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Old 03-12-2016, 09:44 PM   #69
DossarLX ODI
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Default Re: Batch Review Thread v2.0

High FGO Special Batch - Phase 2

SET 1

A.Q. Children [Cut], cold (Kurorak's Bootleg), Powerflux, Punkture, ElectroMashcore

Lead Judge: One Winged Angel
Color: Dark Red for notes, Light Red for responding to reviewer comments.

Reviewer Judge: DossarLX ODI
Color: Dark Blue for notes, Blue for providing comments to the lead judge.

Supplementary: gameboy42690 has Green notes for the file conflict.

[5/10] A.Q. Children [Cut] {t+pazolite} (hi19hi19)
- lets be real you only submitted this so you could jack off to the nps chart don't even lie
- this breaches what, 22nps?

- Yes, the average TPS is ~22.4 nps.
- it's certainly playable but I don't think it's suitable for FFR, especially with the multiple extended 32nd walls (my opinion of the file may have changed without those, since handjacking isn't something often tested on FFR and the song's bpm provides a tough but reasonable challenge)
- score spread on this would probably be fucking hilarious to see

- The abuse of hands and jumps in this file is telling me that it doesn’t have much to offer difficulty-wise without overstepping. Worse, most of the hands shouldn’t even be hands (especially 84.47, that’s one sound stepped as a hand, yuck).
- Overlayering to this extent also drowns out what the steps can match. For instance, in the beginning when there are the 8th minijacks for the bass kick, there are instead 3-note jacks from jumps interfering with the hands. This also results in very little pattern variety.
- More than 20% of the file is hands.


[8/10] cold (Kurorak's Bootleg) {Kurorak} (hi19hi19)
- kurorak does it again
- What’s with all the Kurorak Bootlegs?
- this file is pretty tight
- some parts are kinda gay to hit even though I can hit them but I feel like I shouldn't be able to (most notably shit like the jack transitions from the down arrow to [14] at m40) but fuck it whatever
- heavily reminiscent of shrooms in that the bpm is quite low for jumpstream at this difficulty level but the consistent split/jacky patterning makes it arguably more difficult to AAA than jumpstreams 50 bpm faster (with always appreciated added 32nds for spice)
- fun shit

- 43.60: I can see how this is stepped but being after a minijack jump it’s gross. It can hit as a 32nd run though, so there’s that.
- 50.20, 50.67, etc.: 3/32nd jacks everywhere! These patterns are surprisingly fluent given the jumps however.
- 61.51: Very easy to miss on the up arrow here.
- 67.94 - 88.51: Win
- 100.43: Players are going to have to be careful of this 16th jump in the jack, because it’s easy to get a boo if it’s overlooked
- This was a well made chart given the number of jumps that you had to deal with in the patterning. The layering also makes sense with the conservative hand usage.


[9*/10] ElectroMashcore {Reizoko Cj} (gameboy42690)
- wow this was really fucking cool
- quite a good deal less difficult than the difficulty min for this batch though, but looks like we'll judge it anyways
- honestly nothing extraneous to add, I enjoyed this very much as is

- 14.23: There isn’t anything particularly bad about this, but I noticed the up jack after I got to the [14] jump.
- 55.16: This part is a short 16th run, there aren’t any 12ths.
- 75.41, 75.62: Missing 16th triplets after the jumpstream run.
- 85.75, 86.07: The vocal samples here are loud enough that they could be stepped.
- 91.00: This 8th is actually a ghost note. With the current syncing, the note should’ve been on the 64th after (91.05).
- 92.01: There should have either been a 3-note 16th jack here or a 16th triplet. One of the instruments goes to three different pitches, and the other has the same pitch so the minijack on 92.12 needs revision.
- 92.76: Why was this 8th left out?
- 97.86: Same issue as 91.00, the 8th note should really be stepped on the 64th after with the current syncing.
- Putting all the different colorings aside, I wanted to make sure the above points were addressed. This file has a solid foundation.


[8*/10] Powerflux {YZYX} (GammaBlaster)
- really hard but so good
- try to cut down on repeated 8th jacks in the streamier sections of the file (114.461s for example, up jack)
- ty for not going full blown AIDS with the 24th burst stream patterning
- please consider removing the handjack at the start of m160, heavily disrupts the flow of this file which is superb otherwise

- On that note, there’s nothing here to warrant a full 12th handjack. The transition into the 8th jack is also problematic, this needs to be changed. Keep in mind at this speed 12ths are approximately 190 BPM.
- 155.324s missing 8th
- The 16th on 155.25 is a ghost note, I think that was meant to be the 8th.
- also potentially consider changing the ending handstream to strictly jumpstream? the ending (imo) is significantly harder than the rest of the file because of those hands, having strictly jumpstream there would help level out the difficulty while still retaining an ending climax...and upon replaying the file, I don’t even think there’s enough of a difference in pitch/emphasis between the snare and kick to justify layering in hands for one and jumps for the other
- 196.837s - 197.666s lmao change this up jack shit

