Post #801 · Posté à 2023-11-09 07:02:52am il y a 1.4 années
Quote: Drumrush7
https://www.youtube.com/live/zNhu4Y1G1wU?si=P7_DIshHiR7PMxcf
5:41:08
Best run so far: 830,080
https://ibb.co/N95HYGk
Doing some maths, the point value of each note in this track is 929 points each.
Assuming no freeze arrows (which there are) that’s 1,076 notes.
Noting that there is quite the number of freeze arrows, and the max combo currently from Fefemz is 777, with 114 OKs as Freeze arrows. So far.
With that, the math I got it approximately 959 total notes if there are no more freeze arrows.
So I used this calculator to figure out the final potential score.
https://sil.fyi/ddr-calc/
Based on the calculations I found. (Assuming only 114 freeze arrows are present)
We’re looking at 952 notes atm.
The final score needed is looking to be a required 995,000 to pass with the current gauge.
Assuming this track runs at 460 BPM during the death run stream with 8th notes with a remaining 175 notes in the entire song. We’re looking at 15.333 notes per second. Meaning they would have 11 seconds left of the track if that stream maintains.
So, I’m gonna be lenient and so there’s still maybe 15 seconds of song left for this to be complete.
I believe in Fefemz.
5:41:08
Best run so far: 830,080
https://ibb.co/N95HYGk
Doing some maths, the point value of each note in this track is 929 points each.
Assuming no freeze arrows (which there are) that’s 1,076 notes.
Noting that there is quite the number of freeze arrows, and the max combo currently from Fefemz is 777, with 114 OKs as Freeze arrows. So far.
With that, the math I got it approximately 959 total notes if there are no more freeze arrows.
So I used this calculator to figure out the final potential score.
https://sil.fyi/ddr-calc/
Based on the calculations I found. (Assuming only 114 freeze arrows are present)
We’re looking at 952 notes atm.
The final score needed is looking to be a required 995,000 to pass with the current gauge.
Assuming this track runs at 460 BPM during the death run stream with 8th notes with a remaining 175 notes in the entire song. We’re looking at 15.333 notes per second. Meaning they would have 11 seconds left of the track if that stream maintains.
So, I’m gonna be lenient and so there’s still maybe 15 seconds of song left for this to be complete.
I believe in Fefemz.
It doesn't seem to be a pure stream. Fefemz's run got to 777 combo, but notes 785 and 786 are both red (4th notes).
Post #802 · Posté à 2023-11-09 03:43:48pm il y a 1.4 années
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I based all my math on assumptions not knowing what’s left.
I suppose now that more info exists, we’ll have to wait and see.
I suppose now that more info exists, we’ll have to wait and see.
Post #803 · Posté à 2023-11-09 08:28:12pm il y a 1.4 années
It almost seems like Konami designs these types of challenges specifically for us people who want to follow along on YouTube over a period of time. Why make a challenge so ludicrously difficult in the game that only a handful of players in the world can even begin to try and attempt it? Lol
Also just to randomly beat a 15 year old dead horse, spending a long time away from DDR videos has made it fresh in my mind how absolutely insufferable that announcer is…
Also just to randomly beat a 15 year old dead horse, spending a long time away from DDR videos has made it fresh in my mind how absolutely insufferable that announcer is…
Post #804 · Posté à 2023-11-10 01:55:15am il y a 1.4 années
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Quote: -Viper-
Also just to randomly beat a 15 year old dead horse, spending a long time away from DDR videos has made it fresh in my mind how absolutely insufferable that announcer is…
Yeah there should be an option to mute that annoying jackass, I'll be fine with crowd noises just make that announcer shut up.Post #805 · Posté à 2023-11-10 05:27:39am il y a 1.4 années
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Quote: Peterrw9000
Quote: -Viper-
Also just to randomly beat a 15 year old dead horse, spending a long time away from DDR videos has made it fresh in my mind how absolutely insufferable that announcer is…
Yeah there should be an option to mute that annoying jackass, I'll be fine with crowd noises just make that announcer shut up.Agreed. I definitely miss Londell "Taz" Hicks doing the announcing; was never a fan of Ozomatli taking over announcing duties. I'm still surprised that it has been 15 years and they're still using them. But yeah, moving on from the dead horse.
Post #806 · Posté à 2023-11-10 05:15:35pm il y a 1.4 années
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"suffering from success" |
15 years and i still have to remind people that there's 2 announcers
Post #807 · Posté à 2023-11-10 05:48:50pm il y a 1.4 années
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Last updated: 2023-11-10 05:51pm
Quote: -Viper-
It almost seems like Konami designs these types of challenges specifically for us people who want to follow along on YouTube over a period of time. Why make a challenge so ludicrously difficult in the game that only a handful of players in the world can even begin to try and attempt it? Lol
Also just to randomly beat a 15 year old dead horse, spending a long time away from DDR videos has made it fresh in my mind how absolutely insufferable that announcer is…
they know their target audience have the money to endlessly grind this event & it works unfortunately + i'm more bothered by the outdated sound effects that are still being used today since 2004/2006 like crowd noises (which they made them less loud but they're still grating to hear lol)Also just to randomly beat a 15 year old dead horse, spending a long time away from DDR videos has made it fresh in my mind how absolutely insufferable that announcer is…
Post #808 · Posté à 2023-11-10 06:33:05pm il y a 1.4 années
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The audience cheering is also more annoying to me than the announcers.
It's interesting how the announcer is noticably irritating when watching videos of new charts, but when actually focused on playing the game myself, I legitimately do not notice they're even speaking.
It's interesting how the announcer is noticably irritating when watching videos of new charts, but when actually focused on playing the game myself, I legitimately do not notice they're even speaking.
