Delirium :: FFR Batch Submission
Ultimate Mike7 - Delirium - Smiley [6 / 10]
15th Official Tournament (More Than 70 Difficulty)
PublicTokenEvents
Rejected
A v2 of an oldie but goldie song!
Honestly couldn't decide whether to send this for OT or Event Token batch so maybe after it's used for tourney, turn it into a token plox?

Simfile Folder Name

Delirium (Ultimate Mike7)

Note Count

1762

Chart Length

2:13

Average NPS

13.5957

Estimated Difficulty

91.41

First Note

0:03

Ending Note Delay

0:01

Hand Bias

x -10

Framers

0 - 0 1 - 0 2 - 24 3 - 66 4 - 40

Jumps

x 431

Hands

x 70

Quads

x 0

Color Jumps

x 0

Color Hands

x 0

Color Quads

x 0

Most notes in:

1/3 of a Second
11 - 33.00 nps 0.5 Seconds
15 - 30.00 nps 1 Second
23 - 23.00 nps 2 Seconds
40 - 20.00 nps 5 Seconds
88 - 17.60 nps 10 Seconds
173 - 17.30 nps 30 Seconds
462 - 15.40 nps 1 Minute
850 - 14.17 nps

Color Count

x 708 (40.18%)
x 465 (26.39%)
x 0 (0%)
x 538 (30.53%)
x 0 (0%)
x 51 (2.89%)
x 0 (0%)
x 0 (0%)
x 0 (0%)

Largest Note Gaps

0.73s0.73s0.73s0.53s0.53s0.53s0.2s0.2s
35
28
21
14
7

Delirium (Ultimate Mike7) [6/10]
>Permission good (Blanket/v2)
>Folder contents, metadata good
>v2 tag?
>Sync good

Pre-playtest, expecting something like hi19’s somewhat famous Destiny SM/Etterna file
(Playtest Impression, 0.9x Rate) This is mean. A pretty unbalanced difficulty curve – massive spikes.

0.759, 7.200 - jump, vocal Hey!
9.041 - not jump, no kick
11.894 - (subjective, can ignore) imo better transition to remove this note
12.078 - why is this a split roll when other instances (eg. 17.875, 23.949 to an extent, 29.838 etc.) are jumptrillable/roll-y?
13.458, 15.667 - why jump?
27.722 - by omitting this note you set up an expectation that you’ll more strictly follow the drum here. I think it’s a good choice but will require removing 27.354, 28.458, 29.194, 29.562. Or (more likely) you missed adding 27.722 and can adjust patterns for piano PR

44.470, 50.360 - personally think these would be better as jumps, like 47.415. Recommend picking one for all 3 instances for consistency.
—--OR- Given how the ending is done (starting ~1:54.501), just change 47.415 to a hand
Make sure whichever choice you go with here is replicated in that later section (1:54.501) for consistency. Second choice is the easiest, even if I’m more of a fan of the first.

53.765 - 59.654 - slightly disappointed this unique-ish drum pattern isn’t captured here at all but fine as is
57.354 - minijack is 16th early - start on 4th
59.654-1:04.072 - can’t really figure out the layering choices here. If following the synth here, only the first jump on a 16th (59.746) is accurate, it then hits on 8ths (except a triplet starting 1:01.311). Following the kick, there are some missing jumps, eg. 1:01.403. Recommend picking one of these elements and ensure layering consistency with it.
1:03.980 - similar scenario as 27.722, replicate what you choose for that here.
1:04.992 - not jump, 16th after is jump
1:10.697-1:11.065 - recommend the two minijacks here be on different arrows as they’re different pitches
1:13.642-1:14.010 - ^
1:41.618 - jump?
1:44.562 - ^
1:56.342 - ^

The song is just slow enough that 32nds aren’t quite jumptrillable, or at least jumptrilling is very risky/tricky to pull off. They need to be played as rolls. This contributed to my playtest perception of the difficulty – this is one of those weird cases where uprating a file would actually make it easier. The file does a pretty good job of making 32nd parts roll-y (except 12.078), even if some of them aren’t exactly intuitive patterns. But, on a detailed look through, it’s somewhat well balanced overall.

However, this needs lots of clean-up, too much to justify an FR flag. This can get there if you want to put in the work on it.