accidentals into triples but that's hardly a big deal

[8/10] Drunk Crunk Franken {t+pazolite} (gameboy42690)
- tasteful pattern repetition
- technically, the streams are merited between the upper and lower synths, no complaints
- 52.061: why does the stream cut here?
- 64.388 to 73.514: PR could be improved a bit
- 90.968 to 95.059: a few missing notes for the lower synth
- 99.696 to 117.150: a few missing notes for synths in general (101.264, 101.673, 105.627, etc)
- 117.150 to 134.059: that string actually has notes on 117.286, 119.468, 121.650, 123.832, etc.
- really like the back half of the file, although the last part gets a little chain heavy for my tastes
- fun regardless, many of the notes are really minor and are not detracting from the overall nicely structured patterning and whatnot

[4/10] First Person Shooter {Celldweller} (VisD)
- really abstract intro; neat concept, but it feels like the 48ths terminate a touch too early
- 10.681: nothing wrong with the triple, but the 16th notes following the second triple make the first one seem erroneous because there is a wobbling bass after both of them (this of course continues throughout the intro and even through the rest of the file with them being missing)
- 19.681: should be 12ths for repeated taps, or 16ths if ignoring that accent and continuing to follow the background synth, which wouldn't be the best of ideas given that noticeable accent
- 22.253: why are there no steps here?
- 25.253: nothing merits 7 repeated notes here: the percussion sample changes for each note and the bass changes once every 3 notes
- 28.967: should just be an 8th
- 29.539: 48ths for the effect are cool, but it seems too sudden/short given the sound extends to (or even past) the 8th note
- 31.253: the bass doesn't quite oscillate here; 12th notes would be the best rhythm, the notes in between just feel ghosted
- 35.824: again, I'm alright with the concept, but the termination feels a touch too early
- 36.396: this would serve fine as 8th note accenting as opposed to the bursts that you have for synths that seem to filter in and out, don't quite agree with this being a 32nd into 48th roll
- similar notes up to 53.539, find and change accordingly (note: 50.110/50.753 are proper lengths for walls like this)
- 98.110: again, I have no issues with generalizing rhythms for certain sound effects, but the bass very clearly plays at 16th notes and makes this look like a mess
- 101.539: really rough transition
- many of the notes above apply up to 122.110
- 140.610: ghost note?
- last section of the song seems ok, albeit a bit heavier than it should be
- structure is... strange. there are some attempts at trying to generalize rhythms for certain sound effects, but numerous instances of these attempts happen where clear rhythms can be heard from a particular instrument; additionally, there are clearly missing notes that could be represented to help make a file better

[9.5/10] Game Genie {Shnabubula} (Scintill)
- holy mother of fucking god
- 136.848 to 141.991: mini-jack usage could be a touch more aggressive by adding the respective ones after the 24th blips, but hardly a big deal
- 291.321: pattern symmetry, really nice
- layering looks a little strange at first glance a few times because in quite a few cases, certain percussion elements are ignored, but it is completely coherent and there's absolutely nothing wrong with it
- 7 minutes long? doesn't feel anywhere near it - file's a masterpiece

[6/10] Gangsters Paradise (Candyland's OG Remix) {Coolio Remixed By Candyland} (wv)
- 94.981: missing note
- patterning as a whole could be improved to better accommodate for certain musical elements; even simple things aren't taken care of: 7.893 doesn't place a R for the string despite it being done in entirety for the intro and after this point too; 14.438 could have a U for the chip, 17.347/17.711, similar things, etc.
- this isn't to say there's no details at all, things like 39.892/106.798 are nice touches
- structurally acceptable, and correct rhythms, though patterning could be improved quite a bit

[7/10] Horizon {Sabrepulse} (DossarLX ODI)
- colors in the intro... interesting
- chart is a really good play on the call/response-like melody that this song conveys, lots of pattern symmetry
- 27.962/(etc): not agreeing with the repeated taps that happen, even though they are consistently located in the same spot
- syncopated structure for the second repetition of the chorus doesn't work for me only because the highest note of the melody constantly plays on a point where you have absolutely no steps to follow it
- file's... got a structure, but the rhythms are a bit questionable near the end (consistently so).

[3.5/10] Lavender Town (Remix) {Stephen Walking} (Xtreme2252)
- 29.506: what you are following here is pretty far back and it feels like it's ghosted
- 37.220 to 63.791: this entire section needs a better structure -- having the 16th trills are fine, but the 24th note trills are a disproportionate difficulty spike that don't give you a full range of accenting that you could provide; additionally, the 16th jumptrills don't follow really prominent instruments, and finally, some of the 24th trills are one-handed, which adds even more in the way of difficulty spike issues, not to mention that some of the taps are just strangely placed in general (41.506, 48.363, etc)
- 70.648 to 91.220: your rhythms for the most part are correct, but you need to ask yourself precisely what you want to give emphasis to and then work on that structure - there are a ton of jumps here and it's not clear what you want to accent overall. Also: mini-jacks?
- 91.220 to 118.648: your layering disappears despite the music progressing, this is inconsistent difficulty
- 119.506 to 146.077: see 37.220 to 63.791

[7/10] Life Ride {Pyramyth} (Xiz)
- offset changed from -0.092 to -0.149
- 43.770: not a fan given the difficulty of this chart
- 58.080: change to [DR] so the repeated U stands out a bit more as an accent
- 64.287: similar situation, change the triple to [DUR] so the L before it stand out properly
- 66.011: cute!
- 104.114: I'd remove this jump; not an integral part of the percussion structure and it makes that pattern a lot tougher to hit too
- 113.942: vocals snap to 3/32 instead of 1/12, changing that up will not only be more accurate but it also cleans up that mess of poly-rhythms
- 117.390: I'd remove this [12] jump for two reasons: a.) no kick on it and b.) it'll allow you to catch the synth 1/32 before this
- after all changes are applied, double your chart's BPM - drumstep is not 87 BPM, 'tis 174 BPM (being silly, but seriously consider it!)
- this chart is an interesting example of being able to get away with not accenting cymbal crashes; the song somewhat masks them behind the more prominent percussion
- structure could be a bit cleaner, but certainly not bad at all

[7.5/10] Lovely City {Calum Bowen} (wv)
- 42.206: a bit inconsistent on jump usage here (and as a whole compared to earlier on)
- 51.039: this jump is really strange only because the repeated taps afterward don't have anything
- 52.623: I'd add a note here even if you're trying to avoid the swing that happens as a result of following the percussion
- throughout the file: repeated taps that don't seem to really have a purpose (5.206, 7.873, 8.539, 12.539, etc)
- solid overall aside from the strange repeated taps

[8/10] Ongaku -kaiongaku mix- {LeaF} (lurker)
- 30.840: put that 1/12 before the next 4th, it's slightly delayed
- 34.284: REALLY intelligently patterned, thank you for not making the bursts 7 notes like they should be, because that would be absolute death
- 48.562: remove note
- 45.118: missing note for snare
- 50.118: missing note for synth
- 60.173: should just be 16ths
- 64.729: ^
- 87.469: ouuuuch, that's a gross pattern because of the 12th note mini-jack (comes out to a 202.5 BPM 16th mini-jack mid-stream)
- 107.082: those jumps... I understand that there's two instruments fighting there, but I'd personally drop those jumps given the section previous to that had jumps for the really strong synth melody
- great file overall, really great structure and surely going to give even the best players a run for their money!

[7.5/10] Wheelpower & Go {Dejo & Bon} (DarkZtar)

Result: [>]
ver: 1395 steps
- 31.224 to 43.532: I understand the layering for the chorus, but I feel the jump placement could have been executed a bit better to the pitch of the accented notes overall, even between the jumps that happen every measure
- second half of the guitar solo desynchronizes a bit from the proper rhythm, a few noticeably offsync notes
- despite the rigidity, the ending guitar solo just catches my eye since the 4ths all land on LLLLDDDDUUUURRRR and all have that arpeggiating pattern; the only thing is that they should not be straight 24ths
- don't like the fade at all, there wasn't that much song left
- beats the other only by a bit because the guitar solo feels a bit more complete; extraneous structure is acceptable

[7/10] Wheelpower & Go {Dejo & Bon} (MarioNintendo)

Result: [<]
ver: 1479 steps
- opening guitar solo syncopated, which is fine
- a few sequences of five-note 32nds that should only be three notes
- better vocal relevance in the chorus
- guitar solos are noticeably lighter than the other version, which is not bad on its own; however, there are quite a few notes missing even at normal rate
- ending guitar solo executed differently and also acceptably, though it too suffers from having a constant 24th note stream when it shouldn't quite be
- only a hair weaker than the other only because the guitar solo is a bit underdone; both files have different structures in the verses/chorus areas that are understandable

[8/10] Zauberkugel {xi} (gameboy42690)
- intro piano seems like it can be synced up just a -little- tighter
- 7.580: a few saxophone notes missed here; intentional?
- 22.238/(etc): sax trail-off seems to be unrepresented here, what a shame D:
- 43.541: missing note for kick
- 80.577: this jump's a bit off because the instrument doesn't quite fall right on a 16th (jump can stay there, though - it is completely understandable if you don't want to create a stupid rhythm there when most people won't notice)
- 90.105: a little too early on that trail-off there
- 102.613: ^
- you deserve credit (and you might have been seeking it looking at that structure): way to really restrain yourself and only use triples on the super hard clap/crash combos, really nice structure given how much ambiguity you could have had!


SET 2


=== JUDGE: DarkZtar ===

[4/10] [Resubmission] Miss Jackson {Panic! At The Disco} (Xiz)
-30.066 ignoring the percussions stuff at places like this feels underwhelming after you layered the intro fairly aggressively (for what the music offers)
-32.993 should be a single note
-34.457 k, little confused cause if the jumps on the 16ths in the measure prior to this one are going to the percussion then stuff like 32.993 should be single notes, but if the jumps are going to the guitar plucks (which imo don't warrant jumps but up to you), then this should be a jump.
^ stuff like that can get little confusing for the player cause you're taking a layering scheme where the jumps have a specific rhythm that follows one instrument, then applying the jumps to another sound while having pretty much the same rhythm with the jumps.
-38.847 should be a single note
-41.774 inconsistency here: other instances in the file you have this as a single note
-45.432 this was a jump earlier, while 46.164 was a single note (and a white note) so inconsistency here
-46.347 consistency issue again compared to previous instance (the 1 in the [14]) should be white
-47.627 again imo should step the drums
-49.091 you have nothing here to go to the softer kicks in the background, but at 50.554 you have a jump
-56.401 initially i was gonna not comment on this, but jumps such as the one here are emphasizing much softer kicks that probably don't warrant the same layering as the stronger kicks that you are putting jumps to.
-59.335 same thing as 56.401, better to reduce stuff like this to singles and focus on emphasizing the strong beats.
-87.334 if this is gonna be a jump you're kinda forced into following the same layering scheme you were earlier (this whole section has inconsistencies when compared to the previous similar sections). I do like the attempt to layer the section differently to make it interesting but you still have jumps from the previous layering scheme stuck in here that don't cohesively work with the new layering scheme you're going for.
-105.809 the 16th and 8th shouldn't be jumps
-same general inconsistency in the ending (jumps at 131.237 and 131.602 but not at 132.151 etc)
lot of inconsisencies throughout the file, i like the general layering schemes that you're going for but the inconsistencies prevent the file from feeling technically sound


--

[6/10] [Resubmission] Phantasy Story -ReStart- {otokaz} (Silvuh)
-7.707 don't hear what this 16th is going to (several other instances of this, song feels like it really just warrants straight 8ths here)
EDIT: wait if those 16ths going to the timpani in the background than damn, even with the note there the timpani really doesn't catch the ear >.>)
-18.906 should step the 32nd drums here considering you stepped it at 21.783
-21.249 jump should be here instead of the 4th after
-21.968, 22.174 should be jumps
-24.537 same thing as 21.249
-25.615 same thing as 22.174 (but the melody here does sound more ambiguous, could probably generalize it as an 8th jump)
-27.824 same thing as 21.249, not gonna note further instances
-32.448 whole midsection from here till the end is great
-however some of these 16ths feel like ghost notes (eg. 49.996, 51.640, 54.928, etc. same thing later as well eg. 104.674)
-i realized some of those values might be off because I had to shift the song slightly to maintain the sync (probably due to the mp3 having a slightly variable bitrate?)
-decent file, dont think id qute give it the thumbs up just yet though, would like to see some of the 16ths that go to really faint stuff removed.
-


--

[PASS/10] [Resubmission] Zephyros {xi} (Silvuh)
I made a file for this before and I don't think I can judge this fairly since I really don't agree with how the song has been cut or the structure of the file in general.
--

[8.5/10] Artificial Intelligence Bomb {naruto} (hi19hi19)
-30.955 run begins on the 8th, and imo feels better being generalized as 32nds
-57.520-83.452 really liked this whole section
-63.114 16th jump should be on the 8th before it
-67.650 and 68.459 i suggest adding the jumps here (that im guessing you omitted for playability reasons)
-82.846-83.452 plays a bit weird, maybe follow the 24th melody and fill the 16ths in since the 24th melody is more prominent
-105.353 (and other similar areas) consider adding jacks to the kick
-124.014-124.216 and 125.231-125.433 sounds like the 32nds should be filled in here like you did for 124.622-124.825
-the additive layering gets a bit confusing at times due to the melody not being present on some of the snare hits which sometimes results in drops in layering while the song maintains the same overall energy.
-really liked the polyrhythm sections to the melody
-really fun file overall
--

[8/10] burned down the ghost house and escaped spooks {cybermiso} (Silvuh)
-63.093 missed 48th
-65.901-68.628 feel like you could have done a ton of cool things if you stepped the background clicks in the background (clicks happen in other areas too)
-66.992-67.532 considering stepping the gliss
-77.356-78.446 another area where stepping the clicks woulda made for a really cool polyrhythm section
-89.356, 89.901, 90.446, 90.992 although these are softer than the earlier cymbal crashes id still recommend making these hands
-109.810-110.083 no 32nds here. (copy paste without checking?)
-there are 2 more audable laugh sounds at the end of the file that could be stepped, really not a big deal though
-pretty conservative swing file, feels like some good opportunities were passed up, but as is the file is really fun.
--

[PASS] Children's War {Kradness & Reol} (DarkZtar)
-Own file
--

[6/10] Chipwrecked {Rainbowdragoneyes} (hi19hi19)
-Intro could have better pr
-6.877 refer to 92.077
-11.677 beginning 24th stream feels like there are a lot of ghost notes in here, especially at places like 15.427 and 15.727
-58.047 16ths start on the 8th here
-68.077 personally feel that sounds you're layering in this 16th jumpstream don't warrant jumps, but if you're gonna stick with it there needs to be a 3 note jumptrill at 70.927, a 5 note jumptrill at 71.377, a 3 note jumptrill at 71.827, and a 5 note jumptrill at 72.277
-72.877 should be a hand
-92.077 given how aggresive the majority of the rest of the file is when background sounds are present, this section feels kind of empty with the background scratches ignored
-98.677 debateable hand, I'd argue the volume increase isn't enough to justify it but your call
-106.047 same as 58.047
-113.977 even though I get the want to use hands to emphasize the vocals here, really don't feel like they are warranted since the music disappears completely here. I'd recommend jumps at most
-pr/patterning in some of the 24th streams feel questionable (eg. 42.877 the stream is ascending when the music is descending pitchwise). I recommend re-checking all of your 24th streams, the patterns are for the most part pretty smooth and playability is ok, but some of them just feel off.
-not bad, smooth out some of the awkward patterns and this will be really fun
--

[8/10] Dandelion Sparkle!! {potato_digger} (Silvuh)
Note: I had to make the mp3 a non-variable rate so it would play properly in sm5, so some of the timings might vary slightly from your values. (I think its +0.040 ms for my values)
-6.046, 7.194 should be jump
-22.553 feels like this hand would be better as the same as the previous ones for pr
-23.343 missing 16th
-23.424-23.989 some of the 16ths here feel like ghost notes
-65.831 feels like this should be a single note for consistency
-99.060 personally for me, ascending rolls feel kinda weird here (feels like it would be better as a trill)
-short, cute file. I liked the consistent aggresive layering to the crashes with the hands/quads to contrast with the slower more mellow sections that were unlayered.
--

[8/10] Diamant Spectrasplosion {Blitz Lunar} (hi19hi19 & ilikexd)
had to reprocess the audio file to get a stable bitrate so my timings might differ slightly
-26.577, 29.377 feels like the 8ths should be filled in here to the background sounds
-41.311 should have a 96th(?) grace not after the 12th here, same sound as the 8th preceding it
-42.377-42.777 imo feels better with the 12th at 42.644 removed since the louder sounds feel syncopated. It makes sense when I listen to it at .5x but at normal speed doesn't really feel like it fits what sounds are present
-67.377 should be a jack
-some of the layering choices are a bit obscure at a glance since it's all additive but nothing wrong that I can see
-feels like some of the 32nd streams could be cleaned up but other than that, file was excellent

--

[7/10] Emotional Adventure {Sky} (Silvuh)
-had to put the mp3 through audacity to get a stable bitrate mp3 so my timings may vary from yours
-51.632 feels like this should either be a hand or the hand before it should be a jump, both chords have the same # of notes/loudness.
-58.977 same thing as 51.632
-67.930
-68.389, 68.848, 70.225, 70.685, etc. really feel like you should layer the higher pitched piano melody with the accompaniment, which would make these jumps
-87.671 missing 8th
nice easy piano file, liked the song a lot, consider the layering suggestion for the middle section.

--

[7.5/10] Guitars Still Suck {Bumblefoot} (ilikexd)
-57.621 would be better to fill out the 16ths to 58.076
-58.381 recommend acknowledging the vocal sample
-62.240 same thing as 57.621
-63.114 same as 58.381
-63.391 some of the guitar runs starting here don't sound like straight 16ths, you alluded to the rhythmic intricacies earlier but left the later streams as straight 16ths
-71.947 same as 57.621
-same comments on the following phrases with similar repetitions as above in general
-94.211 should be 3 notes here rather than 2
-118.568 feels odd that you stepped the section similar to this one as jumpstream earlier but left it as just 4th jumps here
-really liked the ending
-still a good, fun file, consider some of the suggestions
--

[9/10] Guitars Suck {Bumblefoot} (ilikexd)
-tad disappointing that some sections focus solely on the percussion when theres a lot of stuff going on with the guitar, but the whole chart is very clear in highlighting exactly what the stepper intends the player to listen for.
-sync drifts a bit late towards the end downtempo section of the song
-fantastic, nothing else to really note
--

[5/10] Japan Style Breakcore - 2 {Reizoko Cj} (hi19hi19)
wtf did I just listen to
-coulda done some cool bpm-halving but thats always optional
-12.861 missing 16th
-13.701 theres another note to the roll here
-17.741 i really disagree with how hands are used here, yeah its a hard file but simply slapping on supplemental layering to the parts that lack rythmic complexity just feels like the difficulty here is being unreasonably forced
-47.501 this doesnt feel right as a roll, you alluded to split directional sounds later on in the file and could do the same here with 32nd mini-trills. this would jack up the difficulty pretty hard but im assuming thats not a concern
-58.541 you have similar sounds stepped as 8th jacks pretty consistently, these should probably also be 8th jacks
-64.102 16th here sounds like a ghost note
-67.643 liked the usage of hands -> jumps -> single notes to the decreasing number of sounds
-77.123 [34] jump on the 8th instead of [12]? [12] would make more sense since its going to the same sound as the jumps before it (you'd have to change the jumps in the following trill too)
-83.484 liked the notes to mirror the directional audio
-85.284 - 85.884 rhythm here sounds incorrect. Missing 16ths at 85.824, 85.944, and 86.184, while the 16th at 86.304 should probably be dropped in favor of following where the melody is present.
-97.945, 98.065 missing 16ths
-116.607 you have this roll going all in one direction when earlier in the file you stepped a similar sounding roll descending and then ascending when the sound pitch switches which makes more sense imo
-rolls following the one at 116.607 are similar, so they should all at least be going in the same direction considering there is discernable pitch, I do get you're trying to vary it up here though.
-125.607, 126.327 missing jumps
-131.021 you used [12] jumps for the compressed kicks just before, considering the sound these [12] jumps are going to is noticeably higher I'd recomend changing the notes. (Using the same notes for jumps to different sounds is fine, but since the jump repetitions happen so close together it feels weird to have them all using the same notes when the sounds are different)
-134.728 recommend putting a note on the 8th at 134.728 to the vocal echo (maybe some of the echos after too but the first 1 or 2 are definitely noticeable)
Hard file with a lot of stuff going on. im not entirely sold on the approach to hands in certain places as well as several other instances where the file doesn't seem to follow consistent sounds clearly. Several sections will probably be confusing for the player when they have to deal with hard patterns that don't really represent whats being heard well.
--

[4/10] Just Follow Time {Yuyoyuppe (Ft. Calo)} (XelNya)
had to put the mp3 through audacity to get a stable bitrate mp3 so my timings my vary from yours
-intro pr feels weird, could be much better.
-1.650 you have the same jump going to each of the chords in the intro when the chords are different, change the jumps.
-30.287, 35.157 the running 8th background continues unbroken throughout this section so this 8th and 4th should be filled in
-38.274 really jarring to go from layering the percussion consistently to having it play filler for jumps that go to the relatively quiet piano. recommend having a jumptrill here to maintain the percussion focus.
-50.741 again a jumptrill would make a lot more sense (esp considering the jumps here don't go to anything distinguishable)
-52.300 same thing as 30.287 etc, the running 8ths make all of the gaps feel weird.
-75.482, 75.871 recommend taking these 8ths out, the running 8ths to the piano stop here. (they actually stop one measure earlier but the percussion on the 8th warrants a note
-79.183 why the quad? this isn't a particularly loud or abrasive drum hit, and you have a hand going to a much louder cymbal crash + vocals right after it. This should probably be a jump while the hand after it can stay a hand (or make it a quad if you really want to highlight this as a big moment in the song which im guessing you do since you have a quad here)
-97.495 should be a jump
-100.807 should be a single note
-101.196 should be a jump
-123.696 ghost 16th
-137.235 dont feel like the 32nd grace note is necessary here just cause all the other vocal wavers have been generalized as regular jumps previously
-162.949, 163.339 neither of these should be hands
-163.729 this should be a hand
-166.066 shouldnt be a hand
-this whole section has hand inconsistencies. im assuming they're supposed to go to the crashes, but you have them on random percussion downbeats that aren't particularly noteworthy.
-ending is straight 8ths, and the pr on the 8ths that you do have is backwards.
-song could use a cut
there's potential here, but in a looot of the sections you have layering inconsistencies that leave the file feeling very incohesive, hands feel kinda random, the focus on percussion is muddled by the random measure or 2 that have jumps on the piano notes instead of the percussion. The running 8th seems to be the backbone of the song, but having running 8ths throughout the entire file gets bland fast so id recommend picking and choosing what you want to follow/accent in each given section. there are plenty of opportunities where the percussion varies or the vocals vary in prominence that you can draw the player's ear to with different layering choices that highlight them.


