Keep On Reachin' :: FFR Batch Submission
bmah - Keep On Reachin' - Fracus & Darwin [7.5 / 10]
15th Official Tournament (Less Than 70 Difficulty)
PublicEvents
Released
obtained specific permission to use this song from Hardcore Underground label. DM me and I'll dig up a screenshot later if you want further proof (it's not on the laptop I'm using to submit this file).
The song has a degree of repetition, so please be aware of my deliberate intentions to layer the song in a progressive way in order to spruce up variety. Some examples to be aware of:
- 32.94-54.89s: The colored notes for the percussion sounds exist in sets of three, but I only step two of the three in order to allow for more flexibility in the breadth of PR for other melodies that simultaneously play. It's more restrictive if I step all three colored notes.
- 54.89-65.69s: piano chords + vocals
- 65.86-71.17s: piano chords + synth melody
- 71.34-76.66s: piano chords + synth melody + vocals
- 98.77-109.57s: main melody + percussions/drums (4ths/8ths) + occasional 16th synths
- 109.74-115.06s: main melody + percussions/drums (4ths/8ths) + occasional 16th synths + background melody (same as found in intro)
- 120.71-131.51s: vocals + percussions/drums (4ths/8ths) + occasional 16th synths
- 131.69-141.11s: vocals + percussions/drums (4ths/8ths) + occasional 16th synths + main synth melody (was present previously but ignored earlier)
I'm giving some details on my layering because I think some folks in the past have mistakenly confused deliberate underlayering for "inconsistent layering" and this should help clarify things.

Simfile Folder Name

Keep On Reachin' (bmah)

Note Count

1660

Chart Length

2:36

Average NPS

10.8049

Estimated Difficulty

71.79

First Note

0:02

Ending Note Delay

0:01

Hand Bias

x 40

Framers

0 - 0 1 - 0 2 - 0 3 - 0 4 - 0

Jumps

x 439

Hands

x 55

Quads

x 0

Color Jumps

x 8

Color Hands

x 0

Color Quads

x 0

Most notes in:

1/3 of a Second
8 - 24.00 nps 0.5 Seconds
12 - 24.00 nps 1 Second
24 - 24.00 nps 2 Seconds
41 - 20.50 nps 5 Seconds
79 - 15.80 nps 10 Seconds
136 - 13.60 nps 30 Seconds
380 - 12.67 nps 1 Minute
723 - 12.05 nps

Color Count

x 767 (46.2%)
x 525 (31.63%)
x 0 (0%)
x 321 (19.34%)
x 0 (0%)
x 28 (1.69%)
x 0 (0%)
x 0 (0%)
x 19 (1.14%)

Largest Note Gaps

0.37s0.37s0.37s0.37s0.37s0.37s0.37s0.33s
35
28
21
14
7

[7.5/10] Changes Recommended.

Permission: checked with stepartist, all good.
Metadata: good
Offset: good

- 9.457 - 9.628: Why did you omit these 32nds?
- 21.371, 21.628: I would highlight these claps somehow, because it's kinda hard to tell what's going on here (Mainly caused by 21.371 and 21.542 both being singles and being on the same column)
- 28.314, 28.999, 29.685: Unsure why these are jumps, but I'm guessing it's because the general intensity picks up.
- 43.064, 43.321: The exact same note placement and colorization for two different instruments is a bit confusing. (mallets vs claps)
- 52.492 (etc.): For this section the white notes are going to the claps, but I'm not a huge fan tbh, it makes this section seem very busy, I would personally just highlight them with jumps.
- 60.714 - 76.828: I read your file description, but I find the layering of the jumps very counter-intuitive. That's not to say that you're inconsistent, because I checked it and it works, but it's not immediately apparent to the player I would say, especially since the layering scheme changes so often.
- 65.171: I prefer this over 53.857.
- 77.342, 80.085, 82.828, 85.571: Missing notes to the vocals?
- 93.285 - 95.857: That's a spicy pattern, I know you don't care about a flat difficulty curve but damn dude.
- 97.271, 97.314: I would at least include these 2, I understand why you'd want that 4th on [1], but it's audible on 1.0x that there are missing 32nds here.
- 111.028, 113.771: I don't think that these should be jumps, the synth isn't playing on them and intensity wise they don't stand out either.
- 111.971 - 112.485: This trill feels a bit excessive, 112.228 is arguably a ghost note too.
- 120.371: This doesn't stand out enough to be a colored jump imo.
- 153.628: Based on intensity I think this should be a hand.

This file is pretty good, definitely alot more intuitive in the second half. Without the description on your submission page I could not figure out the jump usage in certain sections.

M0nkeyz:
9.457 - 9.628: Why did you omit these 32nds?
- I definitely didn't need to. Earlier iterations included them. Decided upon this because the subsequent melody starts earlier.

21.371, 21.628: I would highlight these claps somehow, because it's kinda hard to tell what's going on here (Mainly caused by 21.371 and 21.542 both being singles and being on the same column)
- Totally see where you're coming from. I personally don't feel the claps deserve to be highlighted, and perhaps this is my more reserved nature of adding colored arrows. Definitely a matter of style.

28.314, 28.999, 29.685: Unsure why these are jumps, but I'm guessing it's because the general intensity picks up.
- No, it's because of my layering: the superposition of two melodies now (a second one just introduced). That layering does lend itself to building up though as you've noticed. Look at it from an additive standpoint instead of a sound-based standpoint, since that's more of my style.

52.492 (etc.): For this section the white notes are going to the claps, but I'm not a huge fan tbh, it makes this section seem very busy, I would personally just highlight them with jumps.
- Though one could also argue that making them jumps would make this area too dense for the music.

77.342, 80.085, 82.828, 85.571: Missing notes to the vocals?
- Don't hear it. Vocals just hold a legato up to that point.

93.285 - 95.857: That's a spicy pattern, I know you don't care about a flat difficulty curve but damn dude.
- Tried to make it as ergonomic as possible! Don't worry, I have other hardcore songs that can play to a more predictable chart. The repetitiveness of the way UK hardcore is structured means that I need to take advantage of any opportunity for variety.

97.271, 97.314: I would at least include these 2, I understand why you'd want that 4th on [1], but it's audible on 1.0x that there are missing 32nds here.
- Same rationale as 9.457s.

111.028, 113.771: I don't think that these should be jumps, the synth isn't playing on them and intensity wise they don't stand out either.
- Additive layering/interest and variety's sake. These 16th jumps do imply that there are actually two things going on here.

120.371: This doesn't stand out enough to be a colored jump imo.
- I guess we have different opinions on what should be emphasized huh!