Wooden Sword :: FFR Batch Submission
M0nkeyz - Wooden Sword - The Ghost of 3.13 [8 / 10]
Sept/Oct 2020
PublicEvents
Released
https://theghostof313.bandcamp.com/album/wooden-sword (CC BY-NC-SA 3.0)
I tried stepping the beginning in a variety of ways, but this was a lot of fun to play for me and it makes sense.

The middle has a bunch of 8th's that are hard to hear on 1.0, but they really help with the flow in that section. They are there and you can hear them if you listen carefully

The end is a pretty hard difficulty increase, but I omited some 16th's (It made sense where I did it) and jumps (in a consistent manner) to make it a little easier.

Simfile Folder Name

Wooden Sword (M0nkeyz)

Note Count

1407

Chart Length

2:01

Average NPS

12.1573

Estimated Difficulty

80.67

First Note

0:05

Ending Note Delay

0:01

Hand Bias

x -5

Framers

0 - 0 1 - 0 2 - 11 3 - 20 4 - 27

Jumps

x 291

Hands

x 60

Quads

x 0

Color Jumps

x 15

Color Hands

x 6

Color Quads

x 0

Most notes in:

1/3 of a Second
9 - 27.00 nps 0.5 Seconds
12 - 24.00 nps 1 Second
21 - 21.00 nps 2 Seconds
38 - 19.00 nps 5 Seconds
82 - 16.40 nps 10 Seconds
159 - 15.90 nps 30 Seconds
430 - 14.33 nps 1 Minute
785 - 13.08 nps

Color Count

x 505 (35.89%)
x 349 (24.8%)
x 20 (1.42%)
x 218 (15.49%)
x 18 (1.28%)
x 45 (3.2%)
x 148 (10.52%)
x 64 (4.55%)
x 40 (2.84%)

Largest Note Gaps

0.57s0.53s0.53s0.47s0.43s0.33s0.23s0.2s
35
28
21
14
7

Wooden Sword 8
3.021 hm, imo that this sound occupies the [34] jump when it's the lowest note in this area plays a bit strange
Wasn't sold initially on all these single piano notes in the foreground piano in the intro being full jumps, but they play really well when you introduce other elements later on, totally a great idea
11.975 should there be more notes here? Sounds like a missing jump right after this 8th to the grace
14.224 would personlaly do [12] here for how low this note here is, movig the 4th to 3
20.886 quite pretty that there these all end up being 16ths and creating a sort of natural color theory
36.989 32nd sticks out here, i think you're trying to capture this background noise that imo is better served by 24ths or 32nds (if you're feeling particularly rude) starting from the 4th and ending at the 8th. As a nice bonus, tactilely the player really 'feels' the slowdown that is created by the music
42.503 this is pretty faint in comparison to the hands just before/after and may be best served as just a jump, or at least shifted off the same hand from those
44.033 the sound you're trying to capture is slightly later than this - roughly the 48th
45.327 m0nkeyz why (sorry i'm just bad at split rolls like this) :( this is rhythmically incorrect btw - starting from the 8th at 45.503 there is a slowdown that goes from 24ths to who knows what the fuck until the crash at 46.025. Absolutely step this part properly as it will be cruel fun once done so :-)
47.503 not totally sure about this trailing 24th
49.709 same as 44.033
53.445 kick is quite faint for jumps, but okay too
62.886 surprised you didn't go for your classic strategy here of dropping the last 64th so you can properly put the hand at 62.974, considering how faint the flams get
65.092 that's very icing sugar of you
87.150 the generalization here is alright although it could be tighter, but there is no sound after this so imo the note before the 4th should be removed
89.797 Interesting that the kicks in this file are traditionally the jump makers, but here it's inverted and they get converted to singles. It works, though I think it's more consistent the other way here (singles first, then jumps on the 4th after this)
99.239 quite nice attention to detail keeping this and the 8th uncolored
really like this last section
117.675 what you have here works, but because this area has the sound roughly the same as the area around 99.239, perhaps it's better if all these were 192nd singles like there as well?

Neat file with some unique patterns and ideas, some polish here and there would be nice but I'm not CQing for any of this because a lot of it is quite hard to notice on 1x, and especially the layering pointers (about what should be hands/jumps) are extremely subjective.

I made changes according to VisD's notes

The intro has a couple of 3-framers that I would love to see fixed. The flams in the intro kinda make or break that section, having them messed up would suck.

also it would be really nice if the ending stream could have the 2-framers fixed, it's pretty hard compared to the rest of the file as is.