--

[8/10] miko {tarolabo} (ilikexd)
-21.283, 22.616 not sure about the jumps here, the cymbal hits are practically the same volume on the rest of the 4th beats so id recommend either making these jumps singles or adding jumps to the rest of the cymbal hits
-27.283, 28.616 same thing with the jumps, but I its clearer to me why they weren't included here (with the drops in the melody) still i'd recommend adding jumps to the cymbal hits or making them all singles for consistency
-section beginning at 46.341: some of these note clusters are going to really really quiet stuff, like even with headphones and loud volume I barely hear them, even though everything seems accurate. eg. 64th at 70.234 sounds like a ghost note. Not really advocating for change but do note that this feels kinda weird to play since some of the sounds can barely be heard.
-73.776, 73.851 consider adding jumps, both of these are still part of the measure of piano that you're emphasizing with jumps
-75.381 interesting use of jumps, works to highlight which piano notes catch the ear, i like.
-liked the speed up section (edit: nvm looked at the bpms its not really a speedup, but sure feels like it)
-99.766 (and others) disappointing that the background drum rolls aren't acknowedged here, they are pretty subtle but considering how quiet some of the stuff that was stepped earlier in the file was these should probably be stepped.
-section beginning at 107.970 a lot of these 16th sounds just blend together so fluidly that some of the 16ths feel out of place, but again nothing objectively wrong.
-125.034 liked the jumpstream here
-whole drum section leading to the end was great.
Lot of stuff that i really liked in here, there are some minor things that do feel a bit weird to play, but i feel like thats partly cause of the music.

--

[4/10] Moonlight (feat. Aloma Steele) {Varien & SirensCeol} (VisD)
-right off the bat pr needs to be better, especially when theres so little going on music wise. stuff like the 4 notes at 9.632, the last 2 notes are the same pitch and should be the same note
-16.342 should step the sustained vocal pitch changes here (since the vocals are pretty much the only thing being followed)
-17.775 the low drums here should be followed throughout if you're using them as a basis for layering 4th jumps in this section (eg 17.775, 21.632, 22.275, etc)
-38.561 3 note trill pitchwise should be 212 not 121.
-65.346 i dont feel that trills represent that the pitch of the drums is steadily increasing in frequency. ascending rolls would fit better here.
-70.811, 72.525 the vocals here come before the 16th both times
-72.952 same thing as 16.342
-77.005, 77.219 missing 16ths
-77.898 no 12th here? (debatable only because you could be going for generalization with 8ths but even then that makes the file feel inaccurate)
-80.326 the 24th gliss here doesn't really work imo because the sounds that are being represented extend all the way to the next 4th. stuff like this works when fast buzzes or other similar sounds aren't drawn out very long, but in this case id either step the whole thing or just take the gliss out and focus on the 8th melody.
-83.433 misrhythm
-94.523 missing 32nd
-98.326 vocals come before the 4th, 12th earlier in this measure also questionable
-101.326 repeated stuff here has much better pr than the intro
-112.041 missing 8th
-121.898 this time the first triplet has the inverted pr, they should both be the same
-139.041 minijacks all of a sudden? i don't see what they're going to
-170.183 (and the other instances like this) should step the synth sounds.
-177.612, 178.669 i get the hands to the power chords + kick before this, but neither of these downbeats deserve hands imo
errors/inconsistencies in several sections, some of the generalizations feel weird. File has potential to be good though and I liked the song.


--

[8/10] Noushou Sakuretsu Girl {96neko} (Silvuh)
Oh man the 3 way iron stepartist battle begins
my timings may vary slightly from yours, had to reprocess the mp3 to get a stable bitrate mp3
-18.891 the 16th jack should happen one more time here
-51.601 should add the jump here (normally would be fine to leave as a single to avoid a forced jack, but I feel the jack isn't a big deal in comparison to how the jump would really accent the percussion)
-63.775 missing note here to the vocal (this happens with every repetition after)
-66.891, 67.085 missing notes
^ that section in general feels like it has missing notes, check it over.
-81.871 the whole drum roll is 24ths
-105.871-124.452 this section was fantastic, loved how the jacks and layering fit together.
-138.000 missing note
-147.677 for the measure here i'd strongly recommend removing the 16ths you having going to the vocals in favor of focusing solely on the piano solo considering the sections immediately precending and following it are geared towards following the piano solo.
-153.871 color section beginning here: same missing note comments as the previous color section
-184.839 initial 16th jump trill is confusing here. If youre accenting the vocals for this measure (which is my assumption) it would best be represented with the initial jumptrill being 5 notes long followed by a 3 note jumptrill
-203.323 remove the 16th here, feels kinda like a ghost note, and the emphasis is much better being placed by ending on the jumpjack
Looks like I wrote a lot but honestly I loved this file, tons of great jack usage and accenting. Consider my suggestions though.

--

[7/10] Spinal Fluid Explosion Girl {96neko} (MarioNintendo)
my timings may vary slightly from yours, had to reprocess the mp3 to get a stable bitrate mp3
-a lot more generalization of the vocals as 16ths in this file than the others, which is fine, but it is objectively less accurate.
-43.703, 43.897 missing 16ths
-46.413 missing 16th
-49.026 jacks here don't feel warranted
-54.445 last 2 notes don't get to the piano and should probably be removed to make this section more clear
^ for the section in general i see that you're trying to follow everything, which ehhh kinda works, but would be much better to clearly focus on one thing. What you have is honestly executed well, but i don't think its as effective as what was present in the other files (both which strongly focused on the piano solo)
-62.574 really disappointing that nothing was done to represent the vocals here
-119.671 should just be a jump
-123.155 considering there are only vocals here all of the jumptrills here going to the vocals should be single notes
-123.445 missing 16th
-153.929 same thing as 62.574
ending feels pretty underwhelming
I still give this an accepted rating, but it simply isn't as well defined or accurate as the first 2 files.
Sad part is honestly I feel all 3 of these files would have been accepted individually, there are 3 unique takes to the song varying from trying to include a bit of everything that catches the ear, to really emphasizing what the stepartist wants the player to be listening for.
--

[8/10] Suicide Pact {LeaF} (ilikexd)
very straightforward file, feels a tad repetitive even for being 1:40 in length though
no errors to really note.
this could totally have a stupid hard v2 with 32nd jumpstream

--

[6/10] The star hill {ginkiha} (VisD)
-For a file this short and simple I feel like pr needs to be better in certain places (eg, 15.782 and the ending have 4 notes that are all descending so the notes should be something like 4321)
^ honestly my only complaint (though it is a pretty significant one given how easy the file is), short and cute file.
--

[9/10] waltz in d-flat op. 64-1 (panic station mix) {kayfaraday} (hi19hi19 & ilikexd)
chiptune remix of a classical song thats interesting
-sync even down to .5 is very precise
Really not a lot to comment on, everything in the file is carefully and precisely put together, burst patterns are comfortable.
i like how the file presents unique and challenging rhythmic patterns for the player, FFR needs more of these.
-theres another 3 note blip at the end of the file that is ignored, not a big deal though
--

[8/10] Xyris {Exias} (Silvuh)
the amount of care to place all the 8th jacks in such a way that is relevant to the repeating sounds while still maintaining the general sense of pr to the melody is impressive for such an easy file.
I agree with the generalization of the guitar strums as jumps for the sake of simplicity, nicely done with the whole file in general.
--

=== JUDGE: gameboy42690 ===

[7.5/10] [Resubmission] Miss Jackson {Panic! At The Disco} (Xiz)
--
30.047s - Could have had a 32nd burst going to the drum.
34.422s - I like the color note theory, but keep in mind that this note is 0.016s earlier than it would have normally been. That's about half a frame. Depending on how the conversion goes, that could easily put your white notes a frame earlier than you intended them to be. It's recommended that you play with the BPM so that your color notes are as on-beat as possible.
47.608s - Missed another 32nd burst here.
84.754s - Missed a jump going to the drum.
87.681s - Same as above. The same error happens multiple times during both choruses. Adding in jumps to go with the "Whoa-oh-oh-oh-oh" is fine, but don't forget about the drum.
126.278s - Missed a 16th note going to the drum.

Good file, just has a few minor things that need fixing.

[8/10] [Resubmission] Phantasy Story -ReStart- {otokaz} (Silvuh)
--
6.147s-17.654s - I don't like how a lot of the drums were ignored during this part.
19.195s - Ghost note. Having this mini-jack leading into a quad really wasn't fun, anyway.
21.353s - This jump actually should be at 21.250s, not here. Pay attention to the melody; you made this same error multiple times.
21.969s - Missed a jump going to the melody.
28.544s - Same as above.

I really only have problems with the beginning of the file. Everything else is pretty good.

[5.5/10] [Resubmission] Zephyros {xi} (Silvuh)
--
0.589s - Add 2 seconds of silence to the file, and then put a note here. Not stepping this sound didn't make much sense.
11.922s - These are 32nds, not 24ths.
13,755s - Same here. I get not wanting to have a 16th mini-jack (I get enough complaints about A Yodeler In Texas's ending :P), it just feels weird playing 24ths when the drums are clearly playing 32nds. The best compromise I can think of is maybe make the 24ths a mini-trill, or change the hand into a jump so you can have the 32nd burst without being forced into a mini-jack.
14.339s - Another burst that should actually be 32nds. This happens a lot in the beginning of the file and elsewhere in the file, too, and with a handful of exceptions I can't understand why. I'm not going to point out every single one of them, just know that a lot of the bursts are incorrect.
23.255s - Okay, this is a lot better.
55.922s - So many of the 48ths drum bursts aren't that audible compared to the rest of the song. I wouldn't step them as 48th bursts. Just a single jump would get the point across.
58.339s - One of the few drum bursts in this part that's actually easy to distinguish. Unfortunately, these are also incorrectly stepped.
63.672s - Same as above.
65.922s-76.589s - What's with all the polyrhythms? When playing the song at full speed, it's very difficult to distinguish exactly what the strings are playing and it kinda just sounds like one continuous stream of 16ths. (While I'm aware that's not actually what's being played, at full speed it just sounds like a continuous stream of 16ths. You can't really tell otherwise.) What you've stepped here is very messy and very confusing.

Some parts of this file are really good, but the sheer number of incorrectly stepped bursts and the weird polyrhythm section ruin the file for me.

[8/10] Artificial Intelligence Bomb {naruto} (hi19hi19)
--
30.550s & 30.753s - Missing notes going to the bass kick. The second kick would probably make the transition into the 48th roll a bit awkward though.
41.302s-52.655s - There's a few sounds playing in the background that could also be stepped if you wanted (not referring to the precussion, I mean the 8-bit bloops at 42.214s, 42.822s, 43.836s. etc.). What you've stepped is still good though.
63.095s - The jump should be on the 8th note just above at 62.993, not here.
70.486s-83.453s - Layering during the solo is confusing. The jumps all go to the drums, but not every drum beat is stepped with a jump.
70.588s - This 16th isn't part of the solo.

Overall good, fun file.

[6.5/10] burned down the ghost house and escaped spooks {cybermiso} (Silvuh)
--
3.155s - Missed a note.
5.337s - The note being played is a higher pitch here; arrow should be down as opposed to left.
9.882s - The note being played here is very hard to notice. It felt like a ghost note in my first playthrough, and it will probably feel like a ghost note to a lot of players. It might be better to just leave this note out.
10.791s-17.882s - The general layering scheme seems to be to have jumps going to the lead synth. In that case, you missed a few jumps.
15.064s - Same as 9.882s.
28.246s-34.791s - Layering doesn't make much sense. There doesn't seem to be any real rules concerning where jumps go. The file still plays okay but the odd jump usage is really distracting. This kind of thing happens again during 36.973s-43.518s and again later on.
44.337s - Thank you for not trying to shove a 64th burst into the file.
63.165s-69.700s - There's a lot of missed precussion in this section. I can tell they're intentionally left out but I think it would be a better file if those sounds were stepped.
109.791s - 102.427s-111.165s is a copy & paste of 36.973s-45.700s but with different patterns. That's fine except the 32nd burst from 44.337s doesn't repeat here.

This file should have been really good, but because of some of the weird layering and the unstepped precussion during 63.165s-69.700s, I'm not finding the file as fun at it could have been.

[6/10] Children's War {Kradness & Reol} (DarkZtar)
--
4.918s - Missed a 32nd note here.
5.347s-6.718s - This would make more sense as a 32nd stream.
8.775s, 9.461s, 11.518s, 12.204s - Strange that you would have jumps accenting the background synth, but you wouldn't step 16ths when the synth plays 16ths.
24.547s-46.490s - 16th usage during this part seems pretty random. There's a lot of little sounds in the background that play 16ths every so often, and sometimes you step them but other times they're left out.
51.975s - Very good color note theory! There's really only a handful of times that I didn't like the color notes, and they're all similar cases; 53.518s-53.690s and repeats of this color note theory. There's no need to make all three of these notes blue. We already know which vocaloid is singing, it didn't need to be accented further.
- During the entire chorus, there seems to be quite a few ghost notes and notes going to sounds that are near inaudible unless you slow down the song. Chances are if it's too hard to hear at full speed, when you play the file it's going to feel like your hitting notes that don't go to anything at all. In these cases it's probably not worth stepping those notes.
73.490s - Why not have an 8th note here?
83.232s & 84.604s - Ghost notes.
139,318s & 139.575s - Missed notes going to the solo.
163.078s-172.687s - It would be a nightmare trying to step the two arguing vocaloids in this part, but if done right the payoff would be so worth it. The way it's stepped now is okay but it really doesn't bring out the full potential this section of the song has to offer.

There's a lot of really fun moments in this file, but the first verse and especially all the ghost notes during the chorus really drag the quality of the file down.

[4/10] Chipwrecked {Rainbowdragoneyes} (hi19hi19)
--
6.878s-11.078s - I actually like that you ignored the precussion in this part.
11.687s - Ultrasounds! v2? But unlike Ultrasounds! or Rave 7, I just don't think the 24th streams works here. Yes, the song actually is playing a continuous stream of 24ths, but it's extremely difficult to notice unless you slow the song down. At full speed it sounds like short bursts of 24ths with only a handful of longer streams. When I playtested the file, any time I was doing a 24th stream (with the exception of the solo starting at 41.678s) it didn't actually feel like I was playing the song. The streams are also a massive difficulty spike compared to the rest of the file and should probably be toned down.
22.478s - And after that first barrage of 24th streams, there's this recurring problem of ignoring lots of sounds. For what it is, it does play nicely and I wouldn't change anything if this was meant to be an easy file. But since we just got done with 200 BPM 24th streams, I think it's safe to say this isn't meant to be an easy file. I don't see any reason to hold back. This happens for most of the rest of the file.

The parts of the file that are good are pretty good, but the 24th streams are way too much and other parts of the song are understepped by comparison.

[8/10] Dandelion Sparkle!! {potato_digger} (Silvuh)
--
32.255s-40.293s - Personally I would have layered the melody with jumps, but I understand why you decided not to.
55.221s-59.528s - The 16ths are barely audible, even if the song is slowed down. My first time playing through the file, these felt like ghost notes. Happens again later on in the file.
57.375s - Missed a jump going to the melody.
98.858s - I'd change this quad to a triple so you can step the 16th note at 98.930s.

Solid file, but those near inaudible 16ths I mentioned pull the file down a little.

[9.5/10] Diamant Spectrasplosion {Blitz Lunar} (hi19hi19 & ilikexd)
--
Holy crap this file is good! A handful of 32nd streams towards the end of the file felt just a little uncomfortable to play, though (92.718s in particular is weird), so maybe look into somewhat friendlier patterns during those streams. I still think the file is pretty damn amazing though.

[7/10] Emotional Adventure {Sky} (Silvuh)
--
13.048s - Missing a grace note just before this jump.
42.660s - Missed a note.
49.776s-53.449s - There's some very faint notes being played during this part that weren't stepped. It took me a long time to actually notice them, but they're there. If you want the file to be as technically accurate as possible, it may not be a bad idea to step these notes. Happens again during 57.122s-58.598s.
51.613s - The piano chord is pretty intense here, so maybe make this a hand like you did at 49.776s?
68.370s - With the melody and harmony both being played at the same time, it would make more sense for this to be a jump than a single note. The same error happens multiple times in this part of the song.
82.832s-104.869s - Similarly, this part doesn't utilize any jumps at all when two notes are being played at the same time. But since this part is already pretty intense compared to the rest of the file, I fully support leaving out the jumps.
136.088s - This is actually a lower pitch than 137.465s. I'd switch the two jumps around; make this one a [23] jump and 137.465s a [12] jump.

The file has a handful of technical issues, but generally it's a good file.

[8.5/10] Guitars Still Suck {Bumblefoot} (ilikexd)
--
- Needs about another 0.2 seconds of silence at the beginning.
2.798s - There's a recurring set of ghost notes throughout the file where these 32nd bursts are used to accent the way the guitar slides up in pitch. Not a bad idea in theory, but something like a 48th or 64th grace note would be more appropriate. The way it's stepped right now suggests a continuous stream of 16ths with a quick 32nd burst in the middle, which isn't what the guitar actually plays.
4.187s & 4.662s - Why not accent the guitar with jumps here as well? As with the above comments, this repeats throughout the file.
57.602s-58.057s - The guitar is still playing 16ths during this part. I get that you're accenting the drums, but suddenly ignoring the guitar is an odd choice. Again, happens multiple times throughout the speedup.
- Speaking of the speedup... DAMN. Also the most fun part of the file.
84.258s-86.147s - But I really would have liked to see 16th streams here as well.

The file's a ton of fun as it is, but there's also room for the file to be even better.

[8/10] Guitars Suck {Bumblefoot} (ilikexd)
--
- guitars suck. guitars suck. GUITARS. SUCK.
116.342s - I feel like the drums in this part should have been layered with jumps.
132.092s - Missed a note going to the snare drum.
143.348s - I know these 16ths are going to the guitar, but the drum kind of drowns out the guitar, so on my first playthrough this felt like a misrhythm. I'd step just the drum here and ignore the guitar since it's so hard to hear in this one half of a second.
151.915s - The drum could have been layered in here as well.

Even though I have slightly less things to complain about than Guitars Still Suck, I don't find this file nearly as fun. It's still a very good file though.