- On that note: Lots of hidden 8th jacks here that need to be addressed.
- finally something approaching current 99 difficulty that doesn't test dumb shit
- 3.29, 4.24, 4.95, 9.92, 11.82, 12.76: Ghost 16th
- 5.78, 7.32, 8.26, 8.97, 9.21, 10.63, 12.53: Missing 16th
- 7.26, 12.82, 13.30: Missing jump
- 32.76: What is this jump for?
- 33.43: There’s a 16th triplet here that leads to the 12ths after.
- 34.08, 34.79, 35.62: Missing 16ths
- 36.51: These are three 3/32nd notes, with the last note being a 16th entering the other five 16th notes.
- 38.56, 38.60: Missing 24ths
- 40.24: Missing 16th
- 41.96: Why was this 24th run cut short? More missing 24ths
- 46.70: This isn’t a full blown 16th run.
- 53.33: Also not a full 16th run, there are many extra notes here.
- 60.97, 61.09: Ghost 16ths, there’s a missing note on 61.21
- 61.92: Ghost note
- 62.63: Another missing note
- At this point I’m not listing any more missing or ghost notes. Take a look through the file again and send a list of changes please.
- 65.29: Missing jump
- 83.65: I don’t see why some hands aren’t stepped as quads (see 85.55, 87.44 for samples to monitor this part). Also in this section there are 16ths that could have been stepped instead of the 8th jumpgluts/hands, I’d suggest toning down the layering here to allow for the 16ths since they’re blasting loudly.
- 102.48, 110.06: The 32nd burst stops here, there’s a 16th that does come out of it though.
- 102.60, 110.18: These 8th jumps don’t go with the track very well, this is a similar issue to 83.65; there are opportunities for 16ths here.
- 121.32: Missing jump
- 121.97: Ghost 16th, look over this section again please.
- 122.50: The heavy bass kick not having a jump on these measure starts makes the layering confusing here at first. You should also include it here.
- 148.91: Missing 8th
- 149.56: The 32nd burst here started on the wrong note. It should have started on the 8th after like the surrounding bursts.
- 164.61, 166.50: Ghost note, please look over this section again.
- 166.80: This triplet section doesn’t make sense, there are 16th triplets missed that start on the 4ths but those weren’t stepped. There are a lot of “static 8ths” that are being stepped as 16th triplets, and the real 16th triplets are left out.
- 211.57: The full 16th run here was ignored, and the jumps aren’t even accurate (for instance, 211.80 and 211.86 aren’t even going to the bass kick but are stepped as jumps)
- I do see good ideas in here, although many items need to be addressed before this can be accepted.


[8/10] Punkture {dDamage} (DossarLX ODI)
- 140bpm forever immortalized as most enjoyable jack file speed
- enjoyed this a lot, played fantastically given the type of patterning being emphasized in the file
- ty for no anchorinos
- probably the hardest jack file outside of revo so that's pretty cool

- My only real gripe with this file is the jack at 90.583 being a bit long. It’s technically correct though so whatever. Cool file, good step up in difficulty from stuff like Turbo and Grist.

SET 2

A Dichroic Glass Snafu, entanglement, Fireball, Roy, Six Acid Strings

Lead Judge: gameboy42690
Color: Dark Red for notes, Light Red for responding to reviewer comments.

Reviewer Judge: DossarLX ODI
Color: Dark Blue for notes, Blue for providing comments to the lead judge.

[7.5*/10] entanglement {ABE3} (hi19hi19)
4.446: With this note being a higher pitch than 3.897, I think these two [14] jumps should actually be [34] jumps, and the previous [34] jumps should be changed to something else.
14.791-29.060: I'm not understanding the layering choices here. The jumpgluts I get, but what about 15.614, 16.529, etc.? If those jumps are meant to go to the snare drum, there's a ton of snares you missed stepping jumps to. Additionally, the short 16th streams are very repetitive with almost no pattern variation despite the changes in pitch.

The pattern repetition mentioned above is problematic here, in addition to the missed snares.
36.417: There are missing piano notes here.
37.840-42.596: I can hear a lot of drumming that was ignored. It seems intentionally left out but it feels a little empty.
104.545: Missing 8th note.
119.668: Missing 8th.
- All the jumpgluts can become a bit much at times, but at the same time I don't think the file is unfairly difficult and I think it works alright for FFR.

- A good number of the jumpgluts were surprisingly well done in terms of patterning. However, this would definitely not be suited for a tournament file.
- Please address the missing notes and pattern repetition mentioned earlier in the review.

[1/10] Fireball {tarolabo} (hi19hi19)
- HELP I DON'T KNOW WHAT'S GOING ON HERE
- I can’t get anywhere close to passing this thing, and when I turn failing off I get around 400 greats, rarely any less. It’s just insane. By the end of the file I found myself just mashing the keyboard randomly. Waaaaaaay too hard if you ask me.
- NPS chart is pretty hilarious though.

- This chart violates the guideline of having high D7 being able to get double digit goods (difficulty 120 represents that). In addition there is also some emphasis on vibrating in the 32nd and 24th walls, and we want to stay away from using walls as a difficulty measure.

[6.5/10] Six Acid Strings {The Flashbulb} (DarkZtar)
9.455: This is a bass kick separate from the synth, there shouldn’t be a 32nd minijack on the left note here.
11.780: This 16th is separate from the bass kick on the 32nd after. There shouldn’t be a minijack here.
In fact, I think the above two problems about minijacks for two different sounds occurs throughout this beginning section.

21.435, 21.885, 22.185: Ghost 16th notes.
23.916: Interesting color note theory!

30.830: What’s going on here is a 3-note down 16th jack, with a [12] on the 3rd note. The 64th burst that comes after should be mirrored.
37.595: Missing 32nd note.
51.335: There's actually 24ths (or roughly that at least) playing here. This should actually be three notes just before the jump instead of a 16th(ish) minijack.
56.232: Ghost 16th.
56.532: Missing 16th.
62.311, 63.511, 64.711, 65.911: What are these 4th jumps going to? If it's for the synth, there needs to be 16th jumps at 62.761 and 63.061 (repeat for each synth). Although personally I'd remove the four jumps and keep the ones from 67.111 onward; that way you get some nice progression once the jumps for the cymbal kick in.

75.231: This section is very messy; revise patterning (it may be a good idea to remove the jumps in these 32nds)
75.831: The bursts here are erratically stepped and there’s also a hidden up jack that makes it worse. The 64th burst starts on the 16th at 75.906 and goes to the 8th, and the 48th burst is cut short. This part needs revising.

