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Old 09-01-2006, 10:04 PM   #5
jammitch!
Requiem for Dissent
 
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* Technical accuracy, song- and division-appropriate - 10 (full credit requires inventiveness too, changes draw from here)
* Use of the extra arrows - 5 (full credit requires sublime mastery)
* Enjoyability of the chart - 5 (full credit is just plain hard to get)
I define new terms for solo using ::colons::.

[ITG]

Dream of You - 9/4/3 = 16
Padded on 0.8x. Steps should start a few bars later. Fast runs were fun, but the difficulty spikes make for an unbalanced chart. Freeze crossovers were a nice touch. Patterning is excellent.

Inner Universe - 8/2/0 = 10
Speedup is weak. Hands are nasty. Step-jumps turn you around way too much to be any good. Song is STILL either too desolate or too busy to work.

Inspiration - 10/3/3 = 16
Back off the ::sideslides:: (going back and forth between the sides, see above) in the sixteenths, please. Not fun to read and not fun to get tangled in. First run is waddly (see above). Also, kill the jumps in the sixteenths, especially if you want to be an actual 10. I like the mines to keep the hands honest. Not too bad most of the way.

Jump - 6/4/2 = 12
While I always appreciate a good, clever step-to-the-meaning simfile, the jumps would have worked a lot better if they didn't make you land where there wasn't a note - if you just mined the player off the pad and then came back on the next beat it'd work a lot better. Sixteenth runs don't fit in the flow. Mines a sixteenth after a step aren't a good idea. Neither are sixteenth jump-steps. Too clever by half, I say.

Kagekiha - 12/7/9 = 28
ZOOMGUH AWWSOME

Little Little Princess- 8/4/3 - 15
Minefields are nasty to read and totally unnecessary, and I'd really, really rather see this be a mid 10 than have so many 212 BPM extended sixteenth note runs (after the mauling I took for a few short bursts at 240...). One of the hand parts was really twisted up. Drop the sixteenth-note step jumps. Needs steps during the outro.

Together - 7/4/3 - 14
Why does this start so early? Why does it have so many step-jumps? What is such a happy song doing with so many minefields? Why does this try to be too hard to be a 9, when the end is the only part that can do it (and sans the minefield)? All this and more, tonight on Unsolved Mysteries.

Have You Ever Been... uh... Tori no Uta - 9/4/3 - 16
Back off the sixteenths (and the twenty-fourths) a smidge, and keep them a little cleaner. The parts that were less spazzy were pretty fun. I did really like the minefield parts.

video out c - 5/4/3 - 12
Negative BPM tricks = instant fail (or at least instant -5 on technical accuracy).
Your BPMDISPLAY is a lie. Steps aren't too bad, but the hands are really messy with all those mines. A three-panel hand is also going to be quite hard to hit.

[DDR1]

24 - 9/4/2 = 15
Song's still as boring as last time. Some of the jumps towards the end were interesting, although I think a lot of them weren't quite warranted. Don't really like freeze walks.

Disco Dog - 8/4/4 = 16
Pretty fun. A little too much ::waddle:: (def: upleft-right-left-upright repeated, keeps the legs spread wide) early on. A few step-jumps could go, notably the one early on where the bark step is on the eighth (it should be on the sixteenth).

Emoticons - 7/3/3 = 13
Misses the rhythm of the synth pretty bad. Too many jumps for the song. Freeze parts were interesting. Lots of advanced sides here - too many for the level, I think - and yet during the synths you don't mingle the solo arrows with the regular ones.

Gasolina - 8/3/3 = 14
Song still channels the worst of the Whistle Song (sans the misogyny). Jumps in the middle would be better served by sixteenths. Step-jumps towards the end were nasty. Be careful with the sixteenths on upleft-left - that's quite difficult. At least one part got me completely lost.

Have You Ever Been Mellow - 8/4/3 = 15
Can't find reasoning for the gaps in your early runs. Patterning's okay, but there's a lot of same-foot-led runs (seems by design but I still don't have to be a big fan). Took me a minute to hear the end part (the very end should probably not have
that last mini-run).

Fuku Wa Uchi - 8/3/3 = 14
Down-left to upleft-left is a LONG way to go at gallop speeds, especially when it's a bit of a cross. The down-pivoted crossover to left followed by a forward run on upleft was also not nice. Just too ugly in parts. Not much actual double-stepping though. Should start after the lead-in.

Identity - 1/2/-5 = -2
Ugh, this sucks. Like, real bad. I can't fathom the kind of reprobate that would dare accost us with such dreck.

[DDR2]

Bad Boy - 9/2/3 = 14
I'd like it a little more balanced. Jumps early were interesting, but you throw the player to the ::sides:: (patterns with upleft-left and upright-right) too much, especially in sixteenths. Note for everyone else: that's an advanced pattern, and overuse seems to be a common element here.

fffff - 9/4/3 = 16
Pretty boring early on with the basic eighth note runs. Got more interesting later, but not a good choice for pad regardless. Thanks for the gentle (low-motion) sixteenths. End crossjump's a nice touch.

High School Love - 8/3/2 = 13
Too many step-jumps. Heck, too many jumps period. Like Candy without the charm. Missed one of the sixteenth rolls (consistency). Desperately needs legitimate pauses.

Love is Eternity - 8/3/4 - 15
A little shy about using the corners. The three consecutive yellows don't sound quite right to me. Rest is nice.

over there - 9/3/2 - 14
Really complex and confusing, probably too much so. Too many sideslides (see above). Slow part is really hard when it's so complex, which is why complex slow parts are so annoying.

Radio Star - 8/3/4 - 15
I still don't get why everyone's so gaga over the same old Eurodance I've heard a trillion times before. Anyway, mostly solid, if a little turn-phobic and waddly early on. However, the eight note drum is more than drowned out by the quarter note drum, so all the blues feel quite awkward. Yes, DDR's done this. I still don't have to like it.

Samba Brazil - 9/3/4 - 16
The beginning had some really well-placed crossovers and long twists using the corners. The end lost it a little bit. The up-upright crossover is messy, and there's a few more awkward posititons throughout. That one eighth note during the hold is too
far too. Still fun regardless.
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