[8/10] Japan Style Breakcore - 2 {Reizoko Cj} (hi19hi19)
--
2.362s - This hand doesn't need to be a hand. A jump would be okay.
4.882s & 5.122s - I have no idea what these jumps are going to.
8.722s & 8.962s - Same as above.
10.762s - I'd make this a jump too, to go with the loud drum banging.
12.682s - Same as above.
26.842s - Nice throwback to the first JSB.
38.122s - Missed a jump going to the bass kick.
42.562s - This should actually be either left or down (your choice) to form a mini-jack with the jump at 42.442s.
84.922s-86.602s - I would have liked to see the drums layered in here as well.
86.842s - NYANCAT GAMMA
109.882s & 110.242s - Same as 2.362s.
122.002s - This 8th note could also be a jump.
125.602s - Missed a jump going to the... uh, gabber... drum... thingy. Not really sure if you'd call it a drum, actually. Feel free to correct me on what it is. The point is, I'd prefer if it was a jump.

Solid Reizoko file, even with everything I just complained about.

[6/10] Just Follow Time {Yuyoyuppe (Ft. Calo)} (XelNya)
--
- This is a beautiful song, but it might need to be cut. The file tended to be draggy. But before doing any sort of song cutting, I would try some of the suggestions in my notes and the notes of the other judges and see if they help make the file not as draggy.
- Needs about another 0.5 seconds of silence.
26.527s-38.215s - Careful, you missed the high-hat and snare drum quite a few times during this section.
79.514s-91.961s - Why not have jumps going to the vocals as well? You do this the second time the chorus plays, so you should probably do it here, too.
100.748s - I think you meant for this jump to be at 101.137s, not here.
123.150s-148.085s - This part is okay, but it could be improved. Why not use 8th note mini-jacks? Whenever the bass kick or high-hat plays two consecutive notes, step a mini-jack.
123.637s - Ghost note.
137.128s - What is this grace note going to?
146.137s - This shouldn't be a jump. The jumps were going to the snare drum, but it's not playing here.
152.663s - Missed a 16th note going to the bass kick. The same error happens a bunch of times, keep an eye out for it.
159.968s - The snare drum plays on the 4th note just above, not here. Change this to a single note and make 159.774s a jump.
161.137s - Not sure why you decided to make this 8th note a jump. Prior to this you hadn't been stepping the bass kicks with jumps. Same error repeats a few more times.
165.618s - Missed a jump going to the snare drum.
166.202s - Should be changed to a single note.
172.826s - Same as 165.618s.
190.751s - Ghost note.
190.848s - Eww, one-handed 32nd burst.
191.238s - With virtually no other 16th mini-jacks anywhere else in the file (except for the gross one-handed burst mentioned above), this mini-jack is really out of place.
213.348s - When this cymbal played during the chorus the first time, you stepped a jump. So why is there no jump here the second time around?
229.906s - This jump isn't going to the snare drum. Change it to a single note.
234.582s - Same as above.
241.789s - These last few piano notes are actually going from a lower note to a higher one, not the other way around. So these notes should go 1-4, 1-4, etc.

Good effort, but could use some work.

[8.5/10] miko {tarolabo} (ilikexd)
--
21.264s - There's some precussion that plays on every 4th note from here to 23.597s, but it was only layered in with a jump at 21.264s and 22.597s. It would have made more sense for all eight times to be stepped as jumps. Same thing repeats a few more times in the file.
71.282s - Ghost note.
72.032s-81.603s - Layering doesn't really make any sense during this part.
98.891s-106.120s - There's a bunch of drums playing 32nds that were ignored during this part. Clearly intentional, but would probably be better if they actually were stepped.

Great file overall and a really unique song.

[7/10] Moonlight (feat. Aloma Steele) {Varien & SirensCeol} (VisD)
--
15.184s - "The" is a lower pitch than "moon", so the notes should have gone 2-4-1 as opposed to 4-2-1. Pitch relevancy is usually good in this file otherwise.
16.470s - Missed a note going to the vocals.
35.542s - "To" is a lower pitch than "keep", so the notes should go 1-2 instead of 2-1. Oddly enough, it was stepped correctly the second time these lyrics were sung.
38.694s - Ghost note.
45.506s, 46.363s, etc. - The mini-jacks weren't fun.
70.792s & 72.506s - Both of these should be 8th notes, not 16ths.
73.042s - Missed the vocals again. There's a synth playing at this same point, so you really should have a note here.
76.664s - If you want to be super technically correct, the 12th and 24th notes in this burst are actually a 64th and 32nd, respectively. Most people won't actually notice though, so it's really not important.
89.970s - Ghost note - the bass drum doesn't actually play here.
93.399s - Same as above.
96.827s - Same.
97.256s - Missed a note going to the wub.
122.649s - Ghost note.
129.613s - The drum roll starts here, not at 132.184s where you actually started stepping it.
139.042s-141.613s - I didn't find these mini-jacks fun, either.
170.327s - Missed a note going to the wub.
173.542s - Same as above.

Decent file. I was expecting it to be a little draggy, but it turns out the file feels shorter than it actually is.

[7/10] Noushou Sakuretsu Girl {96neko} (Silvuh)
--
9.695s, 12.792s, etc. - Ghost notes.
39.211s-50.050s - There's a bit of shifting back and forth from stepping the vocals to stepping the synth. It gets a little confusing sometimes.
46.470s - Why is this 16th note a jump? Jumps were only going to the snare drum during this part of the song.
51.792s - This 8th note technically isn't a pitch relevancy issue, but it feels like one when you're playing the file; the two quick piano notes that play after this note are exactly the same as the two piano notes at 52.276s, but the 8th notes just before the two sets of piano are not in the same column. I'd prefer if both 51.792s and 52.179s were both in the same column.
62.437s - Interesting color note theory!
101.147s-103.469s - The drum is playing a continuous stream of 16ths, so this jumpstream shouldn't have any breaks at all.
137.921s - Missed a note going to the drum.
161.244s - This burst is incorrect; there's a 3-note long 32nd burst here, which transitions into a 24th burst at 161.340s.
203.244s - Ghost note.

Decent file, but I think hi19's version is the best of the three Spinal Fluid Explosion Girl's. His file tends to flow very nicely while this one is a little rigid at times, often due to the liberal use of mini-jacks.

[6/10] Spinal Fluid Explosion Girl {96neko} (MarioNintendo)
--
2.128s-7.547s - Rather than try to step every sound, I would focus on just the synth and the three louder precussion hits (don't know exactly what instrument it's supposed to be) that you stepped with jumps. The way it's stepped right now feels a little confusing.
9.773s, 12.870s, etc. - Ghost notes.
19.451s - Same as above.
20.709s - Why note have a jump going to the cymbal crash?
20.709s-26.902s - It seems like you were trying to also include the synth playing way in the background during this part. Nevermind the fact that the synth was missed a few times, I would recommend focusing on just the vocals and snare drum. It's a lot simpler to follow and makes more sense when you're playing it.
31.547s-33.096s - Why are all of these jumps? There's no reason they needed to be jumps, and it's really not fun.
48.967s & 49.345s - Mini-jacks made no sense.
62.515s-68.709s - Why not step the vocals during this part? You stepped the vocals from 60.967s-62.515s, ignoring them here didn't make much sense, and the file felt very understepped because of it.
100.838s - These are 24ths, not 32nds.
105.870s-112.064s - The high-hat is so hard to hear during this part, most of these 16ths felt like ghost notes when I first played it. It's probably better you don't step the high-hat at all.
113.902s - Missed a 16th going to the vocals.
114.289s - Ghost note.
119.612s - There's no reason at all this needed to be a hand.
122.902s-124.451s - Same as 31.547s-33.096s.
153.870s-159.676s - Same as 62.515s-68.709s.
159.676s - Weird place to cut the song.

It's clear that you tried, but I don't think it came out that well.

[6.5/10] Suicide Pact {LeaF} (ilikexd)
--
9.647s-26.714s - I really don't like how minimal the layering is during this part. It's especially weird considering that the song repeats itself almost exactly during 82.181s-99.247s, but that part is layered more heavily. I can understand climax theory, but the ending really doesn't sound any more climactic than this part. I'd rather see more intense layering than the minimal layering you chose here.
34.447s & 34.714s - Could have had jumps going to the drum. The 3-note 8th jack you have now doesn't really fit.
52.314s-56.581s - Could have stepped the snare drum on every 8th note, too.
60.847s-65.114s - Same as above.
71.247s - Could have had a jump going to the cymbal.
76.314s, 76.514s, 76.847s, 76.981s - Why not layer in the precussion?

The file's decent, but I really don't like some of the layering choices you made.

[7/10] The star hill {ginkiha} (VisD)
--
- Not that it'll have any significance in FFR, but the 9,000 BPM beginning of the file acts weird in SM5. The first jump doesn't show up until a split second before I have to hit it, and only at that point can I start seeing the rest of the chart. Just something to be mindful of. But like I said, no actual significance in FFR, so no actual effect on the rating.
5.784s - The lower piano notes play more than just one chord on every other note. Here, for instance, the piano plays a string of five 16th notes. The same string of notes (sometimes it does only four notes instead of five) plays at the start of every other measure in the song - 5.784s, 13.056s, 20.329s, etc. - and it's missed every single time.

That's really about it. Short, easy file with good pitch relevancy.

[7.5/10] waltz in d-flat op. 64-1 (panic station mix) {kayfaraday} (hi19hi19 & ilikexd)
--
- Minute Waltz 8 bit remix? This should be an interesting file. :P
13.973s & 14.173s - These short 48th bursts are repeated in the song throughout much of the first few seconds of the song, but very rarely are they actually stepped. They're stepped here, but ignored almost everywhere else that they occur. Either step all the 48th bursts or don't step them at all.
53.424s, 53.957s & 54.491s - Missed jumps going to the melody.
57.691s - Same as above.
64.326s - Again here.
65.392s-68.824s - I didn't like the change in layering here. I'd rather keep the melody stepped with jumps and everything else be stepped with single notes. The change in layering that you did was confusing.
68.824s-75.024s - All of these 32nd trills are technically incorrect. I get not wanting 48th trills (I wouldn't want 48th trills either), but the 32nds felt really weird.
93.977s - Why not make this 24th a jump?
129.919s - There's 3 more notes at the very end of the song that you didn't step.

Interesting song and file, but I feel it could use some tweaks.

[6/10] Xyris {Exias} (Silvuh)
--
10.394s - Missed a couple of notes going to the guitar.
12.030s - Same as above.
13.666s - And again here...
15.575s - At this point I noticed you keep flipping back and forth between stepping the guitar and not stepping the guitar. You're consistent with stepping the drum, the violin and the tambourine, but the inconsistency with the guitar is confusing.
32.757s - Okay, now we're getting to something nice. There's still the issue of flip-flopping on whether you step the guitar or not (most of the time it isn't stepped, but it's stepped at 35.212s just to give one example) but most of this feels okay.
53.485s - This should be a 3-note 8th jack with a jump on the quarter note, like what you did at 54.848s (the bass drum and tambourine both play at this point).
85.121s-111.303s - Layering during this part is very difficult to figure out, and it didn't really feel much like I was playing the music when I playtested this file. You may want to simplify how this part is stepped.

This could be a good low-level file, but it needs some work.

=== JUDGE: lurker ===

First Half, Artificial Intelligence Bomb to Just Follow Time.

[6/10] Artificial Intelligence Bomb {naruto} (hi19hi19)
8.754-33.996: stepping the perc rhythm CONSTANTLY through this section makes it feel really clunky. any other layering is obscured by it
30.853-31.157: please don't do this
70.485-83.452: this section's also kinda clunky due to some combo of inconsistent stepping (80.211-81.224 seems out of place due to the lack of notes, maybe add minijacks?) and odd layering choices
70.587: ghost note
72.512: I'd recommend not having a note here, it kinda blurs things together
124.622-124.825, 125.231-433: should be the same rhythm for consistency's sake

I'll admit that this has a couple decent parts, especially 98.051-124.014, but this feels pretty rough around the edges
--

[8.5/10] burned down the ghost house and escaped spooks {cybermiso} (Silvuh)
63.073: missing note
77.881: missing note
109.790-110.063: absolutely no 32nds here
cute
--

[6.5/10] Children's War {Kradness & Reol} (DarkZtar)
offsync by about half a frame. using an offset of 0.123
8.448-13.248: switching the jump that represented the synth chords constantly made this confusing to follow. when playing this it doesn't feel like it's following the song (although at the VERY end switching the jumps to left+right made it work)
35.534-46.163: hard to tell what's going on here, too. if you're following the vocals then there's a missing note at or slightly later than 42.306; if you're not, why is there a note at 42.648 afterwards? there are a few missing 16ths if 37.163 is following the perc instead of the vocal
68.106-68.191: both the 16th and 8th don't fit the second drum hit. recommending jumps at 68.106 and 68.163 (the 12th)
83.248, 84.620: both ghost notes
85.077: missing note

pretty entertaining. the repeat may be a bit much but it wasn't a drag
--

[7.5/10] Chipwrecked {Rainbowdragoneyes} (hi19hi19)
11.677-20.077: chip guitar solos are really hard to follow, I agree

I guess for a total dump the structuring is okay??? points off are directly proportional to how much of a stretch I thought they were
--

[9/10] Dandelion Sparkle!! {potato_digger} (Silvuh)

oh my god this is just fantastic. only complaint is that the quad at 98.857 isn't necessary so you could just remove a note from it and add the 16th you left out to avoid a minijack
--

[8.5/10] Diamant Spectrasplosion {Blitz Lunar} (hi19hi19 & ilikexd)

can't think of anything to say about this one either but I think not stepping the hihats in 31.117-31.517 and 56.317-56.717 is a little forced
--

[8.5/10] Emotional Adventure {Sky} (Silvuh)
13.047: missed grace note a 48th before this, not sure if intentional
51.612: should be a triple tbh. I get that the bass note is way more prominent at 49.775 but this chord is just as loud and contains roughly the same amount of notes. plus the chord after this one is so much weaker and yet is also a jump. I would not necessarily say the same thing for 58.957 due to the notes after it

does what it's supposed to: be an easy piano file
--

[8/10] Guitars Still Suck {Bumblefoot} (ilikexd)
I'm suspicious of some of the solos in the first half thinking that they might be consistently early but that might just be my ears since the drums seem fine
57.525: remove this note to please the consistency police
94.840: early

what else could you possibly do with this song tbh
--

[8.5/10] Guitars Suck {Bumblefoot} (ilikexd)

definitely appreciate the structuring up to 109.672 considering what you could've done instead. the ending might be overly long but this is pretty good
--

[6/10] Japan Style Breakcore - 2 {Reizoko Cj} (hi19hi19)
2.361: right off the bat, having a hand makes you wonder why 2.601 isn't a jump. it becomes clear at 6.201 but still
4.881: definitely not loud enough to be a jump
5.241-5.481: feels really weird since 5.361 sounds blatantly different from the other two jumps
17.721: since you layer fairly thinly before this, the sudden hand mashing is pretty mean
20.601: not soft enough for a single note, also should be different from 20.841
35.961-36.201: no good reason for these to be hands
38.121: missing note
41.241-42.081: the LR jumps are identical to 40.761 soundwise, suggest changing them all to LUR including 40.761
53.721, 54.081: same sound. change the trill between them to DRDR
54.201: should be different from the previous two jumps mentioned
54.441: not powerful enough for a hand
57.021: there's a note here
63.681: ghost note
90.201: having a hand here is really funny when there isn't a single one in the previous 5 seconds
116.601-119.001: brutal. transition into it is awful and the trills between the bursts are practically RNG to hit
120.921, 122.841: should be triples

breakcooooooore. some stuff is too nasty, layering choices are odd at times
--

[4/10] Just Follow Time {Yuyoyuppe (Ft. Calo)} (XelNya)
note: definitely not all of the errors in this file
1.590-2.370: immediately establishes a lack of PR for no discernible reason, which will remain consistent throughout
19.707: remove this note, it's sorta in the background and you don't include this note most of the time when this melody repeats
26.915-27.305: minijack is out of place
27.597: I don't get why there isn't a note here. the logic you use for adding in 16ths during this part isn't clear
30.227: missing note (the piano part didn't suddenly change)
38.214-38.993: the piano melody drops out at the beginning (there's a synth that sorta echoes it but you're not following that), so 38.214 should be the only jump here
50.876, 51.071, 51.266: unlike the previous section, these jumps are straight up ghost notes
79.123, 79.512: the contrast between these is bizarre
123.636: ghost note
162.889-163.668: I think I figured out there's a specific snare sound you're overlayering, but it's still overlayering. it's odd that the crash at the end of this suddenly doesn't get a hand
213.541, 219.775: should be hands

I could go on and on and on but it's essentially repeating the same 3 mistakes over and over. it comes down to confusing layering that is prone to errors, a lack of PR (even in places where only one sound is being stepped) that just adds to the confusion, and a tendency to add 8th jumps to 16th streams that really shouldn't be there. it's enough to distract a LOT from the relatively cleaner parts in here

=== JUDGE: psychoangel691 ===

Second Half, miko to Xyris.

[9/10] miko {tarolabo} (ilikexd)

Going through in the editor I didn't notice any major errors. At 13.227 it sounds like there should be a jump here, I hear a chime. Otherwise solid chart.


[6.5/10] Moonlight (feat. Aloma Steele) {Varien & SirensCeol} (VisD)

38.648 - Remove this 32nd, same at 122.648
44.755 - 58.469 - I completely understand the minijacks in this section, but they are a bit quick and I feel you'd have much better flow without them being minijacks. I played around with it and kept your 2 32nds in a row on the right arrow then moved the 3rd 32nd to the down and the 4th onto the up arrow and did that for the entire section till the next where I did the same pattern just on the opposite side. This gives the section a better overall flow in my opinion.
83.433 - Mis-rhythm, use 24ths after the 16th.
91.612 - Missing note.
139.041 - 141.612 - These minijacks feel out of place.

[8.5/10] Noushou Sakuretsu Girl {96neko} (Silvuh)

Everything looks pretty good in the editor, the only thing bugging me was some of the minijack placement. Some of them I couldn't really hear a reason for them, and then there were spots where they could have gone well but weren't there. The file is structured really well and flows well. i really enjoyed the color tricks as well.


[7.5/10] Spinal Fluid Explosion Girl {96Neko} (MarioNintendo)

Structure is pretty good and flows well. Some of the triples felt out of place to me, same for some minijacks like with the other file for this. I also didn't quite understand why some of it was so empty given the overall difficulty of the file.
33.095 - I'd get rid of this forced minijack.
48.966 & 49.353 - The minijacks don't feel appropriate here.
62.514 - 69.482 - Given the rest of the difficulty of this song I'd suggest filling this section in more.
The file's structure is pretty good overall but it definitely could be improved on. There's two of the same song in this set and they're pretty close in difficulty. I think overall the other has an edge over this one.


[9/10] Suicide Pact {LeaF} (ilikexd)

Good solid chart, structured well and flows well. Didn't notice any major errors in the editor.


[7.5/10] The star hill {ginkiha} (VisD)

Nice easy file, the pitch relevancy really could use some work. Being an easier file I'd like to see that cleaned up more. Otherwise the structure is solid and it's a good easy chart.


[9/10] waltz in d-flat op. 64-1 (panic station mix) {kayfaraday} (hi19hi19 & ilikexd)

Very colorful and interesting file. Everything looked good in the editor to me and seems to be structured/flow well.


[9/10] Xyris {Exias} (Silvuh)

Nicely done, good easy file. Really don't have anything to add.


SET 3

=== JUDGE: gameboy42690 ===

[8.5/10] [Resubmission] Gym Training Montage {Virt} (Xiz & Razor)
--
2.045s - Could be a jump, to differentiate this very low-pitched note from the next few notes you stepped.
65.566s - What exactly is this 16th jump going to? It should probably be changed to a single note.
68.175s - Half of the other times that this musical phrase plays, it goes jump-step-jump-step-jump instead of jump-step-jump-jump-jump like it does here. This should also have been jump-step-jump-step-jump.
71.697s, 72.218s, 72.740s, 73.262s - Missed some jumps going to the lead instrument.
85.914s - Why is this 16th a jump but not the 4th after it?
89.436s - Missed a jump going to the lead, and again at 91.523s.
135.610s-140.305s - Can I just say these 5 seconds were extremely satisfying?
145.001s - This hand might be better as a [134] or [234]. Really minor issue.
240.740s - Missed a note here.
254.436s - Unlike what happened at 68.175s, this jump makes perfect sense since this jump is also going to the drum. All the more reason to fix 68.175s.
266.566s - This jump should also be [23]; there's no change in pitch here.

I really enjoyed this file, there's just a few small things that could be fixed.