81.661: Missing 8th.
82.336: Missing 16th.
83.461-84.361: The 32 trills and 16th mini jumpjacks make this part brutal! I'd like to see this part toned down a bit.
85.036: The transition into the left-handed 32nds is pretty rough, especially when the player is already trying to recover from the previous bit.

To the above point, please change the one handed 200 BPM 32nd trills. Also, what are the jumps at 84.906 and 85.056 for?
After 90 seconds into the file, the overlap of the color sounds and all the buzzes are interfering to the point where the color theory actually becomes more detrimental – especially when it comes to the 64th bursts.
95.891-105.487: Why all the missing 16ths? A handful of them are step, but most are ignored, and I can't find any real consistency in when they're stepped and when they're not.
107.585: Oh boy. It becomes problematic when other fast elements interfere with the colors you use for certain sounds (the 48th jumps are a recurring structure, and then in this section there are 48ths right next to them).
109.248: This burst ends early. The drum actually plays all the way to 109.398 (although it's rather faint by that point).
112.321: Missing 16th.
115.079-124.674: Again, there's a lot of random 16ths that are omitted for no clear reason.

There comes a point where color theory detracts from the original contribution to the file. Considering this is a technical file with other color notes when the burst sections come into play, they interfere with the colors.

[7/10] A Dichroic Glass Snafu {Blitz Lunar} (Gradiant)
11.529: When you're stepping the clicking sounds here you could be a little more pitch relevant by having these consecutive clicks stepped with the same jump (so turn this into a [34] jump), and then the louder ones get stepped with a different jump. And then for the sake of pattern variation once the lower click returns you can step that with a different jump (so now 12.029, 12.362, etc. can all be [12] jumps). You kinda do that sometimes (17.696-18.696 follows this type of structure, for example) but then something you kinda don't. This kind of attention to pitch relevancy becomes trivial once the song gets really intense, but there's room for a bit of pitch relevancy in the opening jumpstream.
18.946: I hear another click here, so there should probably be a jump.
19.112: No click here though. I'm not sure what this jump is going to.
19.196: Rather than start this burst with a jump, I'd actually end it with a jump instead. The note at 19.362 is quite a bit louder than the one here.
22.696: Missing jump.
28.196: This should probably be a jump too.
29.612: This jump would be fine if you were still stepping jumps to the clicks, but you're not. Change to a single note.

34.736: 32nd bursts like these can have their patterns varied up more so it’s not just a straight roll.
35.946: This 16th note just before the 48th burst looks like a really good place to dump a good; I’d change the pattern here. On the subject of the 48th burst, I'm confused as to why it doesn't continue all the way into the 8th jump (other than the fact that it would be a really lousy pattern if you didn't change the [34] jump).
On the above note, the up jack leading into the 48th burst is what contributes significantly to the problem.
41.654: Ghost 32nd.
46.418: Missing 24th note.

46.986: There shouldn’t be a 16th jump here. The 24th run and 16th minijack sounds are completely separate (which also makes the 3-note 16th jack here wrong).
47.362-48.029: There's some cool 24th notes you could have stepped around here.
48.736: Same issue as 46.986, there isn’t a 3-note 16th jack here, and there shouldn’t be a 16th minijack jump.
49.696: And again with the 24ths starting here.
52.029: Here too. In all three cases I'd say it's up to you whether or not you want to step them, but I'm personally leaning more towards you should step them.

53.458: Missing 24th note
58.652, 63.319, 67.986, 72.652: What is this 16th jump for? Note that this jump creates a 3-note 16th jack due to the 8th hand, and there isn’t anything directly corresponding to a 3-note 16th jack here.
81.076: This burst is only 7 notes long and is a 32nd burst.
82.236: There isn’t any 32nd triplet here, it’s still 24ths.

90.362: Missing 4th note.
94.529: 8th note should be a jump.
95.362: Should be a jump.

95.986: Similar problem to 58.652, jacks are being created in the middle of the 24th stream so this is more problematic.
97.486: Missing 16th (see 43.819)
98.402: The minijack jumps here don’t make sense.

101.696 & 101.946: Should be a jumps stepped to the clicking.
102.362: 24th stream actually should start here.
103.446: The click doesn't actually fall on a 16th note here. It's closer to being a 24th or 32nd note (it's a bit difficult to tell). Also this jumpglut feels a bit overstepped and forced.
104.279: 16th should be a jump.

104.736: Be careful of the 12th jack on the down arrow, this causes a problem for the 16th jumpglut immediately after.
107.513: Hidden 12th jack on the right arrow.


