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Old 07-1-2008, 09:14 PM   #1261
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Default Re: R1 - Actual Song Difficulties V2

it's 208, actually.
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Old 07-1-2008, 09:44 PM   #1262
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Default Re: R1 - Actual Song Difficulties V2

Quote:
Originally Posted by SpammyMcSquirrel View Post
The BPM of Eternal Nightmare is 200.
EDIT: 208.
Thanks Tass. That'll really help with my EN Sim.
YES, finally someone is makin one. I have the MP3 ready to be stepped on SM, but I suck at steppin. I have no easy way of doing it.

P.S. Is Pwntendo like the highest VC, cuz that crap plays like a FMO or harder then some FMO.
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Old 07-2-2008, 09:05 PM   #1263
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Default Re: R1 - Actual Song Difficulties V2

My' opinion and questions

1. Novo Mundo, although is easy for a FMO, the rolls make it easiest FMO in the game, but I wouldn't change to VC just yet

2. GoSW SHOULD be VC, I could AAA if I whore it, I've AAA'd it before legit, and I can always do it again, but I am lazy now

3. Pwntendo is way overated, extremely easy VC, I've AAA'd almost every time I play it

4. What would Scythe of 13'z be rated? High, mid, or low FMO? I'd got with mid -high, don't know, harder for me to PA than Big Blue (Big Blue: 16-0-0-3, Scythe 13: 31-0-0-1)

5. Pure in Asia would be rated what? It tookz me a while to AAA that shiz because of 16th jumpstream with 32nd/24th burstz thrown in

Sorry, I've used Z's at the end of words since 2nd grade, sorta a habit by now

Last edited by Angel of Solitude; 07-2-2008 at 09:24 PM..
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Old 07-2-2008, 09:17 PM   #1264
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Default Re: R1 - Actual Song Difficulties V2

Please don't talk like that. You may result in bad reputations and less respect for your inputs in discussions through the forums.

Have a read through the rules and stickies. I have linked a couple here:

Read everything
Also read this
Very important to read this
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Old 07-2-2008, 10:27 PM   #1265
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Default Re: R1 - Actual Song Difficulties V2

What's so hard about Setsujou! Hyakka Ryouran that puts it above stuff like Lawn Wake IV? I mean, there's the jack at the end and a few jacks scattered in between, and it's a VC otherwise. Way easier to PA than LWIV and the 24ths in Setsujou are a heck of a lot simpler than the crazy burst stuff in, say, Rottel.

Explain plz
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Old 07-2-2008, 10:59 PM   #1266
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Default Re: R1 - Actual Song Difficulties V2

I'll explain, because you're wayyyy off hi19, I'm new, either you aren't good at the game, or you are just better at jumpstream, but either way, here's why:

I got Oni from AAA'ing Lawn Wake IV, it's just 217 BPM 16th stream, which sounds bad, but the patterns are basic, nothing to confusing, the only hard part to PA is the 32nd roll resulting in a 3 note 32nd roll ending in a 16th (making it confusing), Lawn Wake patterns are mainly rolls/trills

But Setsoujo Hyakka Ryouran, on top of the horrible jacks, the patterns are rather complecated, put a lot of stress on your right hands, some annoying patterns include:

Runningmen
One handed 16th triplets with breaks, repeating, then leading into alternating one handed 8th jumps
annoying jumpstreams with hard patterns

with all these and a song longer than Lawn Wake, at 180 BPM, you've got yourself a good mid FMO song
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Old 07-2-2008, 11:09 PM   #1267
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Default Re: R1 - Actual Song Difficulties V2

I'm decent enough to get 20 goods on Setsujou...

I guess the patterns and right hand bias in Setsujou don't bother me. I got 20something goods sightread on Setsujou but I've had to whore a bit just to get LWIV goods down to the 50s.
Oh well. I've always been different in my file preference.
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Old 07-2-2008, 11:18 PM   #1268
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Default Re: R1 - Actual Song Difficulties V2

Scythe of 13 is not an FMO imo. It's a sort of easy version of AIM. The only hard part would be the (I have no clue why they're there) 16ths in between the jumps.

Setsujou Hyakka Ryouran is certainly an FMO, but the only problem I have is the hand jack in the beginning. Length is nothing compared to songs like BB Evolution, and I never found a runningmen pattern as a challenge. JSs are easier than EHHS.

I find LWIV hard to PA also.
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Old 07-2-2008, 11:27 PM   #1269
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Default Re: R1 - Actual Song Difficulties V2

@midday

EHHS is MUCH harder than any jumpstream in Setsujou, and runningmen aren't a problem for me either, just for most people, and it is true that length is no much of a matter in that song, just saying it's longer than LW, also, I just noticed stamina wise, to me it's more draining on my hands than BB evo, mainly cause' BB evo is rather simple except for 2 parts that always kill me, the long 8th jump part (which I can easily AAA, it's just hurts my hand), and the long 16th stream that follows (my hands are tired by then and I get an awful lot of goods then)

also, my scores on those songs throughout history (includes my 3 years unregistered)

LWIV: AAA
Setsujou: 6-0-0-0
Scythe: 31-0-0-0 (huge stamina drainer if you ask me, is really easy except the 16th's in the jumping jacks make me screw up a few of the jumps and hit them early)
Big Blue: 16-0-0-3
BB Evo: 23-0-0-0

That's about it

k thnks, bye

Last edited by Angel of Solitude; 07-2-2008 at 11:31 PM..
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Old 07-2-2008, 11:37 PM   #1270
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Default Re: R1 - Actual Song Difficulties V2

Scythe is too slow to drain noticable stamina imo. 2 0 0 1. It's just a matter of being able to repeat the same thing several times in a row.