[7/10] [Resubmission] Nightfall (Original Mix) {Rogue} (bmah)
--
6.357s - Since 5.675s was a jump, why not here as well?
15.084s - Same as above. The same thing happens one or two more times later on in the song, too.
21.356s - I don't hear anything that warrants a hand here. I'm fine with the mini-jack though. Maybe a [13] jump instead of a [123] hand?
36.765s - Missing a note going to the synth here.
37.629s-54.083 - Layering in the high-pitched voices (or whatever they're meant to be, silly dubstep/glitch hop songs and their crazy sound effects) playing in the background would reduce repetitiveness in this section. The patterns are nice and varied but I feel more can be done.
54.492s - It's very difficult to distinguish what sound this 16th is going to. It's probably worth taking this 16th out of the file.
59.810s - The drum can't really be heard that well or at all until 61.037, so it's probably not worth stepping jumps until you reach that point.
65.401s - How come you didn't step the background synth here?
72.901s - The sound you're stepping actually changes pitch here. It would make more sense to have [12]-3-4-4-[12] rather than [12]-3-3-3-[12]
82.583s - Left out the background synth again.
91.582s - Also left out the backround synth here.
92.946s - There's actually 32nds being played here, not 24ths. Although stepping 32nds leading into a hand could be a little rough, it just makes more sense that way.
106.855s - It took a really long time to figure out what these two 16ths were going to. The sound they're going to is hard to hear, so it's probably not worth stepping.
110.809s - The song has softened up to the point where a hand might not be necessary here.

Not a bad file at all, really. It could use some touching up though.

[8/10] 3 Year Anniversary Mix {Didrick} (XelNya)
--
22.476s - Not sure what these 5 jumps are going to.
33.492s-35.835s - I don't personally think the vocals needed to be layered in at this part, but it plays okay. I do wish it was a little less right-hand biased.
70.054s - This should have been a 24th trill, not a 32nd trill.
80.836s - These should also be 24ths and not 32nds.
85.055s - The mini-jack is a bit awkward to hit, and probably doesn't need to be a mini-jack anyway.
96.774s - Another mini-jack that I felt wasn't necessary.
175.930s - This part would be much more comfortable if this 32nd were on the left arrow instead of right (with the next 32nd on down, to stay consistent with how you stepped 169.301s). The one handed polyrhythm you have right now is tough to hit.
183.624s - The guitar is still playing 24ths here, not 32nds.
187.108s - Nice climax

Minor, easy to fix errors. Very good file overall.

[4/10] Alchemist {Savant} (klimtkiller)
--
- "RageBitmapTexture: Couldn't load /Songs/2014.5.3/Alchemist (klimtkiller)/alchemist-bg.jpg: No such file or directory" There's no need for .jpg's in an FFR file. I don't know why the Banner and Background fields in the .sm are filled in, but next time don't forget to leave them blank.
- First note starts before the 2 second mark. There shouldn't be any notes until after 2 seconds or else the file gets all screwy in FFR, so make sure there's at least two seconds of silence at the beginning of the mp3.
6.583s - Why does the 32nd roll stop here? The 32nds should continue all the way to 6.703s. Change the jump at that point from [14] to something else to make it more comfortable, of course.
7.554s - Quite a few errors stepping the voice sample. A handful of notes are off-beat, the 12th at 8.086s is a ghost note, and there should be a note at around 9.057s.
9.575s - The jump at 9.476s is going to the drum and the voice sample at the same time, so by extension this should probably be a jump as well.
9.894s-50,744s - A lot of the hand in this section would be better off just being jumps. 25.213s, 26.490s, 27.766s, 29.043s, etc. are great times to have hands, most other parts not so much.
10.799s & 12.075s - These 24ths are ghost notes.
- Also if you're going to do color note theory, it's recommended to adjust the BPM so that the colored notes occur at the same second they would have occurred if you stepped it normally. In this case, the 48th at 10.878s would instead be at 10.852s. 0.026 seconds might not seem like a huge difference at first, but in FFR this could potentially push the note one frame later than you wanted it to be. It's definitely something to watch out for.
14.043s - Rather than having a jumpglut here, wait until 14.362s to do a jumpglut. Which, actually, is along the same lines of what you did at 24.575s, so I'm not sure why you didn't use that sort of layering here.
15.479s - This should be a 12th note, not an 8th note.
18.405s - There's no bass kick here, so there's no reason this needs to be a jump.
Similar errors to the above few things I mentioned happen a few more times in this part of the song, there's really no need to name every single one of them.
51.063s - The pitch doesn't change here. This note and 51.702s should both be on the up arrow.
53.297s - In this upcoming section, the layering doesn't make a whole lot of sense. The most obvious choice would have been to have jumps going to the drums, which is done at 60.957s-61.914s, but rarely anywhere else. Most of the time you only put jumps on the snare hits and to accent the sounds playing at 55.052s, 55,531s, etc. The latter example I like, but in the other parts, stepping only the snare hits as jumps and not the bass kick is a little underwhelming here. Also in this section, there's really no need for the 24th/32nd thing going on.
69.095s - What is this burst? There's 24ths being played here, no 16ths or 32nds.
69.467s - Misrhythm - the sound I assume you meant to step is actualy played at 69.414s.
69.573s - Opportunity for another jumpglut here. You've already done quite a few difficult jumpgluts, there's no reason to hold back at this point. Actually, about 20 seconds from now when the drums repeat this part of the song, there IS a jumpglut, so now not stepping a jumpglut here is plain inconsistent. There's other similar parts of the song where jumpgluts could exist that aren't taken advantage of.
73.084s - Double check this mini-solo. There's a few misrhythms here. Those 32nds at the end don't even exist in the song.
73.722s-94.147s - More layering weirdness. It gets even more confusing here. Don't overcomplicate things; you really only need jumps going to the drums. Hands are overkill in this section and should be converted to jumps.
76.275s - Bass kick here that wasn't stepped.
76.488s - 12th note that doesn't go to anything.
76.807s - This should be a 16th note.
85.849s - Missed a note here going to the melody.
88.402s - Same as above.
89.519s - Repeat of the same problem at 69.095s.
90.796s & 91.115s - I actually wouldn't have made these jumps at all. It's really uncomfortable to hit these and the surrounding 12th notes. A single arrow would be better. Omitting the drum here and just following the solo would play even more cleanly and is preferred.
92.977s - Misrhythms and lots of omitted notes at the very end of the solo.
109.067s - Two ghost notes here.
110.104s - Better to follow the drum than the vocal sample here.
118.721s - The bass actually starts playing here, so the jack should start here too.
123.827s - I'd like to see the drums stepped with jumps in this section as well.
134.558s - Careful, this burst and the next burst should both start on a 12th note. Same goes for the next set of 32nd bursts later on.
136.007s - This and the next 24th are both ghost notes. Same goes for the next two 24th notes.
161.804s - Would be nice to step the vocal sample in the last few seconds of the song.

Really awesome song choice and could make an amazing simfile if done right, but as is the file as a lot of errors that need fixing.

[7/10] Azure Emotion {iF} (DarkZtar)
--
48.667s - Why the two 16th jumps? The rest of the stream just has a jump on every other quarter note to go with the clap. The same error repeats a few measures later.
49.917s - I didn't like the mini-jacks in this stream, either. The stream would be more fun without the mini-jacks thrown in.
83.250s - I think this burst would be more fun if it went 1-2-[34] instead of 1-4-[23], but that's just me nitpicking.
87.938s - The jumpjack is technically correct, but it's pretty difficult to hit compared to the rest of the file. A jumptrill also get the point across and isn't as hard to hit. It's up to you though.
91.688s - I like how you're accenting the lead synth in this upcoming section, but I think it would be better if the 8th at 91.896s and the 16th at 93.042s were also jumps (and then of course repeat throughout this part).
105.021s - Similar to 87.938s.
108.250s - Why the mini-jack?

Good file overall, but the repetitiveness of the song does hurt a little.

[6/10] CHICKEN for the WIN {innkeeper} (bmah & Xiz)
--
54.534s-60.159s - Pretty big difficulty spike during this part. Most of it is okay but the 32nd stream at the end of this section should really be simplified.
63.909s - There could have been a jack here.
67.542s & 68.011s - Missed a couple of notes here.
77.034s-92.034s - I didn't like how much the file followed the background synth. It just really wasn't that fun.
92.034s - There should be a note here and the end of the roll.
103.987s - Not stepping the 32nds is a good choice, but there could have been an 8th note placed here.
110.198s - What is this 16th going to? If it's supposed to go to the synth, then it should have been at 110.432s, not at 110.198s. The same error repeats a few more times.

It's an okay file, but I think a toned down, less difficult version of the file would be more enjoyable to play.

[6/10] Creatures ov Deception {Rainbowdragoneyes} (T-Force)
--
- Song offset changed to +1.144. Also, don't forget to add 2 seconds of silence at the beginning of the mp3 or else the file will act really weird in FFR.
0.120s - Remember, good pitch relevancy usually has arrows going from right to left when the notes in the song are going from a high pitch to a low pitch, and vice versa. You show a very good understandong pitch relevancy a bit later in the file with the jumps starting at 20.331s as well as the solo at 113.804s, so I don't understand the lack of pitch relevancy here.
10.225s - The song is starting to build up here, so layering in more sounds would be a good idea instead of repeating the same thing with different patterns.
20.331s - The file starts to get much better here, but still not without issues. I don't follow why you decided not to step the 16ths playing in the background. While this part plays nicely and may have worked in another file, here we're going from purposefully leaving out 16ths to stepping a 190 BPM jumpstream at 30.456s. It's quite a leap in difficulty.
50.646s - And now after having some intense jumpstreams, the file suddenly calms down and becomes very understepped. There's plenty of sounds that could have been stepped here but were completely ignored. This is a continuing issue throughout the file; you have some really intense jumpstreams, but most of the rest of the file is very understepped by comparison.

Other than being sorely understepped most of the time and some pitch relevancy issues in the beginning, the file shows a lot of promise.

[9/10] Dark World {GaMetal} (buta-san)
--
- I honestly have no idea who you are. That being said, this file made a pretty good first impression on me. Nice job.
- I do have a few issues though. First, there's a couple of parts that could have been accented with color note theory. 22.604s and 32.328s come to mind. Other parts of the song are accented with white notes, this just seems like another good addition. But this is really really minor and doesn't make much of a difference to me personally.
90.072s - This and the jump right after, I don't really think needed to be jumps. It caught me a little off guard. I get what you're stepping, but for this part I would have just stuck to jumps just on the snare hits.
92.736s - And here the snare drum isn't stepped at all.
100.994s & 101.822s - Not sure why these snare hits aren't stepped as jumps, but the one at 104.290s is. I get that the guitar isn't playing on the first two notes I mentioned, but the guitar isn't playing on 104.290s, either.
101.615s - I think this woud be more fun to hit as something other than a jack.

Excellent file, I'm looking forward to seeing more from you.

[7.5/10] Follow You {Virtual Riot} (Xiz)
--
- Actual title is "Follow You (Virtual Riot Remix)" by Au5 ft. Danyka Nadeau.
48.857s - There's a handful of 16ths that could have been mixed in with the jumps here, but it's clear they were intentionally left out. It plays just fine without the 16ths too. Changing it wouldn't have any significant impact on the file.
- The slower, calmer parts of the song feel a little draggy at times. But there's really nothing that can be done about that without cutting the song, which I don't think Virtual Riot allows. (If I'm wrong on this please correct me.)

Honestly a good file, I just feel the song itself prevents it from being an amazing file.


[7/10] Galaxy in Toybox [Heavy] {Umeboshi Chazuke} (bmah)
--
37.949s-44.872s - I don't see any good reason to make the file any harder here. The song didn't get any more intense, it's still the same as it was a few seconds ago. You didn't do anything like that on [Light], so I don't get why it was done here.
80.641s - These 32nd bursts are not fun to hit at all.
96.218s - What is this jump going to? In this upcoming section you have jumps going to the melody and the snare hits (and a hand if both happen at the same time), but this jump doesn't go to either of those things.
106.603s - Why not have a burst going to the piano?
119.872s - Even less fun than the bursts at 80.641s.

Generally a good file, but some of the bad parts about this file are really bothersome.

[7.5/10] Galaxy in Toybox [Light] {Umeboshi Chazuke} (bmah)
--
11.401s - Not sure why this note isn't stepped. The music box is pretty loud here, and the sound you stepped at 11.276s is so faint. It just seems so strange to not have an arrow here.
13.026s - Similar problem here.
50.641s - The solo is playing 16ths here, but there's only quarter note jumps here. It would make more sense to have 8th notes in between the jumps as well, since you usually stepped 8th streams when the solo was playing 16ths.
55.257s - Same as above.
57.564s - Same problem again here.
65.497s - Missing a note here going to the solo. It looks intentional and I can understand why you did it, but when I played the file it just didn't feel right leaving out that one 8th note.
85.113s - Same as above.

Pretty good file, I actually thought this was better than [Heavy].

[6.5/10] Get Jinxed! {Riot Games ft. Agnete Kjolsrud} (Razor)
--
- Needs 2 seconds of silence at the beginning of the file.
17.029s - You missed a jump going to the bass kick.
24.362s - What is this hand going to?
27.029s - The layering all throughout this file is a little inconsistent. For example, in this section it looks like it's supposed to be jumps going to every snare hit and jumps whenever the bass kick and the vocals occur at the same time. If that's the case, then the jumps at 31.029s, 35.029s and 36.196s shouldn't be jumps. This kind of thing happens often in the file.
29.112s - Ghost note.
58.279s - Another ghost note, which also repeats when the chorus repeats later on.
73,612s, 76.279s, 78.946s, 81.612s - These are actually ghost notes as well. You'd think the high hat would repeat itself here, but the song actually leaves out the 16th high hats this time.
80.446s - Ghost note again.
119.279s - And another ghost note, and every 16th after this point is also a ghost note.

Despite all of those problems, I actually did find the file kind of fun. I don't think it's ready for FFR yet but it's getting there.

[6/10] Get Jinxed! {Riot Games} (XelNya)
--
- Needs 2 seconds of silence at the beginning of the file.
0.362s-5.695s - Pitch relevancy needs a lot of work here.
11.250s - This should be an 8th note, not a 12th.
16.360s-27.026s - Rather than follow the high hat, I would have just followed the vocals and layer in the bass kick. 27.026s-37.691s feels very similar to 16.360s-27.026s but with more intense music, and I think just stepping the vocals and bass kick during 16.360s-27.026s would express the music better. There's technically nothing wrong with how you stepped it, but it could be more expressive.
37.525s & 37.608s - These two snare hits should also be jumps, while the jump at 37.691s shouldn't be a jump.
49,358s-61.689s - If there were supposed to be jumps on every bass kick and snare hit, then you missed quite a few jumps here.
61.689s-83.020s - Similarly to 16.360s-27.026s, I would have left out the high hat during this part and instead focused on other sounds in the song.
63.022s - This 16th burst is incorrect. The 16th note actually occurs at 62.938s, not 63.105s. Same applies to the next three bursts.
98.851s & 98.934s - Both of these snare hits should also be jumps.
99.018s-120.349s - Same as 49,358s-61.689s.
137.194s - These two notes should actually be at 137.361s.

Razor's version is slightly better. Both versions have a number of errors, but Razor did a better job of expressing the music in his simfile.

[PASS] Insignia {Muzzy} (gameboy42690)
--
I still think this is more drum & bass than it is trap but whatever.

[6/10] Over the Rave F.O.R. Remix {Takoyaki_o} (trumaestro)
--
3.588s - This is kind of an awkward pattern.
5.117s-6.645s - You could have layered in the bass drum during this part, too.
8.269s - And here as well.
11.231s-12.760s - And also during this part.
26.135s - There's a piano note being played here that I would have liked to see stepped.
36.263s - Missing a jump to the snare drum.
26.517s-32.632s - Again, you could have stepped the bass drum, too.
38.747s-44.861s - The instruments change up here, but the steps are barely any different to 26.517s-32.632s. Some more variation in the patterns would be nice to differentiate this part from the previous part.
49.734s - Why is there a mini-jack here?
51.263s - I get why there's no jump here, but maybe instead of having a 5 note long 32nd burst, instead you could place a jump here and remove the 32nd at 51.310s. It still gets the point across.
53.269s & 53.556s - Missing notes going to the bass drum. I'm assuming you did this intentionally, but it's really odd that you wouldn't choose to step it. It happens in many places during the song, and the file could easily be improved if they were included.
55.371s - I understand not wanting to have 24th jumps going to the snare drum, but at the very least turn 55.371s and 55.466s into jumps.
56.613s - Missing a note going to the bass drum.
56.804s & 56.995s - More snare hits here, these should also be jumps.
62.250s - A [234] hand would make for better pitch relevancy instead of a [123] hand.
62.632s - Missed the bass drum here again.
63.205s-69.320s - Also could have stepped the bass drum here... Yeah I think you get the point by now, I really wish the bass drum was included. Many parts of the file feel empty without the bass drum being stepped. There's no point in going over every single time the bass drum is ignored.
69.320s - I think this cymbal crash is a little too quiet to be stepped as a hand.
83.078s - Why is this a hand? A jump is good enough here.
84.224s - Missing a jump going to the piano.
86.326s & 86.422s - Ghost notes.
88.428s - A [234] hand would make for better pitch relevancy instead of a [123] hand. Of course, you'd have to adjust the roll just before it.
90.721s - The jump should really have been a 32nd gallop; the drum plays at 90.769s as well.
94.256s & 94.447s - Both of these should also be jumps.
96.454s - These should be 24ths, not 32nds.
118.336s & 118.431s - There's no reason these need to be jumps. Single notes are fine.
118.622s-119.387s - There's a series of 24ths being played here, but only 119.196s-119.387s were actually stepped as 24th notes.
120.199s - Missing a 32nd note here.
130.661s - This should also be a [14] jump.
133.909s - Same as 90.721s.

Good effort, but the file needs some work.

[6/10] PWRPFF RAVES {cranky} (MarioNintendo)
--
- "RageBitmapTexture: Couldn't load /Songs/2014.5.3/PWRPFF RAVES (MarioNintendo)/background.png: No such file or directory" Why are the banner and background fields in the .sm filled in?
3.163s - There's actually 32nds being played here. Why is this not a 32nd roll?
13.481s - Ghost note.
38.435s-61.708s - I didn't like the minimal layering in this part. This is a very hyper song, and the file should reflect that. You could just do something basic like jumps of every 4th or you could have jumps accenting the notes at 38.799s, 39.344s, 39.890s, etc.
47.163s-48.617s - Missing quite a few notes here.
61.708s-73.344s - Layering could use some work here. For example, the 8th jack at 61.728s could also have some jumps tossed in to accent the drums.
68.981s - These are 24ths, not 32nds.
72.617s - There's a burst of 32nds being played here that was ignored.
73.253s - There was also a drum playing here that was ignored.
77.708s-89.344s - Had you layered in that bass guitar with jumps, this part of the file could have been amazingly fun. Without that layering, this part ends up really underwhelming instead.
89.071s & 89.253s - Missed a couple of 16ths here.
89.344s-99.526s - This part could be a bit better if you stepped the synth playing in the background.
95.071s - Mini-jack is awkward to hit.
109.253s - So is this one.
122.799s-123.890s - This part would be more fun if the jumps were going to the drums and not the synth.
123.799s - Missing a note going to the jump.
123.890s - Should have had a short 32nd burst going to the drums here.
124.253s-134.435s - If more of the file was dense like this part of the file is, this would have been more enjoyable overall.
129.890s - Awkward mini-jack.
132.890s - Ghost note. The mini-jack was awkward, anyway.

Good effort, but the file could use some work.

[7/10] Rampage {paraoka feat. haru*nya} (bmah)
--
27.436s-39.904s - Smart decision to keep this part of the file understepped.
54.709s - This jump should also be a [34] jump, since the pitch didn't change here.
57.436s & 57.728s - Missing jumps going to the bass kick. It would be understandable if you only stepped a jump when the bass and vocals play on the same note, but there's times when there's no vocals but you have a jump going to the bass kick, such as 57.826. This kind of thing happens a lot during 55.488s-67.956s. Sometimes the bass kick does work better as single notes, like with 58.215s, and other times like I just described, it just makes more sense to be a jump. As it is right now, the exact layering is very tricky to follow. The same kind of thing happens again during 124.059-136.527s.

It's a fun file but the layering gets a little weird during the chorus.

[8/10] Summer Colours Arch {Y.W.} (VisD)
--
- Why the red-blue switch in the beginning?
23.650s - Pitch relevancy could be improved in the last four notes of this jumpglut.
63.124s, 63.913s, 64.308s, 65.097s - There aren't any loud cymbal crashes here, so these shouldn't be jumps, unlike 61.150s, 62.729s and 63.518s which are being stepped to cymbal crashes.

Good file, there's really not much that needs to be fixed.

[8/10] Triumph {WRLD} (masterzatwork)
--
86.721s, 93.578s, 107.293s - I think you missed a jump at each of these three points.
106.650s - I didn't like this mini-jack.

And that's about it, really. The file is otherwise pretty much how I imagined it would look, and it plays well.