[4/10] Roy {Terminal 11} (Pizza69)
Considering this sounds like such a Dossar song to step and the song quite literally has his name on it, I can't believe this wasn't stepped by Dossar.
13.443: These drums are pretty loud and feel more right as jumps instead of single notes.
18.243-19.443: I'm not sure what the layering scheme is supposed to be here. It seems to vaguely follow the loud bass drum, but it's difficult to tell what you were going for. Actually I'd say this is a recurring issue throughout the file; there's so many times where I'm scratching my head trying to figure out what exactly the jumps are going to. Sometimes it's pretty clear, and sometimes it's a mess.
22.243: This quarter note jump actually shouldn't be a jump. Rather, the 16th notes before and after should actually be jumps. There seems to be some ghost notes around this area too; probably to accent the high-pitched noises but I don't think it plays that nicely.
23.076: These should be 16ths, not 24ths.
25.643: Ghost note.
27.976: Not sure where you're getting 12ths from. The first 12th should be a 16th, the second 12th should be an 8th.
28.343: Ghost note.
28.543: Listen carefully, this is actually a 12th note.
30.168: I can't hear what this 32nd is going to. If it actually does go to anything, it's so drowned out by the rest of the song that I can't pick up on what it is, and I doubt most other people will either.
30.743: Ghost note.
31.143: These rhythms are very questionable. There's really only 8th notes being played here, although the noise at 31.243 could potentially be stepped with a 16th triplet (technically the 16th would be a ghost note, but it fits what the song is doing).
32.976: Another misrhythm here. First 12th is a ghost note, second 12th should be a 16th (although it's a pretty hard note to hear).
34.443: I'm only hearing an 8th triplet here. No 12ths and 16ths, missing 4th note at the end of the burst.
36.043: These sound closer to straight 16ths to me than 24th gallops.
39.843: These 24ths make no sense at all. There's only 16ths here at most, and even then I'm not entirely sure there's 16ths all the way through.
44.318: Ghost 32nd.
53.843: Why the break in the stream?
55.043-58.243: Layering here is extremely dense and difficult to follow, and a lot of those 16ths feel like ghost notes. I can sorta kinda get a grasp on what the 16ths were meant to follow, but it's near impossible to decipher what's an actual 16th and what's just there to emphasize just how ear-piercing these sounds are (which in my opinion doesn’t work).
63.393: Ghost 16th.
64.593: Missing 16th.
67.710: Change the 12ths to 16ths (no 8th at 67.743).
67.818: Ghost 32nd.
73.110: As you've probably picked up on by now, there's a huge number of ghost notes in this file. There's no 24ths here.
80.643-93.443: Countless ghost notes up ahead! To go in-depth and point out each and every individual ghost note would make an already long review even longer.
94.643 & 97.843: These aren't quite 12th notes. The 16ths at 101.093 are actually much more accurate to the correct rhythm. Why it's much more off the first two times is something I'm not really understanding.
96.443: Pitch relevancy is a little backwards; 96.443 should be moved to column 1 while 96.643 should be moved to column 2 (so basically just swap the two notes around). Very minor and trivial in high difficulty files, but since this is a pretty calm part of the file it’s something to be more mindful of.
117.010: If it's color note theory you're going for, fine, but remember to adjust the BPM so the notes don't go off-sync. I don't know if it would be a huge deal in FFR, but it was a little noticable in SM.
128.343, 129.943, 131.543: Ghost 8th notes. The jumps should all be on a 4th note.
133.393: Yellow note syndrome at the end of the song. Please fix this.

Gameboy’s review brought up the prevalent technical and layering errors throughout the file, so I don’t have much more else to add except that I also noticed some problematic pattern repetition. For example 58.483, 60.083, 61.683, and 64.883 are exactly the same patterns, and a similar issue happens after.

SET 3

._Pulse, ephemera, Firmament Castle Velier, looming shadow of a tree long gone, Wizdomiot

Lead Judge: One Winged Angel
Color: Dark Red for notes, Light Red for responding to reviewer comments.

Reviewer Judge: DossarLX ODI
Color: Dark Blue for notes, Blue for providing comments to the lead judge.

[8*/10] ._Pulse {YZYX} (GammaBlaster)
- minijack at 3.383s kinda irks me, change the stream patterning beforehand if you want to keep the hands
- I literally laughed out loud when I got to that minijack because that 16th is actually a ghost note.
- 6.51: This shouldn’t be forming a 12th minijack
- 4.36, 7.25: Missing notes
- 4.75: This isn’t a fullblown 8th handjack
- 9.56: This 16th goes to a synth run that was ignored. Please include that 16th run starting at 8.97
- 25.57: This section needs to be looked at again in terms of the jump placement. There was the right idea in a few spots that the buzzes were 3/16ths apart, although some of these jumps don’t make sense (and I assume they were meant to layer the buzzes but were misplaced). For example, 25.96 this 8th jump should have been on the 16th before for the buzz. There is of course the powerful kick as well that lands every two 4th notes, although the other jumps need to be addressed.
- 33.60: Overkill with quads. This is arguably just jumps.
- 37.43: Buzz missing a jump again, the misplaced jumps repeat.
- 46.65: Oh man this is like a longer extension of Adventures of Lolo’s 24th triplet jump things.
- 59.16, 63.38, 65.49: Change this 32nd burst so it doesn’t create the 3-note 8th jack; the pitch changes.
- 67.46: It may be a good idea to include this 4th as it is the start of the 16th run after (it has a hold period in between).
- 69.31: While this handstream is passable, the 7-note 8th jacks are really ugly when it comes to playing them.
- 87.29: Missing jump
- 92.37: The 8th jack should start as it’s where the bass kick starts.
- 105.28: Missing jump
- 107.52: These hands make no sense. It would be better to step the 16th run starting on 105.67 (and keep in mind spots like 108.04 don’t actually have 16th triplets for the bass kick).
- 113.31: There are a LOT of up notes starting in this section. Please distribute the patterns a little more evenly so there aren’t so many anchors based on the up arrow.
- 127.02: Ending should be kept to jumps.

- wow this is a lot beefier than the SM chart (incredibly high nps despite having lots of 'break' sections)
- Yes, close to 18 TPS average.
- nice meme gamma, I think it's great

[8/10] ephemera {ABE3} (hi19hi19)
- Our Journey and Epilogue with some moderately difficult 12th jumpjacks before the file "starts"
- jumpjacks are patterned very nicely, jumpstream very comfortable for its density and speed

- The 12th jumpjacks were done very well, especially considering the speed here.
- it's cute, though honestly probably a slight bit easier than the batch difficulty min

[8/10] Firmament Castle Velier {ueotan} (hi19hi19)
- what's with 222 being a meme jumpstream bpm
- Freedom Dive. I should note that even with the easy beginning, this file averages over 18 TPS!
- 18.49: The conversion for this burst is going to be hilarious
- 74.77: THE UP ARROW HERE AHHHHH

- again very comfortable jumpstream patterning throughout the file (I usually never have any qualms with cornstream)
- that one 24th stream at 86.747s I tend to stumble on but it's probably because I'm particularly shit at roll stream patterning (I think I mentioned this to you before as well but the patterning seems quite fluid in the editor so pay no mind to me being garbage)

- To hit it’s not too bad, but I’d say it’s easy to get goods on because it’s hard to quantize 24ths in a stream properly as opposed to something like Eclipse where it’s very concrete with the 32nds in terms of where the 8ths land.
- 88.89: My favorite part of the song.
- 101.60, 102.68: Missing jump?
- 120.79, 121.06: Wondering why there aren’t any hands here.