BB Evo is most definitely more tiring in the long run. Lawn Wake IV is more variable than Scythe, which makes it harder to PA. Scythe has jumping jacks that don't last long enough to make me screw up pace/PA like AIM does.

No need to list best scores here. There's a brag thread elsewhere. Don't see why you posted Big Blue either.
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Old 07-3-2008, 02:18 PM   #1271
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Default Re: R1 - Actual Song Difficulties V2

I'm surprised at the number of mistakes I found. Many songs' genres are incorrect. Hero's Theme, which is in D2, has no genre at all. Many songs' BPMs still need to be added. Here's a quick sweep-through; I might look for more later if I feel like it.

65 (C) AAA (1038 Notes / BPM 160)
65 (R) the Brain of the Moon (2135 Notes / BPM ???)
73 (A) Pwntendo (1144 Notes / BPM 196)
72 () Hero's Theme (w.i.p.) (1102 Notes / BPM 140)
67 (M) Toph's OP (750 Notes / BPM 150)
64 (R) Matador (1028 Notes / BPM 175)
59 (D2) Go! (1164 Notes / BPM 155)
55 (M) Electro Rush X8 (787 Notes / BPM 130)
55 (D2) Take Me Back (738 Notes / BPM 175)
52 (D2) Say It Right (Sanxion7 Remix) (838 Notes / BPM )
51 (D2) ROAR (Rage Mix) (686 Notes / BPM )
48 (D2) X-Dreamer Final Cut (608 Notes / BPM 135)
42 (A) Mario Eurobeat (375 Notes / BPM )
40 (D) Indigo (591 Notes / BPM )
41 (D) Midnight Of The North (647 Notes / BPM )
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Old 07-4-2008, 12:05 AM   #1272
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Default Re: R1 - Actual Song Difficulties V2

GoSW is VC IMO, Setsujou is low FMO, LW IV is a ton harder than Setsujou.

The only stamina draining songs in the game are Death Piano, vROFL, and Pants kbye.

EDIT: Oh, and the initial reason I came here, I think 300 should be VC.
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Old 07-4-2008, 12:24 AM   #1273
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Default Re: R1 - Actual Song Difficulties V2

From what I've read, GoSW is defined as "the line between VC/FMO," so I think it's staying in FMO. Personally, though, I find Vertex Beta to be a lot more challenging than GoSW.
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Old 07-4-2008, 12:33 AM   #1274
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Default Re: R1 - Actual Song Difficulties V2

ya, when 300 goes on here, definatly VC no doubt.
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Old 07-4-2008, 12:36 AM   #1275
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Default Re: R1 - Actual Song Difficulties V2

GoSW is a FMO because of the patterns.

Setsujou is not a low FMO at all. The hands/hand jack at the beginning followed by a mini jack, the complex 16th runningmen with some 24ths and a hand or two thrown in. Not to mention the 32nd jack at the end that is sometimes tricky to PA. The only hard part in LW IV is the patterns before the 32nd burst and the 32nds themselves. The rest is about constant speed and PA.

300 (spartans) xD is a VC.

Vertex Beta is a VC because it's so index friendly.
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5th Official FFR Tournament Scores (Division 5)
Round 1: Novo Mundo (AAA)
Round 2: 4 Chord Touhou (AAA)
Round 3: October (1.0.0.1)
Round 4: Silly Symphony (1.0.0.0)
Round 5: Hardkore Atomic (4.0.0.1)
Round 6: Blue Rose (2.0.0.0)
Round 7: La Dump (Eliminated for being lazy.)
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EA will wander into his house with twenty minutes remaining in the round, load up FFR, realize he needs to ****, go to do so, discover he's hungry, whip up a gourmet meal, return to FFR with five minutes to go, play la camp once, and missflag on the 2154th arrow because scythe of 13 is watching him
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Old 07-4-2008, 01:32 PM   #1276
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Default Re: R1 - Actual Song Difficulties V2

Quote:
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GoSW is a FMO because of the patterns.

Setsujou is not a low FMO at all. The hands/hand jack at the beginning followed by a mini jack, the complex 16th runningmen with some 24ths and a hand or two thrown in. Not to mention the 32nd jack at the end that is sometimes tricky to PA. The only hard part in LW IV is the patterns before the 32nd burst and the 32nds themselves. The rest is about constant speed and PA.

300 (spartans) xD is a VC.

Vertex Beta is a VC because it's so index friendly.
Agreed on everything except possibly VB. Is it really that easy for most people?
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Old 07-4-2008, 09:26 PM   #1277
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Default Re: R1 - Actual Song Difficulties V2

Is there any particular reason that 4F73R M3 is in Arcade? It's Downtempo Rave music...jimerax, don't you think it belongs in Dance?

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Old 07-4-2008, 09:44 PM   #1278
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Default Re: R1 - Actual Song Difficulties V2

Remix of B4U from DDR implies that the song belongs in the arcade section, despite FFR being very similar to DDR.
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Old 07-4-2008, 10:04 PM   #1279
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Default Re: R1 - Actual Song Difficulties V2

B4U -> Be for You -> Before You => After Me -> 4F73R M3
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Old 07-4-2008, 10:05 PM   #1280
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Default Re: R1 - Actual Song Difficulties V2

If songs like AAA, Starmine, and Xeno-Flow are in Arcade, shouldn't Paranoia Darkness Mix be in Arcade as well?
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