[3/10] Turn Around {Bumblefoot} (Xtreme2252)
--
- Needs 2 seconds of silence at the beginning of the file.
0.366s - Missed a note.
3.896s & 4.072s - I noticed in addition to the snare drum, you also layer the guitar with jumps. But on these two notes you didn't put any jumps at all despite the guitar playing here. Remember to stay consistent with your layering. Speaking of the snare drum, you also missed quite a few jumps going to that, as well.
- Your layering throughout the song is pretty much all over the place. Come up with one layering scheme and stick to it as best you can. You can switch up the layering if there's a significant change in the song, but don't change the layering scheme every two seconds. Inconsistent layering is everywhere in this file, so going over every single instance of bad layering is impractical. But I will go over some of the bigger layering issues.
5.307s & 5.484s - The guitar plays the same note at both of these points in the song, so both jumps should be the same. Having a [24] jump followed by a [23] jump isn't very pitch relevant here.
7.425s - An 8th jack going to the guitar is a great choice, but keep in mind that the guitar started at 6.896s and ends at 8.837s, so the jack should continue from 6.896s to 8.837s, not just for a short three notes.
12.366s - Another reoccurring issue throughout the file is when you leave out those three note 16th bursts going to the drum, which you stepped at 1.072s, 3.896s, etc. Again, it's inconsistent and it's confusing.
72.593s - There's no reason for these next few hands to exist. The guitar that's playing here isn't any louder than it was before, and there isn't an additional instrument that joined in at this point. Jumps would be fine.
88.660s - Similarly, the guiar is probably too soft here for this to be a jumpjack.
125.013s-136.442s - There's so many hands during this part, but really most of them only needed to be jumps. Try to save hands for very loud notes, bangs, cymbal crashes, etc.
136.442s-142.156s - Stepping a calmer part of the song with lots of hands and then stepping a heavier part of the song with no jumps or hands at all is really weird. When a song gets more intense, the steps should reflect that. What you stepped here is pretty much the opposite of how it should have gone; the guitars got heavier, but the steps became easier.
150.531s-159.841s - This part of the file is extremely repetitive. Remember, if something repeats for a very long time, you're allowed to switch up the patterns so the player doesn't get bored.
170.875s-188.806s - This upcoming guitar solo is a huge difficulty spike. The 24th stream and the 16th mini-jacks in particular are really out of place for a file that isn't very hard otherwise, and the patterns used in the 24th stream are pretty awkward, too.
194.669s-211.220s - This section is extremely understepped.
213.979s-216.738s - So is this section.
237.427s - The last few seconds of the song aren't synced.
239.496s - You could have made this the last note in the file. The placeholder note at 253.979s isn't needed. Most players don't want to wait 14 seconds just to listen to a guitar fade out before ending the file.
- If you're allowed to cut the song, I would recommend doing so. 4 minutes is a long time for an FFR file. Some songs are interesting enough that stepping the entire song is perfectly fine (Full Mast is a great example of a good marathon). Turn Around is a good song, but I wouldn't step the enitre song.

Turn Around needs a lot of work before it's ready for FFR. Make sure to work on layering; that's the file's biggest problem.

[7/10] Wild Horses {Teetow} (M0nkeyz)
--
- The mp3 was pretty quiet compared to the other files in this batch. Can you increase the volume of the mp3 a little?
31.000s - The drum plays here too, so this should be a jump.
50.314s - Ghost note.
72.659s - Missed a note here (it might actually be at 72.626s since much of this song is swing, but it's hard to tell).
75.867s - Same as 31.000s.
81.464s - Missed a note.
84.606s - This isn't a 16th, this is another swing note.
88.986s - Missed a few 24ths going to the drum.
93.499s - There should be a grace note around here. You may need to change the hand into a jump to avoid any awkward transition into the following 12th note.
101.552s - Missed the drum again.
131.464s - Same as 88.968s.
160.756s - Missed the drum.
161.287s - Missed the drum again.
170.900s - These last three notes don't need to be jumps.

Nice file, but there's a bunch of little missing notes that need to be filled in.

[8/10] Wonder Bullfighter ~A Barcelona cuando florece la lira~ {Remixed by naotyu- feat. R.Yago} (bmah)
--
23.440s - I'm really not sure why this is a jump. During this part you're mainly stepping the bass kick, handclap, violin and piano, and if two of the three happen at the same time or if there's a handclap, there's a jump. But on this note, it's only the violin that plays and nothing else.
28.240s - Missed a note going to the piano.
30.581s - I'd prefer if that clapping sound was stepped with a 3 note jackhammer, like how it was stepped at 13.724s. This is actually the only time in the file that the 3 consecutive claps aren't stepped with a 3 note jack. It's not a major problem, but it's an odd choice.
45.098s - Missed the piano again.
50.834s & 59.380s - I would try to avoid these two mini-jacks.
81.506s - Missed the guitar.
85.448s - I thought this mini-jack was a little rough compared to the others in this file.
92.160s & 100.588s - Same as 50.834s & 59.380s.

Very good file, just has some small errors.

=== JUDGE: lurker ===

[7/10] [Resubmission] Gym Training Montage {Virt} (Xiz & Razor)
65.545: shouldn't be a jump, remove the left
71.415-73.502: I get what everything's doing here but it feels kinda like a slump when there's no good reason for it musically
89.415, 91.502: should be jumps? the highest piano note from the previous hand gets repeated
105.328-106.110: all the notes after the second one feel like they might be early, the last 3 especially. the third and fourth ones are probably off by just a tiny amount
111.654-111.718: the notes at both ends of this are ghost notes. there is an actual note somewhere in the middle (maybe the 24th at 111.676?)
122.110: move up to 122.089

song is too awesome to keep out of the game

--

[6.5/10] [Resubmission] Nightfall (Original Mix) {Rogue} (bmah)

29.264, 29.401: the bass matches the sound at 29.673, not 28.582, so move these to left. probably move the left at 29.537 too
30.628-31.719: I get that you're trying to add some variety here but this pattern comes outta nowhere
72.627-73.445: this part's the same as 28.992-29.810 so apply the idea for 29.264, 29.401 to this as well
74.263-75.354: this should look more similar to 30.628-31.719
81.627-82.172: this jack should match the one at 80.809-81.081
83.672: feels a little less messy if you change this to LU
96.763: maybe change to LR to get rid of the down jack?

a lot of these notes lean more towards cosmetics but this file could use a little more consistency

--

[6/10] 3 Year Anniversary Mix {Didrick} (XelNya)
offset was early, so these notes use an offset of -0.221
30.444: should be a jump, I think you didn't notice the piano note here
51.725: ghost note
52.604: missing note, not sure why you would avoid a longer jack here
57.545: huh? a normal 16th would be fine instead
70.065-70.534: these are definitely 24ths
92.800-93.034: there's a hihat in here that you leave out which is odd since you stepped the 32nd burst of em before that. I believe it's at 92.946
99.714: remove a note, the only sound that hits here is the vocal
124.909-125.847: I can't tell what these 12ths are for because a synth with a clear 16th rhythm dominates it
142.253: this pattern's a little rude. doesn't compare to the 32nd stream after this but as the first 32nds that aren't a straightforward roll that one hand triplet's kinda mean
168.150-168.538: I hear nothing at 168.247. the synth here's some sort of rainbow action which is closer to 24ths than 16ths, but there's still a drum hit at that last 16th note
this file is dominated by the difficulty spikes at 144.421 and the ending which I wasn't too happy about

--

[3.5/10] Alchemist {Savant} (klimtkiller)
7.553-9.202: could definitely be synced more accurately. 7.712 and 8.085 are late, missing note at 9.069
31.701: missing note
33.190: should be a jump, it has two of the three sounds from the previous beat
47.392: the gallop here is just awkward
62.274: having nothing here feels really odd
92.072-92.869: the one hand trill here doesn't fit with PR whatsoever
92.889: this should be a plain old red note
93.109: missing note
93.189-93.561: first note's fine, every other note is late. second and third aren't the same pitch
93.667: missing note
104.737: ghost note. guessing this is supposed to be AFTER the 12th at 104.784, not before
119.198-120.954: this jack feels completely pointless compared to the buildup it goes to. definitely add a note at the end, possibly change the pattern so it's more interesting as well
123.507-133.719: okay, so I get that you're trying to build up the layering, but having it this minimal feels really awkward
134.357-134.996, 139.464-140.102: not even close to accurate. second burst has four notes, not three; last burst is really early
136.006, 136.219: no idea what these are for. if it's for the bass growling it's pretty awkward to start stepping that this late
153.187: missing note, the same sound shows up here as at 148.100
157.914: ghost note
161.006: see 47.392
161.803-164.356: this ending is really underwhelming and is a pretty good example of your odd layering choices throughout the file
no overall structure to speak of and pretty annoying

--

[8/10] Azure Emotion {iF} (DarkZtar)
7.624-7.832: three 32nds, not 24ths
48.666, 48.874: not sure why you emphasized these notes with jumps. same thing at 55.332
71.582: the triplet here seems a little mean though it is PR'd correctly, especially since at 83.249 you don't use a minijack. maybe move the first note to down
nothing groundbreaking but it's enjoyable

--

[6/10] CHICKEN for the WIN {innkeeper} (bmah & Xiz)
67.521: since there's a lot of dull 8th note jumpstream in this file, maybe add a note here?
79.825-92.013: you start stepping this beeping synth in the background that alternates between staccato notes and legato trills. you mostly ignore the trills (understandably) so I will too. 141.232 to the end is pretty much the same musically and some of the same notes apply after time-shifting. note that this sound VERY clearly begins at 77.482 and transitioning from the chicken sound you do step there into this synth part is kinda awkward
81.310, 81.388: ghost notes
84.044-84.513: I'm not hearing 24ths here. they might be 32nds
84.982-85.450: it seems weird to pretend you can still hear this synth part when there's a much more prominent one that flashes in for a moment. I suggest copying how you stepped this beat at 146.857
88.849: I figured out what this goes to but it really feels like a ghost note
89.904-90.138: here you actually stepped one of the "trills" I mentioned. there are definitely more than 3 notes here, full 32nds recommended (though not totally accurate). I looked at a spectrogram for this lmao
91.368, 91.486: ghost notes. I suggest layering in the kicks at 91.310 and 91.661 to aid in the buildup. the final 32nd roll has this same issue
this file's progression is really nice but the harder sections are pretty messy

--

[5/10] Creatures ov Deception {Rainbowdragoneyes} (T-Force)
offset was really late, use -0.139 instead of -0.179
this one's going to be short because I just can't see this song working as a file without a decent cut. it's just too repetitive. beyond that, this file is structured pretty badly: 30.455-50.665 is by far the most intense part of the file, it isn't even a third of the way in, and it's nowhere near a climactic part of the song, which just results in making the rest of the file feel really boring. your pattern/rhythm choice isn't bad when looking at small parts in isolation but overall it doesn't really work

--

[6.5/10] Dark World {GaMetal} (buta-san)
22.602-22.809: feels like the synth is ignored here due to no PR
50.327-50.533: 24ths
53.637-53.844: 24ths
70.897, 71.112, 74.215: ghost notes
85.079, 85.217: make these the same note since they're, uh, the same note
86.321: not the same note as the right arrow after it, move to down
89.838-90.303: really don't like how you moved the drum hits to match up with the rhythm you pretty much made up for the vibrato
93.148-93.562: just step the guitar here, it feels awkward otherwise
101.614-101.821: bad idea outta nowhere. make it a one hand trill instead
102.027: ghost note
131.841-132.048: there's another drum hit in here that you're missing
132.048: about 1/32nd too early, makes the 8th jack afterwards feel late but I don't think that's actually the case

i don't think stepping the guitar vibrato where you did makes much sense when looking at how much you simplified the rest of the file

--

[9/10] Follow You {Virtual Riot} (Xiz)
87.551-87.986: since there's one more bassy sound at 87.551 than at 87.769, the second gallop feels like a ghost note/mistake. i'd suggest adding a note or moving the note at 87.551. same for 88.421 and 101.465

really well done file and might i say *gasp* fun???

--

[9/10] Galaxy in Toybox [Heavy] {Umeboshi Chazuke} (bmah)
84.679-84.967: goddamnit bmah nobody likes this shit
it is ridiculous how fun this is up until you get nuked by a burst

--

[9/10] Galaxy in Toybox [Light] {Umeboshi Chazuke} (bmah)
4.275: missing note
107.323-107.900: this silence feels really weird. maybe get the bass involved? it should add notes at 107.612 and 109.919

extremely consistent

--

[7/10] Get Jinxed! {Riot Games ft. Agnete Kjolsrud} (Razor)
22.445: no reason for this to be a jump
53.028-53.695: how is this different enough from 47.695-48.361 to warrant removing jumps
58.278: you thought the ending of a word needed a jump. no.
repeat the last two notes for the second chorus

it's not that bad but I think the layering in the choruses is pretty messy

--

[6/10] Get Jinxed! {Riot Games} (XelNya)
5.027-5.694: doesn't fit with what the guitar's doing at all PR-wise
61.688-72.353: the yellow notes in here are all ghost notes. 68.020 would make more sense as a gray note than the 8th note after it
137.193-137.207: at least one of these should be moved down a 16th where one of the high-pitched buzzes actually happens
141.012: missing note *around* here
144.345-149.094: "fixing" the sync on the last note feels really inconsistent. either shift all of the notes before it by the same amount or don't bother

very monotonous

--

[8.5/10] Insignia {Muzzy} (gameboy42690)

this file's really basic but I can't come up with any serious complaints, other than the fact that it's... well, really basic

--

[8.5/10] Over the Rave F.O.R. Remix {Takoyaki_o} (trumaestro)

49.637-49.733: this minijack looks like an accident
90.720: this deserves a grace note compared to 91.007 and 91.293
148.621-148.717: the synth here changes note so there shouldn't be a minijack
154.736-154.831: see above
166.965-167.061: see above

the middle's a little hard to follow but this is pretty fun. shoutouts to MIDI

--

[8/10] PWRPFF RAVES {cranky} (MarioNintendo)
122.889-123.434: assuming the jumps here go to the piano, the last one should be different from the others since the chord changes. it should match 123.707 but going from UR to LU doesn't match the pitch at all

I like the old school feel of this file. sometimes it seems a little sloppy though

--

[8/10] Rampage {paraoka feat. haru*nya} (bmah)
15.065: ghost note
16.331-22.565: I counted four missing notes in this (16.331, 16.818, 21.396, 22.565). three of them seem deliberate for flow purposes but 21.396 should be added- it's the same note as 21.201 so I'd suggest a down
55.292: maybe too subtle??
57.143, 57.532: ghost notes (slightly justified since it's for coherence)
77.208: missing note
126.104: you could add a note here, especially if you leave in the notes at 57.143 and 57.532 (plus the singer *almost* sounds like she's singing a different note there anyway)
142.760-150.260: see 15.065-22.565

pretty quirky and enjoyable but a couple minor things seem off

--

[6.5/10] Summer Colours Arch {Y.W.} (VisD)
13.485-13.583: needs to be different from 11.906-12.004 since it ends on a different chord
20.096-20.392: this is really bad PR
20.985-21.478: those two right arrows seem arbitrary since you're not clearly following the melody here
64.899: make this a jump for the tambourine

there's a breakbeat rhythm that shows up for the first time at 38.057 and hangs around until 48.123 that feels a bit stale. I'd suggest stepping the bass instead or at least not having a minijack every time

not terribly exciting but nothing about it is wrong enough to warrant a hard reject

--

[6.5/10] Triumph {WRLD} (masterzatwork)
slightly offsync. using -0.113 instead
46.827-46.899: four 64ths, not three 48ths. repeat this note every time you use three 48ths (replacing them all won't affect difficulty *too* much)
75.220-75.542: six 32nds starting at the time indicated, not four 24ths
82.184-82.399: four 32nds, not three 24ths. more forgivable since it leads into the triple at 82.399 more nicely
86.684, 93.542: should be jumps because of the perc
106.613-106.720: change one of these

this is already pretty enjoyable despite its flaws. fix them up and this will be a really solid low-tech file

--

[3/10] Turn Around {Bumblefoot} (Xtreme2252)
first off, this is offsync. I'm using an offset of -0.219 although it gets a little early after the BPM change (implying it may be too fast)
in general this file is VERY inconsistent
the long 8th jacks wouldn't have been annoying if they were used in a consistent manner
72.622 is NOT the place to be putting the first hand of the file, it's during a more relaxed section and there's no justification for it being more than just jumps like it was before
the solo wasn't actually that bad until 194.698 when it pretty much starts wasting time with tons of empty space, but I have to admit that I laughed at the trill at 170.904. 182.629-183.491 was really mean given that 90% of the file before that was 8th notes and the minijacks afterwards are mostly inaccurate. 193.318-194.698 is synced pretty well

--

[5/10] Wild Horses {Teetow} (M0nkeyz)
17.039-51.021: this whole section feels really monotonous and dull. I'd say it's a combination of stepping too many sounds (certain drums don't need to be present throughout this ENTIRE section), lack of expression (using jumps for the trumpets would do a surprising amount of good for this file), and forcing that swing pattern which some of the instruments (especially the horns) don't follow so strictly
81.419: missing note around here
93.498-99.339: this is another part with poor layering. you combine the guitar and hihats sloppily to create something that doesn't really fit the song
after about 2 minutes everything just starts repeating adding to how dull it feels. there's a little potential here and there but it's just boring

--

[8.5/10] Wonder Bullfighter ~A Barcelona cuando florece la lira~ {Remixed by naotyu- feat. R.Yago} (bmah)
slightly offsync. using an offset of -0.855
28.366, 45.224: both of these have the same violin note as the jump after them. maybe switch both to right? 60.560-60.677 is another "missed" minijack but it breaks flow more to put it in
120.148: arguably a missing note for the piano

sync is pretty much spot on (ignoring the slight offset change) and the patterning's pretty neat

--


=== JUDGE: Silvuh ===

[7/10] [Resubmission] Gym Training Montage {Virt} (Xiz & Razor)
// This review is mostly reworded versions of comments you've already read before. It's acceptable, but I do hope for some more fixes.
65.54s: Remove this jump to go with 69.71s
67.11, 71.28s etc: If you compare how the kicks sound going into the 4th like this to 74.67 / 78.85s, you can hear that the kicks on the 4ths are stronger/lower than the ones on the 16ths. So the guitar minijacks should take priority, which is relevant to 85.89s.
72.19s: Jump to cymbal + melody here to go with the jump at 76.37s (similar layers)
73.37s: This should be a minijack with the 8th to the guitar
78.45s: This 8th jump should at least be anchored to the previous 4th to the same pitch in the main synth (like you could do [14] to keep the kick on 1)
85.89s: I'd suggest unlayering the 16th to the kick, because a 16th jump here doesn't rhythmically fit.
89.41, 91.50s: These should start with something like 3[13] so they're not anchored with the next two 8ths (the secondary melody has different pitches, and the percussion isn't all the same). Actually, these two 8ths could be jumps to melody + kick, so you could start with [23][13]
93.06-107.93s: I'm a bit surprised you didn't decide to add more notes to the guitar here. So the guitar doesn't have very distinct notes in 93.78-94.28, but 96.71s has a clear echo, and there's a note at 102.89s and two notes after 103.43s I can hear at 1.0x.
93.78, 94.28s: These notes are a frame early
105.78s: These three 32nds, the first two are a frame early, and the third is two frames early.
110.41s: The kick is higher here, so you can release this anchor and keep the one out of the 4th
110.93s: Not sure what makes this one a jump, because it's just the melody (no kick or snare)
111.65s: This 32nd is slid whereas the next one is distinct, so it plays like a ghost note at 1.0x. And the 8th should be higher than the 32nd for PR.
115.50s: Missing drum 8th
129.45s: Like 128.80s, this doesn't share its instrument with the previous note, so the two jumps shouldn't be anchored.
136.76s: No repeating sound on this 16th, so it shouldn't be anchored to the following hand.
140.28-142.89s: Try stepping these 24ths around hands to the crashes if you haven't yet.
150.55s: This 64th is a frame early
153.71s: Missing low guitar note here
154.37s: The two notes after this one feel a bit early.
159.52s: There's a descending slide out of this beat, so it's odd having only the one extra note to it. But you don't step the guitar slides, so I don't know what this 32nd is.
160.98, 161.32s: There are two grace notes in the guitar here, so both or neither should be stepped.
165.15, 165.19s: The 12th is a grace note into the 16th
182.54s: I said "hand" the last time, but this crash is so loud I could see it as a quad, because it is stronger than that first hand to the main synth.
212.67, 213.98, 216.32s: Missing tom 16ths (you stepped it at 212.15s)
222.752s: Missing a guitar note here. The rest of the solo is good now.
260.80-261.42s: It's hard to hear these as having grace notes at 1.0x.