- great high FGO boss jumpstream file (probably edging out Serious Shit given the handstreaming)
- Layering was also toned down appropriately when there were 16th jumps (i.e. no 16th jumps going into hands creating minijacks). The nice part about this song being 222 BPM is that it’s close to 225 BPM and there won’t be any 3 frame hiccups in the jump/handstreams.

[5.5/10] looming shadow of a tree long gone {goreshit} (Wiosna)
- wow check it out another jumpstream file
- and it's fucking 222bpm

- Freedom Dive.
- song itself isn't exactly my cup of tea, too little variation in what's almost a four minute file
- the file itself though does well to keep things interesting and engage the player

- Keep in mind the file is close to a 17 TPS average, which is considerably high for a file over 3 minutes long.
- 12.50: Missing jump
- 12.72: This immediately got my attention. There aren’t any 12ths here, there are just 16ths so this 12th jumpjack is entirely inaccurate. These 12th jumpjacks also appear after.
- 15.20, 17.77, 26.42, etc.: How are these jumps? These problems continue.
- 39.12, 40.88, etc.: More missing jumps
- 41.28: These are single bass kick hits and the only jump should be on 41.42, 41.82 is also missing a jump and I’m not sure where this file is going with the jump placement at this point (originally it made more sense in the beginning).
- Actually, after the repetitive jumpstreaming I’ve realized that these are not actually full 16th runs. That may have caused my confusion when it came to the sudden switch to just having the bass kicks with jumps.
- 56.82: There’s an increase in hands as we enter this section, although there’s an incomplete use of layering here. How did this suddenly go up to hands when the other percussion is still being left out?
- 73.44, 90.20: This section shouldn’t be entirely jumps for one sound
- 90.74: While the bass kicks are powerful, leaving out the louder snare that’s blasting at the player makes these streams play awkwardly.
- 107.50: This isn’t a 9-note trill, 107.57 and 107.70 are ghost notes.
- 120.34: How is this a jump?
- There are more than enough ghost notes and layering errors at this point to say that this file needs another look. Just found another ghost note at 122.03 and 122.97 with a missing note at 122.70
- 144.19: Missing note
- I can’t consider this file in its current state with the errors that exist throughout. The patterning also needs more care, there are many 8th jacks that are out of place as well.

- you could probably get away with incorporating some more split roll patterning with the 32nds given the relatively slow bpm but I'd understand if you wanted to avoid those
- had fun, though again probably a bit easier than the batch difficulty min


[8*/10] Wizdomiot {LeaF} (AutotelicBrown)
- babby's first Heterochromia??? (at least some sections give me that vibe, if only for a brief moment)
- some pretty mean dense jumpstream patterning but damn fun to play, and the burst patterning within those jumpstreams flows very well

- 36.98: Patterning here doesn’t go with the song, putting 8th minijacks for the piano would fit this part much better and I’m not sure why the layering suddenly decreased.
- 74.23: This 24th trill thing needs to be fixed. There is a 5 note piano burst here, although there is a fixed interval that isn’t a 24th triplet going into a faster gallop (also keep in mind putting aside technicality, you’ve created a 24th minijack there)
- 74.63: If this 8th jump is a jump then 74.78, 75.08, 75.38, and 75.53 should also be jumps.
- 90.08: There could be a color “jump” here if you wanted, or just a jump.

- 91.897 - 109.897s incredibly fun
- 95.33, 102.53: I can guarantee that I’ll need to frame fix quite a bit in this file. This is a 32nd burst with 64ths replacing the 32nds, and it’s going to convert horribly.
- 98.93, 106.13: This is actually a 24th burst.
- 120.61: Missing 16th
- 120.98, 121.28: These are 32nd bursts.

- nothing major to add

SET 4

daddy can change, Frictional Nevada (Full Version), Maximum Security, OWA Raged in Vegas (Fuck Bees), Make The Fire Burn

Lead Judge 1: gameboy42690
Color: Red for notes, Dark Red for responding to reviewer comments.

Lead Judge 2: One Winged Angel
Color: Blue for notes.

Reviewer Judge 1: TC_Halogen
Color: Orange for notes, Gold for providing comments to the lead judge.

Reviewer Judge 2: DossarLX ODI
Color: Purple for notes.

