ameagaRIPservice :: FFR Batch Submission
xXOpkillerXx - ameagaRIPservice - t-pazolite [5 / 10]
Dump Batch
PublicTokenPurchasedSecretEvents
Rejected
Tpaz blanket
If it's accepted and you want it as a token, hmu so we can discuss requirements. Otherwise whatever is fine.

Tests a few skills, some at a very high level (118+).

Simfile Folder Name

ameagaRIPservice (xXOpkillerXx)

Note Count

3966

Chart Length

3:56

Average NPS

17.5332

Estimated Difficulty

116.95

First Note

0:10

Ending Note Delay

0:01

Hand Bias

x -42

Framers

0 - 0 1 - 4 2 - 125 3 - 1083 4 - 654

Jumps

x 494

Hands

x 176

Quads

x 7

Color Jumps

x 75

Color Hands

x 1

Color Quads

x 1

Most notes in:

1/3 of a Second
15 - 45.00 nps 0.5 Seconds
19 - 38.00 nps 1 Second
36 - 36.00 nps 2 Seconds
64 - 32.00 nps 5 Seconds
152 - 30.40 nps 10 Seconds
289 - 28.90 nps 30 Seconds
806 - 26.87 nps 1 Minute
1409 - 23.48 nps

Color Count

x 843 (21.26%)
x 509 (12.83%)
x 385 (9.71%)
x 361 (9.1%)
x 432 (10.89%)
x 439 (11.07%)
x 591 (14.9%)
x 241 (6.08%)
x 165 (4.16%)

Largest Note Gaps

2.3s1.17s1.13s1.13s1.13s0.57s0.57s0.57s
35
28
21
14
7

This chart is ridiculous lmao good lord. It's hard to really judge this on its own terms because the chart is intentionally made to be a very difficult challenge, and as a result a lot of the rhythms here are intentionally overemphasised, but I'll give this a Reject for a couple of reasons. I'll first disclose that I can't play this on 1.0 though (I played this on 0.9), and I did use Shadow's AA video as occasional reference as well, but there's only so much I can judge.

- Minor point but you can afford to layer some percussion in the 24th section in 52.208.

- The 16th trill at 57.068 might be chokebait for some players, Shadow CBrushed in his AA run because of the transition between the trill and the stream, and I expect top players to have something closer to Shadow's skillset than someone more conventionally all-rounded.

* In general I'm just not fond of the 32nd jumpstreams in the choruses. I definitely understand why they're there and what the musical justification for them is, but I feel that a pulsating synth like that should have some form of strong-weak-strong-weak (or weak-strong-weak-strong) rhythm to it rather than a continuous 32nd jumpstream pattern. The obvious downside to this is that the chart would be significantly easier, and that goes against the main theme of the chart, but I don't think the chart follows the music very well because of how aggressively layered the chart is at the moment.

This isn't so much of a difficulty criticism regardless: How I thought of it is that, if these bits were all 24ths instead of 32nds, would I be ok with it, and I personally wouldn't be ok with either continuous rhythm.

* The pattern at 1:40.778 (there's a repeat of this pattern later on) is just really really hard, musical justification aside. I know Shadow FC'd both of these patterns in his run, but he racked up like 15-20 greats (J5, but regardless) in each one and even on 0.9 I have no idea what I'm supposed to do other than hit gluts and pray that I combo through.

* The trilly handstream at 2:48.211 is probably excessive even within the confines of the chart. There's some justification for this in the synth, but the continuous nature (and in turn, difficulty) of the pattern implies that the synth is really really strong, but it's not much stronger than any of the fast bursts that go to the synth in non-choruses. I didn't take much damage in this section, but I know Shadow lost about 1.5% here for a relatively chill part of the song.

The chart seems structurally consistent, and there are some interesting things in it (colour tricks, etc.), but in general I'm a bit uncomfortable with the level of overemphasis in the chart and I do think that there are some parts that can be afforded to be toned down because they do affect gameplay quite heavily as is.

I'm taking the pass stance for this file.

As much as I can judge very hard content (as far as 115 difficulty-wise), this is way beyond my reach to review what is mostly going on in this file - tried playtesting this even on 0.85 rate gets me nowhere near to be able to competently dissect this file as a whole.

Reject.

I agree with April's sentiment. This seems like "Overstatement: The File"
I don't think any of it is necessarily that bad or wrong, it just isn't fun...or playable for that matter.

For the advocacy of hard AND playable files in FFR I think reject would be best for now. I feel like this file goes against what FFR had in mind for its dump files.

People seem mostly fed up with difficult files in FFR because of the perpetual opting for patterning and song choices that disregard the player. This exemplifies both to me.

Matthias also reviewed this file and deemed it too hard to give a rating.

2 Reject / 2 Pass
Moving to Reject

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