[7/10] [Resubmission] Nightfall (Original Mix) {Rogue} (bmah)
// Comments with > are repeats from last time that I still think should be fixed. The layering is much better, but there are still a few anchoring issues.
5.67s: The jump to the loud synth shouldn't be anchored with a jump to the snare, because the sounds are distinct.
11.67s: Move this 16th out of the jack, because that bass isn't repeating in pitch.
16.99s: This should be a hand for consistency with 8.26 and 24.62s and so on.
21.08-21.62s: The way this was before worked better. I don't hear repeating sounds that would make minijacks relevant, and the 4th is just a kick and shouldn't be a hand. I'd do 23[12]4[13] and then swap 21.90 22.44s back, so you have [12] on both kicks.
27.21, 27.49s: These are the same pitch and should be the same jump, with the snare not being anchored in the middle. If you do [23][14][23] or [34][12][34] to anchor it with the preceding jack, it would be consistent with 35.94s.
28.44, 29.53s: Make the first jump [13] and the second jump [34], and then the anchors here will be correct (the low synth doesn't play the same pitch on those two 4ths)
> 30.62-31.71s: The anchoring should be similar to 28.44-29.53s here.
36.62-54.08s: I'm glad you didn't add more minijacks to this section. The only odd thing structurally is the minijack columns being 243.243.312 for the first three times when the jacks haven't changed pitch yet. AAA and ABA are more predictable than AAB.
> 59.94-s: The jumps are a bit inconsistent here. The drum rhythm (starting on the 16th) is 42.3.1.. repeating, so 59.80 and 60.49s should be singles, and 60.08 and 60.35s should be jumps. Also, it would probably be better to prioritize the percussion PR over keeping the 212321 pattern constant. None of the percussion sounds are the same pitch, so having three 8th [24] jumps in a row is inaccurate.
72.08, 72.62, 72.76, 73.13, 74.26, 74.80, 74.94, 75.35s: Similar to the 28.44s section, these beats shouldn't be a part of the jacks.
75.83s: There's a 32nd you can step here.
80.80. 83.67, 84.21s: No main synth here; shouldn't be anchored to the following notes
86.80s: The previous minijack shouldn't anchor into this hand, because the same synth pitch isn't on this 4th.
> 83.40s: Shouldn't be a jump, because there's no loud sound here
> 85.71s: Missing kick jump
88.58s: Make this [34] so it's not anchored with the snare
89.53, 91.71s: More notes to unanchor
> 93.01-93.35s: 32nds would be rhythmically accurate here. Stepping 32nds here wouldn't feel out of place with the rest of the file.
95.26s: Move this to 3 so it's not mixed in with the other 4s to the synth
96.62s: The kick doesn't need to be anchored to the 16th jumps around it. I'd suggest anchoring it only to the previous 16th (and when changing the pattern, remember that 96.08 and 96.62s shouldn't be the same jump).
106.85s: The pitch here is higher than on the other 16th and should be on 4

[6/10] 3 Year Anniversary Mix {Didrick} (XelNya)
#OFFSET:-0.218; (-9 ms)
// The trumpet swing needs to be fixed before this is acceptable. There are some more rhythms that can be touched up.
47.31s: Jump here like at 39.81s
50.83s: Consider stepping this synth/piano note, because I could hear it before I could tell the break went to the vocal sample.
51.53s: 32nds into hands play better when they don't end one-hand triplets
52.95s: This note goes with the bass, not a sample, so it should just be an 8th (you could make 52.70s white to the sample)
54.05s: Missing 32nd to step rather than the jump on the 16th
55.49, 56.02s: These 64ths are a frame early, so you should use subbeats
56.37s: This note goes to a wub rather than the vocal sample, so it should be a different color
57.54s: I don't hear anything odd that would make this not just a 16th
58.84s: This grace note doesn't feel relevant at 1.0x
59.28, 59.75s: Color this vocal sample? Maybe cyan or something, because you used green to a different sample at 55.53s
64.43s: Missing drum 4th
65.66s: Missing drum 32nd
67.60, 68.53s: These should both or neither be minijacks
68.42-68.65s: Missing drum roll
70.06s: A running man would be more accurate than a trill here, because the percussion on the 16ths isn't the same
71.46s: There are a lot more 32nds in this section than you step, but I can understand wanting to minimize them. Though after your first 32nd at 76.09s, a player will expect following similar rolls to be stepped.
72.75s: Missing jump to the same snare as 72.40s
75.98s: Missing 32nd (the roll starts earlier)
76.62-79.90s: Starting with this beat, there are 32nds in every other beat you can step.
85.45, 92.95s: The light percussion the 32nds go to has a gallop here
81.78-96.78s: The trumpet does 24th swing here, so all the 16ths are incorrect. Also, the trumpet notes on the 4ths are slightly delayed and often land on 48ths, though I can understand wanting to simplify that.
88.81-89.28s: This should be all 24ths to the percussion.
96.66s: I don't hear a minijack being relevant here.
99.36-100.18s: The high synth has the most notes here, so I'd only jump it, which means removing the jumps at 99.47 and 99.71s. 99.71s especially looks like it's part of a melody (being anchored to the other notes to the high synth), but it's just a vocal sample.
100.29s: This 8th can be removed, because it just goes to the middle of a descending wub.
101.82s: The synth the previous 16ths went to has a note here which is the same low pitch as the following 4th jump.
104.82s: With all the grace notes you've stepped so far, you could add in this one here.
105.39s: This 32nd is a ghost note
106.43s: Grace note here to the same sound as 101.70
113.18-113.54s: This could be a 16th jack (the 24th is incorrect)
123.94s: This 64th is a ghost note
145.06s: Starting here, the rhythm is no longer straight 32nds. At 145.06, 145.53s, the rhythm is closer to 24ths. Also 146.41s is a ghost note (there's a gap in the guitar), and 146.47-146.70s is also closer to 24ths.
148.31, 148.49s: These should both be 64ths
150.07s: 64th here, not a 16th
153.58s: 64th here, not a 48th
155.04, 155.21s: These notes are a frame early
155.72s: This 16th is a frame early
156.10s: This 64th is a frame late
166.72, 166.85s: I hear these more as jumps than grace notes, so if you want them to be colored, move them to the same frame.
165.43s: Starting here, you did have the sync correct, but because the offset was off earlier, you'll need to move the beats earlier here
168.13-168.52s: This is just 24ths, not a polyrhythm
168.97s: Missing 24th to that synth
169.55-169.94s: These offbeat notes don't appear to go to anything. I do hear a high synth, but it has four notes, not three, and its rhythm isn't offset
170.26, 170.36, 170.78s: Missing notes to the guitar
172.91s: Just a 24th, not a 48th
175.78s: Same as 169.55s.

[5/10] Alchemist {Savant} (klimtkiller)
// Has quite a bit of inconsistent layering and missing notes, and the PR to the melodic synth needs work.
// There's this high bubbly synth that you use as a layer to step hands to in many sections, but the sound is so light compared to the intensity of the percussion, that it feels like you should find a new hand layering scheme.
6.62, 6.66s: Missing 32nds. You should be able to change the patterns to make a full roll work.
9.06s: Missing vocal sample note
9.20s: Shouldn't be in the same column as the following anchor
9.89s: [124] so it doesn't anchor with the previous 12ths (this 4th doesn't have the same percussion sound on it)
13.35s: Missing 24th (same note as 12.07s)
13.40s: Going with your previous 48ths, this could be a 48th jump for consistency. Do that or change the other 48ths back to 4ths.
15.53s: 12th here; 15.47s is too early
15.63s: Jump to snare (you jump the snare without the synth behind it at 18.19s)
16.01, 16.32s: These 24ths feel like ghost notes
18.82s: Sounds like the same stuff you've been putting hands to
21.27, 22.55s: 12ths to the low synth
21.70-22.02s: The synth always ascends here, so some variation is good, but this PR is totally backwards.
25.53-25.85, 28.08-28.40s: PR is backwards
30.31s: Hand here to go with 29.04s etc
31.70s: Missing synth 12th
36.38, 37.65. 38.93s: Missing 4ths
35.42s: Hand here?
40.21-40.53s: Break up this anchor
41.80, 43.08s: It feels a bit odd that the high bubbly synth is what makes these hands, when that sound is very light compared to the other instrumentation.
44.36s: The bubble + kick would put a hand here in your layering scheme.
44.99-50.10s: Like, given how much you've used hands in the file, the layering feels light for the strong instrumentation here.
51.70s: This 4th is a higher pitch than the following 8ths, so it shouldn't be in the same column.
53.61, 54.09s: Missing percussion jumps
54.57s: The synth sound doesn't have grace notes, so it looks like these go to that really light percussion, but 57.12 and 59.67s don't have the same sounds around them, yet the grace notes are the same.
54.89, 55.37s etc: Jumping the percussion won't get in the way of jumps to the kick here. It almost feels empty without them.
59.20, 64.30, 66.86s: Missing kick jump (You jump it at 56.64, 61.75s)
64.78s: Missing synth jump
69.41s: Missing kick 8th to make a polyrhythm
71.96s: Missing kick jump
73.32s: This is just a 16th, not 24ths.
73.72-92.55s: The percussion layering is inconsistent in this section (can't predict when a kick will be jumped).
75.55s: This 16th is just a melodic note and shouldn't be a jump.
76.27s: Missing note to kick.
80.18s: A peak in the melody is on this 16th; this shouldn't be a trill
84.09s: Missing synth note
86.32, 86.64s: These 8ths are pretty much ghost notes
90.79, 91.11s: The fact that you make awkward patterns with jump kicks here makes all the other unjumped kicks all the more odd
92.07-92.79s: The melody does not play one long trill here
113.29-115.52s: The instrumentation is fading, so these steps really need to be lighter
117.14s: Not a kick note, so this shouldn't be in the same column
118.72s: The kicks start again here
120.95s: Jump to the crash?
122.54s: Maybe step the vocals here to signal the end of the silence
123.50-133.40s: Definitely feels like it could use more layering given the intensity of the percussion

[9/10] Azure Emotion {iF} (DarkZtar)
// Just fix the PR in the intro and remove a few odd jumps, and this is really well done.
2.31s+1m(4): The arrows of this gallop should be swapped each time, because the 8th is higher than the previous 4th, and the 16th is lower than the 8th.
8.35-31.68s: Doing the same switch at 8.97s etc in this section will take a bit more pattern maneuvering, but doing so will be good for PR.
21.68-31.68s: The snare hits on every other 4th, so you shouldn't have the same jump twice in a row to snare-kick. Unless you do so predictably.
46.68s: You can unanchor this hand from the previous 8th, because it doesn't go to a repeating sound.
48.35-58.35s: This stream is spot on except for the following two notes
> 48.66, 48.87, 55.33, 55.54s: The only thing I hear on these 16ths is a high synth note, which is just part of the stream and doesn't warrant jumps.
> 54.18-54.60: Here you can keep the direction going up to the new synth that comes in.
75.02-85.02s: Good use of mirroring in this section
94.60-95.22s: Break up this anchor

[7/10] CHICKEN for the WIN {innkeeper} (bmah & Xiz)
#OFFSET:-2.025; (-12 ms)
// Because of how difficult the breakdowns are, it was odd when odd sounds in the choruses were very simplified. Not many actual errors in the file though.
16.32s: The synth the anchor goes to feels too light to anchor until here
17.02-24.52s: Good PR
37.18s: Remove the jump here to go with 33.43s.
48.19, 50.07, 51.94s: These 8ths can be anchored to the following 4th jump to the repeated synth pitch
50.77s: If this were [23]..123[14], then you wouldn't have any three-note anchors here
58.27-60.15s: More jumps here? considering all the layering earlier
63.07s: The synth here is so soft compared to 63.31s it took a few listens to tell it wasn't a ghost note.
63.66-64.25s: The anchor makes this feel like one "pattern", when actually before the jump is the synth and from the jump on is drum.
66.24, 73.74s: I only hear a clap here, no need for a white note.
74.09s: Not a repeated pitch and shouldn't be anchored
76.08s: Lower in pitch than the previous jump, so [13] would work
77.84s: Maybe put this a 96th earlier just to make it colored to the bird sound?
81.01, 88.51s: Just a single here. Because it's white to the odd sound already, it doesn't need to be a jump.
92.02s: Missing 4th
101.63s: Missing hi-hat 8th
108.19s: Missing 24ths to the hi-hat after this 8th
108.90-116.40s: The drum the singles in this section go to is so light that I couldn't hear them at first and was wondering where all the steps to the hi-hats went.
124.36-153.90s: Look for all the same stuff from 62.49-92.02s here.
148.74, 148.86s: The synth feels frequency-cut here, with the following two 16ths being much louder, so maybe these two could be singles.

[5/10] Creatures ov Deception {Rainbowdragoneyes} (T-Force)
// The layering is consistent (except for the hand usage), but the sound choice is odd, with many rhythms ignored that would add interest to the file without adding to the max difficulty. PR needs an overhaul, with many unnecessary anchors fixed up.
#OFFSET:-0.141; (+38 ms)
0.14-19.40s: You step repeats of the same rhythm to basically the same melody, but there's more instrumentation in the second eight measures than in the first, so you could follow some of the new percussion. Also, your patterns should have more structure, because each measure repeats the same melody for the most part. Like, doing 4321 at 1.40 and 3.93s works because it's the same spot in the melody, but you do 1234 at 5.98s at a different part in the melody.
19.40-20.19s: The sound peaks at 19.66s before the 4th, goes down to 19.98s, then goes up again to 20.19s (you're missing a couple notes at the end). Making it easier by using 24ths works.
20.35-29.82s: Here, you need to worry more about the PR of the jumps to the main melody than to the alternating pitches of the bass. You have way more anchors than are appropriate.
> 21.29s: No need for a three-note anchor here
> 22.24, 25.72, 27.29s: No need for a single to be anchored to a jump when there's nothing repeating
> 22.56, 22.72s: These go to two different pitches and shouldn't be the same jump.
> 25.08s: Same pitch as 25.40s, so the two should be the same jump, though you'll need to play with the pattern to avoid long anchors.
> 27.93-29.03s: Mini 8th jacks would be appropriate here, because the melody echoes on the 8ths. 28.87 and 29.03s have the same pitch and should be the same jump.
> 29.35s: Maybe follow the 4321 of the background melody here so it's not all trills
32.03, 32.19s: Same vocal pitch and can be the same jump.
32.35-32.98s: Three different vocal pitches which shouldn't all be the same jump.
33.93s: This should be lower than the 4th jumps around it
32.98-34.24s : In this section, you should have the 16ths following the contour of what can be heard on the 8ths (as much as you can without eschewing vocal jump PR too much), like 33.29-33.77s ascends.
34.40, 35.03s: These anchors don't go to anything.
35.43s: Also in these jumpstream breaks, you don't need to ignore the 16ths. Maybe at least step the kick here.
35.51s+4m(3): Missing the first beat of 16ths. Even though it's after a hand, it's fine to add them.
37.72s: Repeated jump to repeating vocal pitch like at 36.45s
38.03s: Similar thing to 32.98s here.
40.24s: Maybe don't jump the melody here to accentuate the percussion better.
Look for all the same stuff until 50.66s when this section ends.
52.72, 56.82, 57.77, 59.03s: These 8ths shouldn't be in the same column as the 8ths around them for PR. 58.08 and 58.40s should be the same.
53.03-53.66s: These 8ths probably shouldn't be on 1, because they're higher than the 4ths.
53.51-53.98s: It's possible to do a PR pattern here that doesn't anchor at all (52.87-53.19s does require an anchor, because those are three different pitches)
56.51, 58.08s: Couple more unnecessary anchors
60.77s: Hand here?
62.51s: This 8th doesn't go to the vocal or melodic synth and can be removed
63.14-63.77s: A trill would be PR here (8ths high)
63.93-64.56s: The melodic synth descends here, so there's no need for anchors.
65.35s: Unanchor this
66.93s: Different pitch from the previous 8th
68.35-68.66s: This is one spot a three-note anchor to the synth would work.
69.14s: Ghost note (no melodic synth here)
69.45s: Unanchor this
70.79s: Missing drum 16th
71.19-71.82s: Color notes to the high synth here would be neat
73.08s: Different pitch from the first three vocal notes and shouldn't be the same jump. This mistake is made every time.
75.06s: This one lone 16th is really odd, considering what all else you could be stepping in this section.
92.35-113.82s: Look for all the same things that have been mentioned before.
101.19-101.82s: This should be all 16ths.
114.77s: PR of this ministair is inverted: The 8ths are the same with the 16ths alternating.
115.32-115.56s: Minitrill here
116.03s: This is a low note in the solo and should make an obvious valley in the patterns.
116.90s: Same pitch and should be anchored with the previous 16ths
117.45s: Move to 1 because the pitch is lower
117.56s: 24th gallop here to the slide, not a 16th
118.24s: Low note here
119.03, 119.19s: Not the same pitch and shouldn't be anchored
119.19, 120.14s: Would be fun to accentuate these either by coloring them or giving them a grace note
121.08s: I bet if you did 343423231212 here, the one-hand trills would be fine because of how PR they'd be.
127.72s: Missing vocal jump
130.08s: Break up the long anchor
Everything until the end is familiar stuff.

[6.5/10] Dark World {GaMetal} (buta-san)
// The layering is good except for some of the layering to the crashes and hand usage. Has some small anchoring issues and a few misrhythms.
7.49s: I think the offbeat trill is going to that odd guitar sound here, which would mean the PR is backwards (low-high-low-high), and the second high note is higher than the first. Also the sound ends on that high note, with the 16th at 7.80s going to the low guitar, not the same sound as the trill, so I'd suggest removing the 16th.
7.91-12.84s: The following notes apply to all three repeats in here
> 7.91s: These beats don't have the guitar playing the melody on them and shouldn't be anchored with the 8ths.
> 8.01, 8.43s: You could anchor the 16ths to the 4ths to the repeating bass, but I understand not wanting too many minijacks here.
> 8.84, 8.94s: These should be swapped, because the guitar is higher on 8.94s than in the anchor ending at 8.63s.
20.13, 20.53s: Anchor to the middle 4th for consistency
21.87s: Ghost 16th
35.01-35.43s+1m(8): This is now kick-snare-kick, so there shouldn't be an anchor
35.12s: This 16th almost feels like a ghost note. If anything, it's like 36.77s ...
36.77s+1m(7): which should be a minijack with the previous 8th to the bass guitar.
43.91, 44.05s: These jumps don't go to the same sound and shouldn't be the same jump (though really 43.91s is a comparatively light sound and doesn't need to be a jump)
48.25s+1m(4): Minijack to guitar melody with the following 16th
50.43s: 24ths to the drum here, not a 16th
50.74s: Ghost 8th. Even though it's in the middle of a guitar slide, there's no distinct note on it
53.22s: In fact, this could be a mini jump jack to the repeating guitar note and snare.
64.18-66.67s: Keep up the 64th color until here until the percussion starts
70.78, 75.76s: Similar thing as 7.91s in that these shouldn't be anchored to the following 8th (like you do at 69.14s)
74.51s: Breaking the anchor here is inconsistent
80.72-s: It feels a bit odd not layering the crashes in this section after stepping them in the previous section (crashes without the main guitar behind them can be singles)
83.83, 83.94s: Steps to the descending guitar here?
86.32, 86.52s: Different guitar pitches, shouldn't be the same arrow
90.07s: Kind of like 43.91s in that the sound feels too light to jump, especially here with the two crash jumps after it.
91.07s: Different guitar pitches and no kick should make this not anchor to the previous 8th
93.42s: Seems like an accidental jump, like you meant to step the extra guitar note on the following 24th
101.71s: This 16th feels like a ghost note, because the guitar goes in and out, and it only comes in twice,
105.53, 105.64s: This should be two jumps, because the 16th doesn't have a crash on it like the other hands
108.87, 110.51s etc: The instrumentation under these hands doesn't really hit harder than the jumps before them, so if this is just layering with the melody, then 108.45, 111.76s etc should be hands.
118.80s: Hand here. Has the guitar and crash on it.
119.11s: Just a 16th, not 24ths
119.42s: 32nds, not 24ths. Also probably shouldn't be a trill.
120.46s: 7.91s stuff applies again.
123.77s: Hand to crash to go with 127.08s
126.87s: Jump the percussion because it's stronger than 125.22s
133.08s: This note is higher than the previous one each time, so they shouldn't be the same.