[4/10] daddy can change {goreshit} (HeZe)
5.159: This is an incredibly rude intro! One-handed 16th trills at this speed are already pretty difficult, making the player do a [14][23] jumptrill at this speed is pretty crazy. Yeah, 270 BPM is definitely pushing it here -- certainly not the worst because it is an extremely short trill at the start of the song, but either way, I’d definitely omit that.
7.706: Missing 8th for the vocal sample.
8.148: Missing 16th triplet for the vocal sample. (It’s a bit difficult to hear the 16th, though. At the very least step the 8th.)
8.702: I can just barely hear 16ths for the vocal sample, but they’re so drowned out by everything else that I wouldn’t step them. At the very least, they sure as heck don’t warrant a jumptrill. Definitely agree -- with the kicks coming in on 8ths, it makes the jumps falling on 16ths look erroneous.
8.923: Pretty nasty 32nd burst coming out of the previously mentioned (and completely incorrect) jumptrill. The pattern on this 32nd burst is pretty rough to hit at this speed since you can’t just jumptrill it. Not much to say about this… a [23]143[12] sequence of 32nds is pretty rough to hit at most tempos - doing it at 270 BPM is uh, well… certainly not different.
9.477: Ghost 8th note.
11.469, 11.691: Ghost 8ths. I wouldn’t quite call these ghost 8ths being that there is a percussive clap that plays alongside of this, but I believe that it’s being mentioned because there are notes in spots that don’t have vocal samples that were previously ignored in the section before. If you want some sectional differentiation, adding jacks for repeated vocal samples will help a bit (see: 9.587/11.801)
12.576, 12.798: Not sure these 8ths are going to anything, either. Whatever’s being followed here is definitely not clear...
14.597: There’s no 32nds here, just 16ths.
15.289, 15.399: Missing 16ths.
15.621: Ghost 16ths all the way up to the 48th wall.
16.008: Speaking of the 48th wall… WHAT? As it is, asking the player to do 48ths at this speed is a really bad idea even if it’s a jumptrillable pattern. The fact that this pattern is not jumptrillable at all makes it worse. The 48ths don’t even go to anything; this whole wall of 48ths is nothing but ghost notes. At most there should be a hand at 16.008 to put extra emphasis on the drum, but that’s it. The 48ths absolutely need to go. This pattern is simply impossible at this tempo. A 48th jumptrill at 270 is not permissible in its own right being that it forces players to do 24th jumptrilling at over 202.5 BPM
16.672: Since this is a different drum than the one being played at 16.894, I’d recommend moving the jump to something other than a [12] jump. When you’re layering both the bass and the snare as jumps, it’s important to step different jumps for each of them. (For example, bass-bass-snare-bass can be stepped with [12][12][34][12] rather than [12][12][12][12])
16.894: 271 BPM 16th jacks are generally ill-advised and should be avoided. I personally don’t mind them at this speed, but ONLY if they are a set of two in mini-jacks. Three or more notes at this speed = no.
17.779: Going back to my point about stepping a hand at 16.008, you could step a hand here, too, especially since you stepped one at 19.993.
18.111: for better pattern continuity, one of the two notes in that jump should line up with the trill coming up ahead.
18.610: missing vocal sample.

19.052: Missing 16th. Yep, this is another vocal sample as well.
19.108: Anchored one-handed 16th minitrills weren’t very fun. Look into breaking up the anchors. Not sure what the color note theory was for, it just comes off as a visual distraction more than anything. There’s really no reason to apply a color gimmick here being that you’re clearly accenting two elements: the chopped vocal sample, and the snares; there’s nothing special about either of them.
20.215: Change this hand to a jump.
22.041: missing vocal sample.
22.595: Same missing 16th as 19.052.
24.062: I have no idea what this burst is trying to emphasise. You’re putting too much effort into trying to chart literally everything that you hear at a lower rate - I definitely hear the sound that this is following (p.s. You have the wrong rhythm, it’s 48ths and the sound stops on the 8th note, not the 64th after), but it’s so subtle at normal rate that it should simply be ignored.
25.224: These are just 16ths, not 32nds. Actually, these 32nds are here - they’re chopped snares.
28.573: missing 16th for percussion.
29.126: Missing 16th.
30.122: missing 16th for vocal sample.
30.621: Starting here, there doesn’t seem to be much reason for switching between using jumps and hands other than not wanting to step hands when there’s 16th notes (and even that’s done inconsistently). For consistency’s sake I would stick to using jumps. You also seem to be missing a lot of jumps for the bass. Most of them are stepped, but then some are randomly left out for no clear reason. (33.886 should be a jump but isn’t, 44.056 is the exact same thing but the jump was stepped this time? The only reason I can think of is to avoid repetition, but the song hasn’t really changed in any way where this kind of “add more layering as time goes on” strategy really works.) The heavy use of anchors can also get pretty irritating, especially when you have patterns like 33.277, which might not seem that hard on paper but in practice it can be a real pain in the ass and isn’t really all that fun.
33.277: the repeating 16th note trills makes sense, but the pattern forces an EXTREMELY long anchor that is borderline unplayable. If you want to indicate repetition, use a combination of normal and mirrored patterns to create a visual symmetry.
33.720: all sorts of missing jumps for percussion when you followed all of that in the past.
36.931: more color gimmick stuff that is not only strange, it’s even inconsistent in this point in that you completely ignore the other snares later on in the section.
Honestly, up to the end of the file, it’s really more of the same: inconsistent accenting, improper structure that doesn’t clearly accent the prominent elements of the song, and strange difficulty fluctuations (though as a result of inconsistent accenting).


[3/10] Frictional Nevada (Full Version) {Venetian Snares} (Xtreme2252)
3.346, 3.879, etc.: It would be preferable for these jumps to be single notes instead. 2.013 and 5.746 have an additional instrument, so stepping a jump at these points to accent that extra instrument and single notes at other times would be a more effective layering scheme.
7.079: On that same note, these hands should only be jumps at most. Even with the current jump usage, there’s nothing loud enough in the song right now to warrants hands.
8.412: 16th trill is a bit questionable. The notes that are being played here don’t really sound like 16ths.
10.012: Missing note.
12.278: The sounds you stepped here continue all the way up to the next 16th trill. Personally I don’t think they needed to be stepped at all, but if you’re going to step them they should be consistently stepped.

