Fun Facts regarding "One More Lovely":
Worked On: June 4 [Imagery] & [All Steps], 2014
Released: ???
Serial Numbers: #A-270 / #M-195

* First and most importantly, for those who have been around
  rhythm games for forever: Yes, this is THE one and only
  "One More Lovely" - originally made famous by Eggman's
  keyboard chart.  This is a legendary song, and I believe
  it's about time to show you how Ace attempts to one-up
  legendary simfiles.  Will I have succeeded?  Only time
  and players' opinions will tell.

* Deciding to do this song was an impromptu decision; I
  hadn't been "considering it" or "thinking about it" for
  a while.  I just had a sudden urge for some reason or
  other to attempt to do my own take on something
  extremely high-profile, and this was one of a few
  that immediately came to mind.

* One does not simply "make a banner" for a song like
  this one.  If you figure something is going to be
  remembered - for better or for worse - it better be
  a nice banner.  It also couldn't depict any overly-
  famous characters (as old-school banners for stuff
  like this used to do), either.  However, I did want
  to choose something that depicted a beautiful day,
  and I just happened to have a CG from the visual
  novel "Da Capo" laying around that fit the bill
  precisely!  For those wondering, the character
  depicted is Nemu, one of the two "main" heroines of
  the VN (the other being Sakura).  I also put extra
  thought into the fonts and font colors: I wanted them
  to be bright and playful, and match the general feel
  of th banner.  I believe I succeeded pretty well.

* Tempo-crap-haters rejoice: this song has exactly ONE
  tempo stop - and it's easy to learn where it is.

* I knew that although sync is important for any song,
  it'd be *especially* so for this one.  I always spend
  several minutes after any file is done to make sure
  the song is synced spot-on for when one plays (because
  the assist tick can sometimes kinda lie a bit), and
  this song was no exception - it meets my standard of
  fitting to the tightest timing window I presently have
  in any theme I own - Magnificent timing for the
  PrismRhythm timing version of a theme I designed -
  Belltina mode of my PrismRhythm theme, which is 1/100
  of a second.  For those who don't know, Magnificent
  timing does not technically exist in a proper manner;
  what SM5 calls "Ridiculous" timing started as a mod
  for the old SM4, as I recall (not the new one that
  later kinda became SM5), and by default uses half of
  the Fantastic window (0.015) - which is exactly how
  the Belltina version of my ITG-timing PrismRhythm
  theme does it; however, the PrismRhythm timing version
  uses a smaller Nice (Great) window, and asks tighter
  timing for getting Mags.  Of interest: Since one cannot
  simply add new timing levels to SM 3.95 (arcade too),
  that's why Awfuls (Way Offs) are gone from the
  Belltina version; everything got pushed down one level.
  But anyway, that's the standard by which I judge if
  one of my sims is synced nowadays - which is why all
  my recent stuff has been impeccably synced: I always
  play in PrismRhythm Belltina mode when making charts,
  so when I go to play-test, if I'm getting a lot of
  Mags, I know it's as well-synced as it can possibly be.

* Expert is a well-rounded 13, with modernizations as
  carefully-placed as possible; there's footswitch in
  several places, as well as a few bracket stomps, along
  with enough other evil tricks like mines, hands,
  crossovers, and twists to make even the most hardcore
  player happy (I made sure I didn't put any crossovers
  in stream segments, or do anything overly-evil unless
  there was plenty of space for it; I know how much people
  hate it when an otherwise-favorite chart pulls out-of-
  place crap).  I put quite a lot of effort into the
  patterning of this chart, and I hope players find it
  "enjoyable" to play (in that way that hardcore players
  are somehow able to enjoy charts this hard).  It's
  every bit as hard as the famous original chart Eggman
  wrote so long ago - just in different ways.  I hope I
  was able to succeed in crafting a chart people will
  compete for score on in this day and age; I must've
  gone over the main stream sections 6 or 7 times by
  the time all five difficulties were done just to make
  absolutely 100% sure everything flowed properly.

* Hard is a highly-technical 10.  Footlift and footswitch
  are both present, as well as crossovers that'll penalize
  you for stepping in the wrong place.  You'll also find
  plenty of handplants, along with several roll segments.
  It doesn't have many steps, though, so it's either going
  to be easy 'cause you're used to this by now, or it'll
  cause you to have nightmares due to its technical nature.

* Medium is a very solid 8, especially if you discount the
  chart's mines (some of which do get in your way a bit,
  but if you're any kind of decent at mine avoidance, they
  shouldn't present any real issues).  You won't see any
  footswitch or other fancy stuff here, just some crossovers
  and a bunch of rolls.  I'd say this chart is fairly easy
  to pass.

* Easy is quite the difficult 5, despite no mines to speak
  of any longer.  There are plenty of red arrows, but a
  healthy serving of blue ones, too (isolated), so if you
  don't know the right timing for your blue arrows, you
  might want to avoid this song on this difficulty for a
  while, until you're ready.

* Novice is a 3.  It's pretty easy to follow for a 3,
  but at 200 BPM, it probably isn't the best pick for
  someone totally new to rhythm gaming.  I'd suggest
  picking something significantly easier (like a 1?) for
  your very first song.