vivid landscape [Oni] :: FFR Batch Submission
bmah - vivid landscape [Oni] - paraoka [8 / 10]
15th Official Tournament (More Than 70 Difficulty)
PublicTokenEvents
Released
For judges: if the file feels a bit heavy for you, or if you feel there are alternative ways of stepping, please be aware that I also have an easier [Heavy] chart that you may or may not come across in your judging.

Appropriate for the tournament I think. If you want song variety in the tournament, then I recommend just choosing one of the two charts I've submitted and save the other for a different sort of release. If you want to fill in difficulty slots, then you may want to consider both for the tournament.

- The sim folder contains additional files that can be removed. [ .dwi ]

Simfile Folder Name

vivid landscape [Oni] (bmah)

Note Count

1568

Chart Length

1:57

Average NPS

13.8028

Estimated Difficulty

88.01

First Note

0:03

Ending Note Delay

0:01

Hand Bias

x 10

Framers

0 - 0 1 - 0 2 - 0 3 - 169 4 - 83

Jumps

x 414

Hands

x 110

Quads

x 5

Color Jumps

x 1

Color Hands

x 0

Color Quads

x 0

Most notes in:

1/3 of a Second
11 - 33.00 nps 0.5 Seconds
13 - 26.00 nps 1 Second
24 - 24.00 nps 2 Seconds
43 - 21.50 nps 5 Seconds
92 - 18.40 nps 10 Seconds
175 - 17.50 nps 30 Seconds
481 - 16.03 nps 1 Minute
923 - 15.38 nps

Color Count

x 509 (32.46%)
x 361 (23.02%)
x 67 (4.27%)
x 550 (35.08%)
x 23 (1.47%)
x 33 (2.1%)
x 4 (0.26%)
x 2 (0.13%)
x 19 (1.21%)

Largest Note Gaps

1.3s1.17s1.07s0.67s0.63s0.47s0.47s0.43s
35
28
21
14
7

vivid landscape [Oni] (bmah) [8.0/10]
> Permission check good.
> Sync looks good (No changes necessary).
> No issues found within simfile properties.
> No issues found within submission folder contents.

-This file plays and handles a lot like a chordjack file with the amount of jumps-to-hands and jumpsuits that are being utilised here, so I’m going to treat the file as such.

-[00:13.863] Missing 16th jump here? (Comparatively to similar repetitions of this particular pattern at 00:08.607, 00:09.921 and 00:11.892.) Going back to this note after previewing the file, with how many jumps are included, these should probably be filled in.

-[00:15.833] Jump 16th?

-[00:34.009] Jump 16th. (See: 00:35.103, 00:36.198, 00:38.388 etc.)

-[01:20.322] Brutal left-hand patterning happening here (happens again in up column for next section, but imo is a little bit more manageable because it’s on index finger vs. middle finger.)

-[01:54.154] Would’ve personally included the ‘beep-like’ ending myself, here, but it’s fine.

-Yeah, sure. Needs a couple jump touch-ups for the aim of the file that lingered around the beginning when the idea of the file was still being made but that’s about it. Second-half is solid including the difficulty step-up. Definitely plays as a chordjack file though due to its aggressive hand usage in the second-half, mixed with jumpglut patterning throughout.

A new chart file was uploaded with the following changes:
----------
Title changed: vivid landscape => vivid landscape [Oni]
----------
Note Count changed: 1565 => 1568
AVG NPS changed: 13.77641 => 13.80282
Hand Bias changed: 7 => 10

gold stinger:
[00:13.863] Missing 16th jump here? (Comparatively to similar repetitions of this particular pattern at 00:08.607, 00:09.921 and 00:11.892.) Going back to this note after previewing the file, with how many jumps are included, these should probably be filled in.
[00:15.833] Jump 16th?
- There was a reasoning I structured these parts without a jump but now I can't remember why...so yeah I agree with ya and filled those in to become jumps.

[00:34.009] Jump 16th. (See: 00:35.103, 00:36.198, 00:38.388 etc.)
- Drumming doesn't layer in at this point quite yet, but begins soon after.

[80.322] Brutal left-hand patterning happening here (happens again in up column for next section, but imo is a little bit more manageable because it’s on index finger vs. middle finger.)
- I'm actually kinda surprised you didn't comment on the burst patterns just a tad earlier, because a small left-handed minitrill kept messing me up and so I changed that instead. On the other hand, these left-handed jacks you're referring to is at least countered with up arrow jacks on the second half, so it balances out.