15.077: The most audible notes in the trill that you’ve got here actually aren’t immediately audible as 16ths until 15.877, making the rest of the trill seem strange.
20.143, 20.676: I don’t hear 16th gallops. Same… it seems like they are trying to overcompensate for the strings, but yeah, it’s not immediately understandable.
21.143: same as 15.077, the trill feels a bit arbitrary until 21.476.
23.076: Based on the current layering, this should be a jump. (Layering for most of this file can be confusing. I’ll only be pointing out the bigger layering issues I noticed, which unfortunately is quite a few). Yeah, I don’t agree with both of these being triples. 23.609 can pass with how loud it is, but the other needs to go.
26.809: not that the rhythms are wrong, but the choice to use one-handed trills here is a bit ill-advised because the difficulty hasn’t really picked up much at all; this is rather jarring.
40.939: this triple seems misplaced.
47.605: and situations like this are why the layering seems inconsistent - out of numerous percussion accents, this one seems extremely loud compared to others and it’s only a jump - yet there’s triples other places.

56.537: Missing 8th.
64.735: Ghost 16th. Also I’m pretty sure nothing in the first two minutes of the song warrants a 16th minijack.
This little flute flourish shouldn’t even be a 16th note blip at all; it should have a grace note. The repeated tap for the flute makes sense with pitch, but it absolutely should not be only a 16th apart, it’s further than that for sure.
65.268: Ghost 16th.
72.223: I don’t hear any 24ths.
Yep, just a mess of misrhythms here, unfortunately.
80.399, 80.799: There’s no reason these need to be hands.
83.865: Missing 4th note.

90.531, etc: these anchors are incredibly uncomfortable, and honestly, don’t fit with the song. The instrument that you’re following actually does change pitch on occasion, so there’s no reason to have the patterns structured this way.
117.726: It took me a very long time to figure out what the heck these jumps were going to. I would reconsider the layering scheme here; the drum you stepped the jumps to is difficult to hear over everything else that’s going on.
120.525: lost a note here for some reason
120.858: Missing 16th.
120.925, 121.192: 121.458 is only stepped with a jump, so why are these two notes stepped with triples?
121.525: Ghost 16th.
122.558: Ghost 32nd, not to mention it’s an incredibly rude pattern.
122.725: Missing 16th.
122.858: Ghost 16th.
122.991: Missing 16th.
124.058: Missing 16th. (There’s a lot of issues with missing notes or ghost notes, so again I’ll mostly be pointing out the bigger issues I can find from this point on. Please look through this file again, because I can find tons of missed notes, and sometimes ghost notes as well.)
Will second this notion, there are a ton of missing notes throughout the chart.
126.624: In addition to the first 32nd being a ghost note, this is an incredibly awkward pattern to hit. Happens again immediately after this burst. Very ill-advised pattern choice that actually forces a 225 BPM 16th mini-jack that doesn’t need to.
127.024: This 32nd is also a ghost note. (Oddly enough, this burst and the previous burst are both stepped correctly at 134.106 and 134.373, but with color notes instead of regular 32nds. This is very inconsistent stepping; the same sounds should ideally be stepped the same way every time.)
144.921: Hand usage is really wacky and random throughout the majority of the file, but this bit in particular is a great example of when you should scale back on hand usage. This part is very dense, but there’s really nothing going on here that’s loud or “heavy” enough to warrant having three hands in a row with 16ths in between the hands.
This is the kind of song where it is better to scale back on layering patterns, and instead do accent-based structuring, where only the loudest of accents get beyond triples, and other instruments dictate whether or not something should be anything more than jumps. The structure in this file is inconsistent from start to finish, pretty much...
147.320: I can only hear 32nds here, not 48ths.
152.586: be careful with bursts that cause pattern collisions like this - you have a 4321 burst ending in a [24] jump, which forces a 16th minijack on 2 and also cannot be jumptrilled.
154.119: also be careful with using trills like this - because of the pattern forcing jacks, you’re going to want to save this for something SUPER jarring/loud.

161.985: Very dense wall for such a quiet buzzing sound. I think this should be toned down. 100% agree - it’s a really effective to accent quieter walls with smooth and lighter patterns so that the really loud ones can get the focus with harsh walls.
166.739: These are 16ths, not 24ths. 166.873 is a ghost note.
184.314: Lots of misrhythms here. All the jumps should be one 16th note earlier.
187.313: At this speed, 4-note long 16th jacks are probably too much for FFR. 3-note long jacks are already kinda pushing it.
One thing that saves the person who charted this is the fact that all of the jacks will be at the same interval, thanks to being at the magical 225 BPM threshold. Four note jacks are definitely too much, and it’s not even worth using for the sound that is being followed - it’s barely noticeable.
188.380: the buzzes are not continuous here - either use 16ths, or do some flams to accent the separation.
193.546: Ghost 32nds. If they were meant as color note theory, this is inconsistent with how you stepped the same sound a few seconds ago with jumps (191.046, 191.246). They’re also off-beat by quite a bit.
206.510: first set of 24ths are passable, but these are not
215.575: Eww, gross pattern.
215.886: There’s only a 16th here, not 24ths.
221.374, 221.507: Listen closely, these are actually both 32nds and not 16ths.
227.440: NOPE. Never step a 225 BPM 32nd trill.
237.438: You’ve had a bunch of misrhythms before, but starting here I notice you have a bigger tendency to get your rhythms confused due to the unusual rhythms in the last minute or so of the song. From here until about 300.627 things get very messy. There’s also some hidden 24th minijacks (at 225 BPM this is way too fast!) and some really gross 64th walls that need to be toned down.
Gameboy’s notes here are all really well pointed out as a first step of improving the foundation - there is a lot to be worked on with regards to improving the structure, before we can even get to correcting some of the finer details. There are a large amount of layering errors, misrhythms, ghost notes, etc.