[7/10] Follow You {Virtual Riot} (Xiz)
// Layering is consistent but with some odd notes here and there. File is long and repetitive.
21.02-22.98s: The pitches go up, so this PR is backwards.
25.16s: Higher than 24.50s
27.98-20.72s: Color here is interesting, because it looks like the roll fades to white, which matches the fade out of the sound. But 29.39, 29.61s feel like ghost notes with how soft the sound is, so you should remove those and make your white-out start at 28.31s. You have one then two then three white notes, but the blue jump gets in the way, because, really, one of the blue ones should be white, and the 4th should be red. So, making the white-out start earlier also fixes that: it will be RYBwRYwwRwww.
34.72, 41.68s: Missing note to "end" / music box synth. You miss it both times, though I don't see a reason for doing so.
56.35, 56.57; 63.31; 77.22: There's a high synth that has 16ths here you can step. If you ignored them to not get in the way of the following 16th trills, I guess that's okay.
59.07, 72.98s: You could move this 8th to 3 to make an anchor with the three notes of high synth
86.79s: Move this 16th to 1; it's the same pitch as 86.46, so the anchor is incorrect PR.
87.55, 87.76s; 88.42s; 101.46: These are not the same sounds and shouldn't be the same pattern. I don't hear a grace note for the 8th.
106.68, 106.89s: The same sound was at 99.72s, so the color should be consistent.
109.61, 109.83s: Missing 16ths (the rhythm might be faster than that, but 16ths work)
111.46s: Just a single here?
125.81s: This note is low, so you can make this 2 and then change 125.37s to [13]
131.79, 138.74, 145.70: Missing 16th (same sound/pitch as 131.46s, so there's no need to ignore it)
132.33, 132.76s: Not the same pitch
138.74s: Same as 131.79s
141.68, 145.16s: Anchor to previous 4th to repeated pitch (you'll have to change 145.37s to not make a three-note anchor)
149.29s: Make this [14] to break the long anchor
159.29s: Missing a grace note for this beat
169.32s: Grace note to a similar sound as 169.54s
171.57s: Missing 16th to the high percussion block sound
173.20s: Same as 169.32s

[7*/10] Galaxy in Toybox [Heavy] {Umeboshi Chazuke} (bmah)
*Make sure color theory notes make jumps, not grace notes.
// There are a few odd layering choices and some 32nds that don't fit, but for the most part, it's consistent and plays well.
10.52-12.52s: Because the instrumentation hasn't changed and still feels light, this extra layering here doesn't feel right.
*22.08s etc: To keep these as 48ths, use subbeats to make sure they are on the same frame as the 4ths/192nds, because you're using color theory, not grace notes.
22.66s: This is the highest note in the cyan melody, so it should be on 4 with 22.39s on 3.
37.08s: This note is snare with no kick, so it can be unanchored from the previous kick jumps.
37.94-47.17s: Now it seems like you're just jumping the melody straight without any layering, which would mean jumping the gallops at 39.24-39.53s and so on rather than the claps between them.
41.41-42.27s: Similarly, jumping the 3/16ths here instead
50.35, 61.31, 61.89, 62.46, 63.04s: Going by your additive layering, these claps wouldn't be jumps, because they don't have melody notes on it. But you consistently jumped every 4th in this section, so it works.
72.20s: Missing drum notes (unlike in the light file, there's no need to ignore it for difficulty here)
73.86-74.87s: There doesn't seem to be any kind of different sound here which warrants color theory.
74.87-76.02s: If you want to color something else in this break, I'd color this 8th background melody that you stepped in the Light file.
76.81s: Jump to the kick on the 16th rather than the 8th before it?
77.39s+1m(3): Maybe jump the 16ths in the melody that you stepped in the Light file (and consider unlayering the 4ths that would make jump gallops) for rhythmic interest.
80.64s: Because the sound is 32nd minitrills (which I understand might be too hard to step), these rolls feel all over the place and don't feel like they fit. Doing colored notes instead of 32nds like you did at 57.56s might work. Or you could do like 43214.3.12341.2. repeated so it feels more structured.
84.93s: Missing 32nd. You'll have to move the pattern around, but it can be done.
86.41-95.64s: Good PR
113.09-115.25s: Similar to 73.86s, though the color would likely get more in the way here than it would at 74.87s.
119.87s: Okay, well, this time, your 32nds don't feel all over the place, because they're all split rolls. Changing this to something more like 57.56s is still an option.

[8/10] Galaxy in Toybox [Light] {Umeboshi Chazuke} (bmah)
// I could understand most of the simplifications, but it did feel like there were some missing rhythms.
4.27s: Missing melodic 8th
9.27s: It may be better to move this to 4 and change the PR of 7.27-8.77s (like by doing 3132123) to distinguish this from the 321 at 5.27s.
10.77s: Not sure this note stands out enough for a jump
11.40s: Missing melodic 16th
50.64-51.50s: Maybe fill in the 8ths to the fast synth here to go with 48.62-49.48.
51.93, 52.22s: You had 16th triplets earlier, so maybe you can step the ones here, or at least step the 8ths.
55.40, 55.68s: The 16ths haven't stopped, so these 8ths should be filled
65.35s: Maybe step 432 12ths to the 24ths?
76.16, 76.81, 77.03, 81.65s: Consider stepping the kicks for rhythmic interest
116.04, 116.26s: Step the percussion here to differentiate it from 115.25-115.83s

[6/10] Get Jinxed! {Riot Games ft. Agnete Kjolsrud} (Razor)
// The color theory of the alternating synth pitches in the second half is good, but not all the offbeat notes work well. It seems some jump structure was attempted, but it wasn't done consistently. The break/bridge should be lightened up for climax theory.
3.34, 3.50s: These would be more accurate as a 64th after the beat rather than before.
5.86s is a ghost jump (the "w" of "wanna" starts a bit before the 4th, but the rhythm of "wa-na let it" is even, so 6.02-6.36s could be jumps to the vocal.
10.36, 15.69s: Jumps to the guitar? Either add more jumps to the guitar or remove jumps to the lighter guitar notes like at 13.36s.
10.69s: This 16th feels like a ghost note, because "uh uh" is two notes, and the 16th kind of goes to the wobble in the middle.
17.69s: If this jump was [14] so the 16th didn't make a triplet, it would be easier to tell it goes to that light percussion roll (like the other times you step this sound)
26.02, 26.36s: That odd sound doesn't play on the 4ths, so those two 64ths are ghost notes.
26.52s: This should be a 64th to that odd sound.
26.69s: Could be a 64th to the scream, because it goes with the other 64ths
29.11s: This is kind of similar to 10.69s.
31.54, 31.67s: I just hear guitar here, nothing that feels like it needs 64ths.
35.69s: Jump to guitar/vocal
39.34-39.04s: The extra notes here don't feel necessary. If you want the grace note at 38.38s to the end of the frequency swipe, but you're missing changes to the direction of pitch int the same sound at 38.15 and 38.25s. However at 38.69s, I only hear the three notes on the 4ths and 8th.
---
40.36-43.69s: The way the percussion alternates kick-snare makes me think you shouldn't have lines of 4ths in a row this long.
40.69, 40.86s: Swapping the 1 and 4 here would make the pattern more PR, because the 8th is low.
42.52, 47.86s: The minijack isn't PR to the synth
42.69, 48.02s: The first pattern seems to follow the pitch of the synth, but the second one just anchors the snare together. Pick one to follow consistently.
43.69s: This and 49.02s are similar and should both be or not be jumps (If you want to follow the synth more, you'd jump 43.86, 49.19s instead)
45.52s: Consider anchoring this 8th to the following hand instead, because there's a snare at the center of five kicks. Especially if 42.36s and 47.69s are going to stay AABB.
45.69s: Should this be a pseudo-hand to match 56.36s? There doesn't seem to be anything strong enough for a hand here.
46.36s: Missing jump (synth and vocal on top of a kick here)
47.86,
48.36-49.36s: The repeated jumps here I'm guessing to the synth (like the two jumps at 43.02s) feel odd compared to the alternating jumps at 40.69-42.36s which ignored the synth pitch (the [23] jumps all have different synth pitches)
51.02s: I'd make this [124] so it doesn't share the [34] anchor with the snare
53.19s: Similar to 42.52s except there is a kick here, so the anchor is more reasonable.
53.36s: You had two jumps to the snare here two and four measures ago
54.86, 55.19s: These feel like ghost notes (no percussion, synth, or vocal), but I do hear like a 24th gallop on the 24th at 54.97s which you could step.
55.86, 56.19s: Missing 8ths to the synth
58.27s: I don't hear anything on this 16th
58.52s: Same as 42.52s.
60.19s: Same as 54.86s.
---
61.69-72.36s: The instrumentation is lighter, but the file is more dense than in the chorus, which is backwards climax theory. I'd suggest trying it without following the hi-hat.
Also, in the first part, you anchor all the kick-snares except for 63.52s (and miss a jump on the first kick, 62.19s). But then in 67.02-72.36s, you don't anchor the first three and anchor the last two kick-snares.
---
88.36s: Remove the 4th so this is just a jump. The instrumentation doesn't have the strength for a hand.
88.36-98.02s: The color theory here is good. I'd expect to see green jumps be lower and white jumps be higher, but sometimes you have them as the same jump in a row. The repeating-8th structure works when there's no synth, but you'd need to mix it up for better PR. There's also the thing about how kicks and snares shouldn't be the same jump in a row.
98.02s: Missing a white note to the same sound as the following three
98.27s: These shouldn't be grace notes, because the sounds are at the same time. This makes them pseudo-hands, which is too much. It should just be [14]1[23][23] with one note of each jump being white.
--
99.02-120.36s: There's no harm in copying and pasting like this, because the instrumentation is exactly the same, but it looks like you started to change it up then decided it wasn't worth it (it becomes the same at 101.69s). So all the stuff from last time applies here.
109.69s: There's still a crash here, so either this should be a hand or 51.02s shouldn't be.
119.27s: This 16th is a ghost note. I hear a K on the following 24th, but "'cause" is one syllable, so the consonant shouldn't be stepped separately.
120.36-s: Doing straight 4th jumps really limits your pattern choices, and you end up with trills mixed into your running men. One way to keep the layering without making a long trill would be to alternate every other jump, like doing ABAC. With the trill on the left, your PR is backwards on the right hand.
> Also, I can barely hear the 16ths you step here. But it does seem like you're missing quite a few, like there's one every other beat in 123.02-125.69s. I think stepping them distracts from the synth PR a bit though.
128.69-129.69s: The rhythm here should be 24ths. Should be able to hear it at 0.7x.
137.19s: Missing note(s), depending on if you want to give it a grace note.
138.69s: missing note to the same sound as the previous 4th
143.69s: This one I don't hear as having a grace note
146.36s: You could probably stop this fourth note,

The two files had different issues, which makes it hard to pick one over the other. The second file had better layering for climax theory, but the first file had more structure in its patterns, but the structure was inconsistent. Both files had playability issues, the first having some odd offbeat notes, and the second having inaccurate three-note anchors. Both files had some inconsistent layering.

[6/10] Get Jinxed! {Riot Games} (XelNya)
// Biggest issues here are some anchors to the percussion being inaccurate or inconsistent, and sometimes it felt like the jump patterns weren't structured enough.
0.36-0.86, 3.02-3.52s: The rhythms of these two spots should be the same.
6.19, 6.36s: Missing vocal notes
17.61s: Probably shouldn't be a triplet, because it's a percussion roll that you don't step as a triplet at 22.86 and 25.52s.
18.61s: Missing note to the same sound as 17.61s.
37.69s: There's just the soft synth of the break here, no percussion, so this should be a single.
39.37s: Ghost note. This is just the middle of a buzz.
40.02s: I'm guessing the white notes go to the fact that they aren't the synth on the 8th, but now that percussion has come in, this can just be a jump without the grace note.
---
40.36-61.69s: In this section, I can't really tell what the jump patterning is. There aren't any repeat jumps to the synth, but it doesn't have the alternating structure of going to the percussion. Listening to just the vocals, the jumps don't feel PR to them either.
40.36s: Even though there's no snare here, it could be a jump to the crash. Also, [14]231[24] would be more PR, because the 4th is high.
40.69s: Missing jump? You don't jump the same beat at 46.02s, but you do jump it at 51.36 and 56.69s.
42.52, 47.86s: There's nothing that repeats in pitch here (the synth is on the 8th is lower than on the two 4ths around it), so this 8th shouldn't be anchored
43.69, 43.86s: All the other kicks are anchored in this section, so consider anchoring it here, even though the trill is PR to the vocal.
45.19s: Like 42.52s, the synth pitches are different, but this has the same kick as the previous 4th jump, so it should be anchored that jump or neither.
53.19s: Same as 45.19s
54.97s: There's a 24th gallop in the synth here you can step for rhythmic interest.
58.52s: Same as 42.52s
60.30s: Same as 54.94s
---
61.69-83.02s: It's good that there aren't so many jumps here that this becomes more dense than the chorus, but it still is straight 8ths. I'd suggest trying it without any 8ths just to the hi-hat, so you're just following the snare, kick, and vocal (including the "la"s) when it comes in.
72.36-83.02s: The layering here is good, how you added jumps to vocal + kick.
85.02s: Should be white to go with 83.69s
---
87.02s: Not strong enough for a jump
89.52, 97.52s: Like before, these 16ths shouldn't be triplets
90.36s: Missing jump to the high synth
91.02s: Doing two measures of jumps to the synth + snare (straight 4ths) and then two measures to the snare (every other fourth), would mean this kick shouldn't be a jump (it does have the synth on it, but unlayering the jump would make the snare-only jumps of 91.02-93.69s more obvious. In fact, you don't have this jump at 96.36s.
93.69-96.02s: The jump patterning here works well, because you have the high synth on [14] and the low synth on closed jumps with the snare on alternating open jumps (96.02s should be [13]), but I don't see other measures in this section as having structure.
97.69s: Similarly, this 4th would no longer be a jump.
98.86s: This can be a [34] jump to the snare.
---
99.02-120.36s: The layering should be consistent with the first section of the chorus, because the instrumentation is exactly the same. This time, there were some different missing jumps, and some of the anchors are stepped differently. But it should be consistent.
120.36-131.02s: The PR is inverted: it's the 8ths that are the same and the 4ths that should be alternating.
130.36s: You don't need a four-note anchor here.
141.05s: Note here. Your 192nd at 141.20s is too late.
146.36s: You could probably stop after four notes. But if not, the last note should just be on a 4th, because it's a bit odd when the last note to hit is offbeat.

[8/10] Insignia {Muzzy} (gameboy42690)
// Gaps in the intro could be filled, some PR in the melodic parts should be fixed, and there are a few missing notes in the percussion section. Well done overall.
2.17-21.37s: In the intro, the breaks you step are consistent, but I can't see why some of them are there; the drum and high synth do constant 8ths (some of the synth is low and a little harder to hear at 1.0x, like at 3.03 and 4.05s, but 5.77 and 6.80s clearly have notes).
3.71s+4m(4): Jumps here would go with 2.34, 7.83s; it's that same echoing sound.
20.51s: Here, I do agree the synth soft enough to not be stepped.
28.05, 28.40s: These pitches are different and shouldn't be the same arrow, but it will take a little work to make a good pattern. 27.71 and 28.05s are the same pitch and could share its column, but it shouldn't share its column with 28.40 or 28.74s. Because it's a lower pitch, I'd put them on 1. The 8th is lower in pitch than the 16ths, but it can't be lower than 1, so 3 becomes the best spot for it. And then 27.37s can be moved to 2 so it shares column with 26.85 but not 27.71s. Also, one can argue that 29.25 and 29.43s be swapped, because the 16th is the highest note, and the 4th jump will be totally below it. This resulting pattern has one extra spot of flipped PR (27.88s being higher than its surrounding 16ths) but I think that works better than 28.05 and 28.40s being the same arrow.
32.34-35.08s: Same thing here.
39.37s: The fix here is simple: Move this to 3
48.80-57.03s: Cool color usage
57.03-62.17s: I like how the alternating jumps ascend regularly to the frequency sweep. Some steppers would have gone ABAB the whole way through.
62.51-64.91s: Given the jumps earlier, I feel like these 4ths could use jumps so the density increases.
66.63-67.48s: I might color all these notes to accentuate the odd sound. Also, the sound isn't the same on each 8th, so maybe they shouldn't all be on 3. But you anchor the samples at 110.51s, so I understand it.
68.08s: 321 for the 32nds would be better to avoid a minijack on 4 with the synth note
69.71, 75.20s: There is a synth here to step, like you step at 72.45s
75.71s: I don't hear a repeating sound that makes this a jack.
75.80s: Missing 32nd
76.23s: Good BPM multiplying usage
80.68s: Unlike 69.71, there is a break in the synth here, so differentiating that from this is another reason to add the synth notes.
106.40, 108.97s: Similar to 62.51s, you could jump these 4ths.
114.37, 117.11s, 125.34: There's an odd sound you could step here if you don't want just 8ths
119.68, 120.03s: Bit of a different sound, but more 16ths you could step

[6/10] Over the Rave F.O.R. Remix {Takoyaki_o} (trumaestro)
// The biggest overall issue that the PR should be improved to fix a lot of anchors. Ignoring the kick for the most part works, but there are some stray rhythms here and there to fix.
4.35-5.11s: PR between 4ths is backwards
4.82, 5.02; 6.74, 6.93s: The pairs are the same pitch in the main melody
8.74-9.03s: Minitrill to the main melody
14.28-20.40s: Interesting that you follow the kick only in this section where it's just every other 4th.
16.96, 17.15s: Make this [12]3, because this 8th is the same pitch as the two following 8ths
9.63, 19.73s: Minijack to the main melody. And with that on 3 or 4, you can move 19.92, 20.11s to 2.
20.40-24.60s: PR here works despite the four ABAs not being followed (22.02, 22.79, 23.55, 23.93), because the pattern direction is still correct. Just two spots with incorrect direction:
> 20.59-20.97s is backwards (It's AB.AB like 22.12-22.50s)
> 23.36s: There's a peak in the melody here
28.61s: This can be [14] because it doesn't share pitch with the following 4th
31.29-31.67s: The melody does a rhythmically uneven trill here. 31.10s is the same pitch as the low note of the trill.
31.29s: Missing snare jump
31.99s: Missing 12th to the drum roll
32.63-38.74s: This section has some 8ths that shouldn't be anchored because the pitches are different (33.39, 35.11, 35.49, 36.26, 36.64s).
> 34.16s: The 16ths around this 4th shouldn't be anchored together, because the repeating pitch changes.
> 36.26s: Missing snare jump
38.74-44.86s: The ways you changed this section to make it different from 26.51-32.63s created a number of incorrect anchors. The pitch contours are the same, just an octave higher. It would probably be easier to change the patterns at 26.51s to make them feel lower, using here the higher patterns you have there now.
44.86-50.97s: Any 8ths anchors longer than three is incorrect. 48.01s should not be anchored with the previous 16ths to show the pitch change. Another thing that makes this section different is the crashes on some 4ths in the second half, so maybe you can accentuate those.
> 49.63s: Shouldn't be a minijack
51.26s: You can jump the snare here without making the pattern difficult.
53.07-53.55s: If you want this to be PR with the bass, you could do 2[34].[12]3. You could step the kick on the 4th in the middle to differentiate this from 56.32s, which doesn't have it.
54.79s: I know you've been ignoring the kicks in this file, but this one stands out because it's like missing the first note of the rhythm.
54.98s: Missing note to the bass
56.61s: The kick here feels like it's just a part of the snares, making the gap feel odd.
57.66, 59.19s: These two 8ths are lower in pitch than the previous 4ths and shouldn't be anchored. Also, the following 4th jumps shouldn't be anchored, because you end up with minitrills, which is irrelevant to the bass. You do AB.ABA patterns here when it's actually just AB.BBB, so if you're going to keep with stepping the jacks as triplets, AB.BAB would be better. Maybe try AAB/ABB minijacks instead and see if you like how that plays.
63.20s: Missing jump to the crash
65.11s: Shouldn't be anchored for PR
66.26s: Unnecessary three-note anchor
66.93-67.40s: These are xxx.xxx.xxx 32nds. If you want to step these as 24ths, 66.45-66.64s should be for consistency.
69.31-73.90s: The synth does x.xxx 64ths at times, and it was good to ignore those 32nds, because they're not clear at 1.0x.
> 71.70s: Remove this 16th, because the synth actually stops on the 32nd.
> 72.23s: Do add the 32nd here which goes with the 24ths
75.43-81.54s: Got some pitch-irrelevant anchors in here.
> 80.91s: Missing 12th to the drum roll
> 81.16s: The melody ascends to here, so maybe the trill shouldn't start yet for PR. The seven-note anchor definitely should be broken up somehow.
81.83s+1m(4): I have to go down to 0.5-0.7x to hear these 16ths as separate notes. At 1.0x, it sounds like the synth only plays on the 8ths. And then the pairs of jumps like 81.73, 82.12s which have the same synth pitch can be the same jump.
83.07s: This being a hand takes away from the hands that go to crashes.
88.42s: Patterns like 123[124] 341[234] play more smoothly when ending ascending rolls, because 34[123] ends with a fast one-handed triplet. (Also, 4[123] is a downward movement.)
90.76s: Percussion has a grace 32nd here, so you can make it a pseudo-jump.
94.16-94.44s: These three snares should be all singles or all jumps (the cymbal on every other 4th doesn't play here, so there's no additive layering). They're probably loud enough to be jumps given the jumps at 90.72-91.48s.
96.45s: The rhythm here is actually x.xxx.x 48ths, but stepping that would require frame fixes at 30 fps. 32nds give 1-1-2-1 frames between notes, and the correct rhythm makes it 2-0-1-2.
99.79s: You have been stepping the kick in this break, so you shouldn't ignore it here.
100.27s: Trill PR is backwards
100.61s: Potential grace note
102.76s: [12] here would avoid a one-hand minitrill that gets in the way of the following 4th being a high note
104.09s: Same as the pitches around 102.76s, so the pattern direction should be the same.
105.62s: The piano roll changes direction in the middle, so the steps could show that.
108.39s: Jump to the snare?
108.97, 109.16s: The 16ths should continue here
109.25s: The two 24ths after this jump should be anchored to it, because the pitches are the same. For this, the two 8ths jumps shouldn't be the same.
112.50-113.55s: The minitrill at the start is incorrect, and from 112.79 to 113.55s, the pitch strictly descends, so your direction is backwards.
114.41s: [12]3421 would be more PR here, not a 24th triplet.
115.56s: The PR of this flourish is backwards
116.42-116.83, 117.57-118.04s: These would be uneven trills if this was more PR.
118.33, 118.43s: These jumps don't feel like they go to anything.
118.43, 118.52s: Minijack to the main melody
119.19s: 24th triplet for PR (can just move the 8th to 3)
120.24s: Missing snare jump
121.10-130.75s: Your rhythm for singles in this section corresponds the most with the bass, so I'll give suggestions based on that.
> 121.10s: Hand to the crash
> 122.82s: Missing bass note (minijack with the previous 16th)
> 125.02s: Minijack with the 8th here instead of a note at 125.11s, which is to the kick.
> 125.69-126.07s: This should be jump-jump-hand. 126.07s has more power than the previous two 8ths.
> 128.46s: No bass note here
> 129.32s: Missing bass note (minijack with the previous 16th)
> 130.18s: Remove this 16th to the kick
131.37s: The 32nds should start here and then end with a hand. You've had 32nd rolls ending in hands before, so don't be afraid to put one here. The crash definitely calls for it.
133.90s: Similar to 90.76s, this could be a pseudo-jump with a grace note on the 32nd to the bass drum.
136.39-136.71s: Trill here for PR
137.72-143.84s: If you step just the 8ths of the melody first (it's only four different pitches with the exception of 140.59s which is lower) and then fit the 16ths and jumps around that, you'll be able to make a pattern that feels more like it goes up and down with the melody (rather than having 16ths on one side and 8ths on the other).
144.60s: The piano roll continues to this 4th.
144.22-156.07s: I think you're following the synth here, and there are a number of pitch-irrelevant anchors.
> 145.46s: Missing synth 16th. In fact, 145.37-145.65s should be a minitrill.
> 145.94-146.71s: The synth pitches here go ABBCC, but your anchoring shows AA(A/B)BC.
> 148.71s: The synth doesn't repeat pitch, so this shouldn't be a minijack.
> 149.95s: Hand to crash
> 152.06s: Same anchoring issue as 145.94s. This five-note anchor definitely needs to be broken up.
> 154.54, 154.83s: Same synth as 148.71s. These two have the same synth pitch and shouldn't be anchored to the 8th.
155.11s: The following minijack doesn't share pitch with this jump
156.07-161.42s: You'd be able to make more accurate anchoring if the jump wasn't always the same. Like, 158.74 and 159.13s shouldn't be anchored, and 160.65s should be anchored to the previous jump.
159.03s: No synth on this 16th
166.96s: I don't hear any similar sounds that make this a minijack.
167.72s: Ghost note
168.01s: If you want a minijack to the kick, it should be with the previous 4th, not the following 8th. Also, the synth has different pitches where you have the minijack.
169.40s: You can put a hand here, just don't do 34[123]

[7*/10] PWRPFF RAVES {cranky} (MarioNintendo)
*The incorrect rhythm at 68.97s needs to be fixed: should be 24ths
// Mostly plays well except for some missing rhythms. Some stream could be more structured.
16.07, 18.98s: Missing 8th. I don't really hear it as gallops here.
18.70, 19.16-20.98s: It feels like the earlier 16ths are going to that little percussion doing triplets, which you're totally missing here.
20.98, 23.88s: Change these jumps to break the anchors because they're lower in pitch than the previous 4ths. The four-note anchor should be broken up.
20.98-23.88s: There's only one single 16th here, and it's not clear what it goes to. I'd suggest stepping the 16ths to the vocal sample that sounds like "dup" to change it up from the previous section.
26.79-36.98s: Because these 16ths don't really go to anything melodic, the patterns could be more structured. Like, right now, I can't predict where you use minitrills or runningmen.
33.70s: Jump to the cymbal
38.79s: Given your jumps to repeated vocal sounds at 44.25, 44.61s, this should be a jump to "dance"
47.16-47.52, 47.88-48.25s: I don't see a reason to ignore the 16ths to the synth here
63.70-64.25s: The percussion here is incompletely stepped (missing 32nds and a 16th)
65.52, 66.07s: The grace notes don't sound that fast. Try 24ths.
66.61, 66.97s: Missing jumps to that synth
*68.97s: This should be 24ths, not 32nds
71.52s: Pseudo-jump to the bass here to match 70.61s?
71.88s: Grace note to the bass is too fast
71.52-72.61s: If you're jumping the synth, 71.51s shouldn't be a jump, and 72.25 and 72.61s should be.
77.70-s: The patterns are more predictable here, which is good.
83.97, 84.79, 85.07s: Break these off the 16th anchor.
86.07, 86.07s: Break these off the big anchor, because the bubbly sound doesn't play on these 8ths.
88.07-s: The sound the 16ths go to sounds too soft to follow. The 8ths shouldn't be anchored because doing so isn't relevant to the percussion.
89.34s: If you're going to use hands in this file, this would be a great spot for one, because it separates the two phrases, because right now they kind of blend together, because it's straight 8th jumps.
89.34-99.16s: Just stepping the vocal samples here works well.
101.16s: Missing 8th
102.25s: Move to 2 or 3 because the pitch is lower here than in the rest of the anchor (like you do at 105.16s)
103.52s: This minitrill could be unanchored because the pitch is higher.
110.97s: Unanchor the lower pitch here
114.25s: Lower in pitch than the three 8ths after it
120.25-121.34s: The 8ths here are lower in pitch than the 8ths at 121.34-122.79s
129.98, 132.88s: I don't hear melodic minijacks here. If they're to percussion, I don't think it's necessary given the emphasis on the melody.
134.61, 134.79s: Jumps to the melody?
141.34s: Hand here to match 138.43s (-2m)

[8/10] Rampage {paraoka feat. haru*nya} (bmah)
// A few layering errors, but the PR is good.
8.44s: Maybe step the 16th to the low synth here? Though with that anchor on the left, it would make an odd minitrill if you don't move the 8th.
43.01, 46.13s: Jump here would go to the same synth + kick as the previous three jumps.
41.85, 43.40, 44.96, 46.52s: Consider either removing these jumps to the kick which overextend jumps to the vocals, or add jumps on 44.57, 47.69s for consistency.
57.43, 57.72s: Missing kick jumps? 57.43s is kick with no vocal, but so is 56.65s, which is jumped.
58.21s: Jump here; it has kick, vocal, and chord
64.64s: No kick here, so it can be a single
71.65s: Maybe step this synth note?
74.18s: Jump to kick + melody
74.28s: Likely a ghost note; I don't hear it in the main melody
80.22s: Jump to kick + melody
88.60-89.77s: Maybe step the synth 8ths here? 88.40s is the only real break.
101.65, 101.94s: Not sure why you have just the one 16th without the other kicks here.
103.40s: The odd sound here feels so fast that the notes probably should be hit together. If you put a 64th or smaller before the 4th, then the two notes will be on the same frame.
108.47-117.82s: Similar comments to 43.01 and 41.85s in this section
132.04s: Put the 192nd before this 8th so it's on the same frame as the 8th
134.38s: There's no kick here to anchor

[6.5/10] Summer Colours Arch {Y.W.} (VisD)
// The trills at 64.30s were fixed, but there's still a fair amount of PR that should be touched up.
// Please fix the beat offset for the intro. You'll end up with more 8th than 4th jumps there, but that's what they are.
8.05s: There's both a low and high note here, but moving this note to 1 will differentiate it from when it was just the high note at 4.89s
1 8.22s: This is just a 16th here. But because it is a different percussion sound from the ones around it, if you want to color it, a 192nd or 64th after the 16th would be better so it stays on the same frame as the 16th (18.216-18.250).
19.20-19.99s: 19.20 and 19.40s are the same pitch and should be the same arrow. If you shift those three notes down and get 3.321, the next two notes are the repeated pitches making 3.32121, but I can understand going up to 3.32143 to not make a minitrill because you'd have to play with the patterns to make the minitrill play well.
20.19s: This 16th is the lowest note in the phrase, so try putting it on 1 and working around that.
20.59s: This is higher in pitch than the 16ths around it
20.78, 20.98s: The main melody has the same pitch on these beats, so 20.78s should be share a column with the jump.
20.98-21.47s: The second pair of percussion hits is higher than the first, and using [23][23] for one pair wouldn't be that much harder. Also, the two singles here go to different piches.
21.67-23.25s: Similar stuff here.
23.25-24.04s: The chords ascend until 23.91 and go down for the last chord
*35.68s: 24ths instead of 32nds here
37.46-48.51s: In all the three-note 16th anchors, the third 16th is softer than the others, so consider unanchoring them. Doing so will give you more pattern freedom, which will likely help with PR to the main melody. In fact, they're so soft, they're almost inaudible at 1.0x. In 66.28-78.51s, you don't step them.
38.64, 42.59s: Keep the snares unanchored from the other drums
41.21, 41.61, 42.20s: The main melody on these 8ths descends in pitch, so it's a bit funny having them all be the same.
44.37-45.16s: Same as 41.21s but ascending
*48.32s: Same as 35.68
64.30s: Try changing this jump, because it doesn't have the same crash as the previous [13] jumps, and the trumpet note is higher, too.
68.15, 68.25s: considering you do have other minijacks in this file, you could step the minijack to the trumpet here.
78.51s: Change up the 32nds to make this jump higher for PR
78.71, 79.11, 81.87, 82.26s: Maybe step the drum on the 8ths to keep the momentum going.
79.50, 79.89s: Not the same pitch and shouldn't be the same jump
80.78, 80.88s: Like 68.15, this could be a minijack to the trumpet.
80.88s: There's no melody note here, so this can be a single. Either do that or make 81.28s a jump to the percussion for consistency.
83.05, 83.45s: Same main melody pitch, and you can make them the same jump if you change up the patterns.
87.99-89.37s: Similar to 23.25s, your use of closed jumps gets in the way of PR, though it's not as noticeable this time: 89.17s is the lowest note of the group, so you'd need four different jumps instead of three.
91.05s: Missing drum note
97.16-97.66s: Try changing the pattern here to avoid an anchored one-handed minitrill.
100.03s: You have a pattern that doesn't need to be this tricky, because the percussion doesn't make a trill here.

[7/10] Triumph {WRLD} (masterzatwork)
#OFFSET:-0.113; (+16 ms)
// The music is pretty simply repetitive, and the layering is good. Could use a little PR work.
// You could probably cut about seven seconds off the beginning, because players don't generally like waiting 14 seconds each time when playing a file repeatedly.
15.54, 20.68, 22.40, 24.11s: These jumps don't share pitch with the repeating notes and shouldn't be anchored to them.
34.40s: Shouldn't share a note with the previous 8th, because this beat doesn't have the same tinny percussion on it.
41.04-41.25s: You can make this 4123[124] so you'll have a hand to the crash
41.68-42.11s: Steps should ascend with the pitch here. Or you could step a two- or three-note jack to the synth that starts on the 8th.
44.68-45.97s: The second two hits are lower in pitch than the first, and then the last one is higher, so [134].[124][124][23]1[234] would be more PR.
47.04s: Shouldn't be anchored to the previous note, because the hit is stronger here.
47.89, 48.00s: This could be a minijack to the repeated percussion sound.
48.75s: Same as 41.89s: this could be a jack
50.04-51.11s: The melody peaks at 50.57s, which should show in the steps.
52.82-65.68s: Look for the same things from earlier in this repeated section.
68.47s: Same as 41.89s
68.68-81.54s: I actually like how you mix up the patterns more in this section so it doesn't feel like playing the intro again. However, the four 8ths at 76.18-78.75s have no business being anchored to those jumps.
> 75.22s: This is actually 32nds starting from this 16th, but I can understand putting 24ths to keep the density down (you don't have any other 32nd rolls that long)
85.82-87.11, 92.68-93.97s: This part of the stream doesn't match the pitch contour (like, 86.47s should be a high note)
100.39-101.04s: This trill is irrelevant.
104.47-105.54s: So are the trills here.

[2/10] Turn Around {Bumblefoot} (Xtreme2252)
#OFFSET:-0.218; (-29 ms)
// The first twelve seconds were good, but then everything became inconsistent. Much of the climax theory is completely backwards. The file needs to be completely reworked if you want to make the hard stuff in the solos work.
3.92s: The drum descends, so this shouldn't be a triplet.
8.15s: This goes to the guitar, so it shouldn't be 321 like 6.74 and 9.57s which go to the drum.
11.86-23.15s: Not sure why you stopped jumping the snare suddenly. Doing so wouldn't get in the way of the jumps to the vocals/lead guitar here.
12.39, 12.48s: Missing notes to the drum
13.89s: Missing guitar 16th (you step it at 19.54s)
15.30s: Missing drum 16th (you step it at 20.95s)
18.04s: Same missing notes as 12.39s
20.86s: Missing jump to vocal/lead guitar
25.98-32.86s: At least jump the crashes in this lead guitar section
29.15-31.98s: Changing the column of the 8th anchors will help show the lead guitar has increased in pitch here, and so on for the next measure.
37.27s: This crash should be emphasized somehow.
37.27-57.04s: Half of this section is strings of repeated 4th jumps which don't make sense with the other half of the section. Half the jumps go to the snare, and the other half don't appear to go to anything (the fact that the guitar plays the same pitch repeatedly doesn't warrant jumps).
>37.87s: Missing drum 64th. These are missed throughout this section despite you having stepped them in the previous sections.
>55.63s: Missing guitar note
57.39-59.86s: This is inconsistent with 23.51-25.98s
59.86-66.92s: If you're going to ignore the vocals, at least jump the crashes here, which there are more of than there the last time this lead guitar line showed up.
68.33-79.76s: This is a break, so the steps should be lighter, not heavier. Your climax theory is backwards. Also, many of these 8ths are ghost notes (68.87, 69.58, 70.30, 71.72, 72.44s etc). There are many crashes earlier in the file which would be appropriate for hands. The hands you have here simply make no sense. In fact, 79.76-85.47s has a stronger guitar, so it should build on the first half of the break, which means you have backwards climax theory inside the break.
> 79.05, 79.22s: Missing percussion notes
88.68-90.27s: This is too soft for jumps.
96.71s: Missing guitar 16th
98.39s: The lead guitar doesn't start until here, so the previous four 8ths should be singles. Also, the lead guitar changes pitch, so these shouldn't all be the same jump.
99.63-102.45s: This section is underlayered compared to the other repeats of it. It's also missing the 16ths to the guitar.
108.01s: Missing guitar 16th
108.45-110.92s: Not anchoring the 8ths here is inconsistent
112.33s: If you're going to use hands in this section, there's many other crashes that are asking for hands.
113.74-123.63s: The lead guitar has a new line here, but that's not a reason to ignore all the jumps.
125.04-136.47s: You don't have ghost notes here, but all the hands in the break are still a problem. Again, the first half of the break should be lighter than the second half.
145.21-147.62, 147.97-148.31s: These are all too soft for jumps. The other jumps here are fine, though the jumps could be in an ascending pattern as a way to show the increasing volume.
150.55-170.90s: This section needs to be heavier for climax theory. You just had a long anchor of jumps during a break. Your patterns should change with the pitch of the guitar; right now, there's too much repetition.
170.90-194.69s: This is a really crazy difficulty spike given the rest of the file. If you want to step this, you really need to amp up your steps in the rest of the file.
172.45s: Missing guitar note here.
191.93s: The first four hits aren't loud enough for jumps.
194.69-s: I get that you wanted to emphasize the guitar solo here until the end, but it leaves most of the ending way too empty.
225.38-227.80s: It's odd stepping the percussion here but not at 214.00-216.76s.
233.31-238.83s: These notes are offbeat to varying amounts.
239.373s: Beat here. Where you have the hand is 4-5 frames late.
254.00s: There's no need for a player to wait this long for a single note to end the file.

[6.5/10] Wild Horses {Teetow} (M0nkeyz)
// The layering is much improved, but there are still some missing rhythms that need to be fixed before this is accepted. There are alot of percussion rolls where you do jumptrills, and it often feels stale, because there's more variation in the percussion than just ABAB.
19.27s: Missing guitar note
24.05, 24.16s: Notes to the bass here? It feels odd that this is the only break in this section.
29.67s: Missing percussion slide (same sound as 21.18s)
30.95s: Jump to the drum? It goes with 22.46s (though do consider patterns other than jumptrills for these rolls)
41.77s: Missed drum note. A jump here like you have at 50.27s would be consistent.
43.94s: You added the bass at 35.45s but didn't add the same note here
54.43, 56.55s: Do two minijacks here like you did at 52.30s for PR
59.47s: If you want to keep this hand here (which causes a minijack), then there are many other hands to crashes you could step (it seemed like you were avoiding them because of the minijack it would create).
60.27, 60.40, 60.67s: Because you step the guitar note at 59.89s, you should step them here to fill in the gap until the sax solo starts (or remove the note at 59.89s)
60.73s: There's a flourish in the sax you can step here
61.99s: This note goes only to the background guitar, not the sax, and should be removed
64.12s: These 32nds should descend
68.92, 69.29s: These shouldn't both be [234] because the sounds are different
74.34s: The 48th grace note you had to the sax here was good. It's audible at 1.0x unlike the one you had at 74.91s, which was good to remove.
82.57s: Move this piano note to 3 so it's not anchored (there's no piano note on the previous 4th jump)
85.75-87.08s: Even though the pitches on the 8ths are alternating, the anchor here works given the layering. I'd just move the 87.08s to [34] because it doesn't have the same piano notes on it. And then 87.23s would be moved to 2 to avoid the anchor on 1.
88.94s: Missing percussion roll
101.51s: Missing drum note
110.44-111.13s: Missing some jumps here to match 101.95-102.64s
114.63s: Missing percussion slide
115.91s: Jump to the drum like 30.95s? It goes with 107.41s
129.38s: Missing drum note. Because it is just the drum here, maybe these don't need to be jumps.
131.55s: Same drum roll here as 129.38s to step
134.60s: If you want to keep the grace note here, you should step the others in this section: 131.15 and 133.54s. Also, 134.60s doesn't have a crash on it, so it should stay a pseudo-jump
140.11s: Maybe step this with a 32nd like you did before for consistency
148.61s: Missing percussion slide
160.71s: Missing drum roll note
160.89-161.42s: There's a percussion roll you can step here
170.84s: I think ending with singles worked better, because the drum isn't all that powerful here.

[9/10] Wonder Bullfighter ~A Barcelona cuando florece la lira~ {Remixed by naotyu- feat. R.Yago} (bmah)
// Really good layering and sound choice. Has a few spots to fix.
23.32-24.02s: It seems like you jump the 3/16ths to the chords with the 4th to the snare here, which leaves the 23.43s 16th jump questionable. Also, 23.55s can be anchored to the following 16th jump to the repeated pitch in the melody.
32.10, 32.45-33.50s: The singles to the background drum here can be removed, because you don't step them anywhere else in this section.
59.26s: Your 16th anchors have been to repeated sounds so far, but there's no repeated percussion or melody for this one. Seems like it was done to repeat 234, but stepping [12][34]1 would work too.
72.02, 73.89s: The first 192nd goes to a crash and the second goes to a high note, so one of them should be a different color.
75.69s: Missing 24th to the roll here
92.04s: Similar to 59.26s
104.56s: This note slides down, so if the grace note is going to that slide, it's too early. There are similar slides that aren't stepped though (105.03, 105.62, 106.55, 108.91, 111.02s), so it may be better to remove this grace note if you don't want to step all of them.
113.23, 115.10s: Same as 72.02s.
__________________
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; 11-29-2015 at 08:16 AM..
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