[8/10] Make the Fire Burn {Rainman} (TC_Halogen)
- Fantastic stream patterning given the speed we’re dealing with here
- Only gripe with this file (as previously discussed on skype) are those 64th bursts into down/up jacks. They’re very visually difficult to play through, and even when knowing what’s there these sections are quite jarring/awkward to hit in comparison to how smooth the streams flow...if toned down, I’d probably prefer two sets of 3 note 64th bursts as opposed to 48ths

- 68.41: Very long 8th jack. Maybe it could be split up so there’s a 3-note 8th jack for the vocals at 68.75?
- 70.28: Missing jump?
- 73.86: The 8th placement in these 32nd streams are very clever, although the resulting long 3/32nd jacks in the stream are quite rigid. This works though.
- 174.51: This 4-note jack into the hand almost comes out of nowhere, it’s a sudden shift from the 3-note jacks stepped previously; alternatively this could still go into a hand if the hand is placed differently and the 32nds are also changed along with it.
- The 4-note jack mentioned above is my biggest concern, although for the most part this file looks ok. The 32nd streams are quite rigid but doable. The 8th jumps included in the 32nd streams at the end, while I can see why they’re put in, might not be a great decision for this speed (it’s still doable though).
- I should note that most of OWA's suggestions were already considered in some fixes sent, so I've removed the previous CQ flag.


[1/10] Maximum Security {LEAF XCEED Music Division} (hi19hi19)
- I’m not justifying this chart with a written review

- Note from Dossar: OWA told hi19hi19 in private why he thought this file “blew chunks” and hi19hi19 seemed to be okay with it. Pardon the review.
- Eh? I mean… I don’t think this 1/10 worthy; it’s got a legitimate structure and it’s not exactly unplayable for any reason, it’s just… dull, really.

[7.5*/10] OWA Raged in Vegas (Fuck Bees) {Kurorak} (hi19hi19)
0.000: OH GOD THE MEMES ARE BACK
12.102: This should actually be a jump as well.
13.265: Make this 4th note a jump. (This note and 12.102 repeat multiple times, same notes apply for all other instances.)
15.399: Personally I think only the second minijack should actually be a minijack; the first minijack only goes to the 16th bass kicks which you had stepped with jumptrills before, the second one goes to some chopped samples which is more deserving of a minijack.
This one’s tricky - if you don’t use a pair of mini-jacks here, you get forced with some 1211 kinda structure, which looks a bit sloppy. I think this is an appropriate choice given that there’s not much else for options.
19.472: Sample chopping begins here, there should be a minijack to represent that. It actually starts a 16th before this at 19.407, interestingly enough.
21.266: I don’t think this is really loud enough to warrant a hand. Yeah, just seems kinda silly to have that as a triple, haha.
23.868: The synth keeps playing 8ths here, I’m not sure why you stopped stepping 8ths. Actually, I would have avoided stepping the 8th stream at 20.765 and wait for FLOWER’s lead synth to kick in at 26.584 to introduce 8ths. If anything, I’d say that you should just add some three-note 8th sequences to connect the synth and the vocals to keep a pace and not have it so empty.
54.062, etc: there are some missing hi-hats that could be used to keep the pace even more aggressive without necessarily adding anything in the way of layering.
62.467: Missing 16th.
64.019: Missing 16th.
69.132: This quad is very exaggerated; it should probably be a jump instead. Since you already colored this note white to accent the sample I don’t really see a reason it needs to be a quad, too.
I won’t necessarily advocate the removal of the quad, but I will say to pick one or the other - you don’t need a double-accent there.
69.709: Missing 16th.
72.295: Missing 16th.
74.493: Missing 16th (This is turning into a trend here. I can’t really tell if there’s a reason they’re left out or not.)
76.691: Ghost 16th.
I actually hear the note that this is following, not a ghost note here.
79.019: Missing 16th (same one as 62.467)
79.536: missing 16th.
80.506: this triple actually seems like it should be delayed a bit.

87.812: I don’t know how I feel about this burst. I get what you’re doing here but it’s pretty hard for something going to an effect that’s not so loud. Yeah, it’s a pretty jarring pattern for something that you can barely hear.
89.428: The only reason for this to be a triple is because the vocals and synth are playing at the same time. It didn’t really feel like it should be a triple otherwise. It would almost be more effective if you added a triple to the second cutoff cymbal at 89.687, since players are likely to associate the triple with the cymbal being that the lyrics were already playing before it.
93.566: I’ve played this file about 6 times now and I still get wrecked by this one part. This burst isn’t bad but the following [14][23] jumps and the next 32nd burst screw me up and then I end up great-rushing/good-rushing the entire jumpstream. It might just be me being bad but maybe look into tweaking the patterns from 93.825 to 94.213 so it’s not so easy to good-rush. I’d leave it alone, personally. The difficulty in the pattern is actually not overshooting the burst, because jumptrilling it is rather uncomfortable and will cause you more grief than it’s worth. Piecing it together exactly as it is isn’t that bad.
106.433: Ghost 16th.
108.760: Ghost 16th.
109.407: Missing 16th.
Hmm, I’m not hearing this one.
130.420-137.920: nice meme, favorite part of the song LOL HOLY SHIT THIS IS GOLD
140.118: these patterns are a bit weird as the bass does change notes between the first and third 8th note of each sequence.
170.764: The transition into the 32nd roll is really gross. So simple, but so tough. Definitely recommend a pattern change there...
172.321: Same issue as the one I had with 69.132.
174.643: How come this isn’t a jump?

178.394: seems like there should be at least a flam here?
182.402 & 182.661: These two 4th notes should probably be jumps, too. You were aggressive earlier on with these kicks, step it up.
184.730: Turn this 4th note into a jump.
184.924: Missing 16th.
186.971: 12th note should be a jump.
202.833: 4th note should be a jump.
Despite all of the problems this file has, I still think it’s very fun. I think mostly the last 40 seconds or so of the file should be given a second look, but you’ve done some solid stuff otherwise.
Lots of little minor things peppered throughout the file, but the structure in this chart is quite deliberate, and generally well done.
__________________
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 TC_Halogen; 06-29-2018 at 07:29 PM..
DossarLX ODI is offline