Post #809 · Posté à 2023-11-10 07:15:12pm il y a 1.4 années
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Quote: Burtzman
The audience cheering is also more annoying to me than the announcers.
It's interesting how the announcer is noticably irritating when watching videos of new charts, but when actually focused on playing the game myself, I legitimately do not notice they're even speaking.
It's interesting how the announcer is noticably irritating when watching videos of new charts, but when actually focused on playing the game myself, I legitimately do not notice they're even speaking.
I think that was the case even when Londell was announcing, or even before him from 1st mix to 5th. When actually playing you don't notice the announcer(s) or cheers. It's more when you're spectating. Though I will admit, when they started using the dudes from Ozomatli for announcing in X onward, I did find them more irritating even when playing. It's more their delivery, but also some of the quotes they say.....just felt corny by comparison.
Post #810 · Posté à 2023-11-11 05:31:58am il y a 1.4 années
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Does anyone have or know where to find the background music for the Galaxy Stage menu???
Post #811 · Posté à 2023-11-11 06:41:08am il y a 1.4 années
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- There are at least two pieces of background music (one before revealing the
charts and one after)
- Your best bet is to probably edit a loop yourself out of one of the livestream lineouts.

- Your best bet is to probably edit a loop yourself out of one of the livestream lineouts.
Post #812 · Posté à 2023-11-11 08:23:35am il y a 1.4 années
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On the subject of the announcer, I vaguely recall for previous boss songs like otp and ace for ages, he was disabled or was that something I've made up... But I've always thought the announcer frequency was set to be a decent amount of you're playing basic charts, hence why on 19s it's just never ending overlapping voices.
Still no excuse to have them singing randomly though, that always seemed like a really bad idea.
Still no excuse to have them singing randomly though, that always seemed like a really bad idea.
Post #813 · Posté à 2023-11-11 09:56:20am il y a 1.4 années
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I see the announcer frequency as being triggered by how many measures has passed before the next soundbite can be played. Which is why on songs with really high BPMs and on higher difficulties, the announcer soundbites are a lot more frequent.
I remembered when MAX 360 was newly released in DDR A and the announcer (and crowd) soundbites obnoxiously overshadowed the song because of the mostly consistent 360 BPM and the high note density. Thankfully the crowd sounds were much more quiet in A20 PLUS onwards.
I remembered when MAX 360 was newly released in DDR A and the announcer (and crowd) soundbites obnoxiously overshadowed the song because of the mostly consistent 360 BPM and the high note density. Thankfully the crowd sounds were much more quiet in A20 PLUS onwards.
Post #814 · Posté à 2023-11-11 09:34:32pm il y a 1.4 années
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Quote: Dancefreak
On the subject of the announcer, I vaguely recall for previous boss songs like otp and ace for ages, he was disabled or was that something I've made up...
there were a few songs that had the announcer mostly turned off for them (only saying combo counts), like Tohoku EVOLVED back in X3Post #815 · Posté à 2023-11-11 09:50:50pm il y a 1.4 années
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Quote: Peterrw9000
Quote: Dancefreak
On the subject of the announcer, I vaguely recall for previous boss songs like otp and ace for ages, he was disabled or was that something I've made up...
there were a few songs that had the announcer mostly turned off for them (only saying combo counts), like Tohoku EVOLVED back in X3I always wondered if that was a specific configuration that could be changed on a cab or not. Because in some videos, some songs when playing challenge steps didn't have the announcer, but others did. I thought it was done that way because the song may be a 17+ challenge chart as not to distract players, but other songs with those ratings still had the announcer and cheers. So I was curious if it was a config in the cab, or maybe because some songs were considered "boss" songs and then the audio was off.
Post #816 · Posté à 2023-11-12 09:28:58pm il y a 1.4 années
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Quote: faraon573
Does anyone have or know where to find the background music for the Galaxy Stage menu???
https://youtu.be/U6TywQpPYZo?si=583eoSrbvYtGvFXB
Post #817 · Posté à 2023-11-14 06:31:46pm il y a 1.4 années
Quote: Drumrush7
https://www.youtube.com/live/zNhu4Y1G1wU?si=P7_DIshHiR7PMxcf
5:41:08
Best run so far: 830,080
https://ibb.co/N95HYGk
Doing some maths, the point value of each note in this track is 929 points each.
Assuming no freeze arrows (which there are) that’s 1,076 notes.
Noting that there is quite the number of freeze arrows, and the max combo currently from Fefemz is 777, with 114 OKs as Freeze arrows. So far.
With that, the math I got it approximately 959 total notes if there are no more freeze arrows.
So I used this calculator to figure out the final potential score.
https://sil.fyi/ddr-calc/
Based on the calculations I found. (Assuming only 114 freeze arrows are present)
We’re looking at 952 notes atm.
The final score needed is looking to be a required 995,000 to pass with the current gauge.
Assuming this track runs at 460 BPM during the death run stream with 8th notes with a remaining 175 notes in the entire song. We’re looking at 15.333 notes per second. Meaning they would have 11 seconds left of the track if that stream maintains.
So, I’m gonna be lenient and so there’s still maybe 15 seconds of song left for this to be complete.
I believe in Fefemz.
5:41:08
Best run so far: 830,080
https://ibb.co/N95HYGk
Doing some maths, the point value of each note in this track is 929 points each.
Assuming no freeze arrows (which there are) that’s 1,076 notes.
Noting that there is quite the number of freeze arrows, and the max combo currently from Fefemz is 777, with 114 OKs as Freeze arrows. So far.
With that, the math I got it approximately 959 total notes if there are no more freeze arrows.
So I used this calculator to figure out the final potential score.
https://sil.fyi/ddr-calc/
Based on the calculations I found. (Assuming only 114 freeze arrows are present)
We’re looking at 952 notes atm.
The final score needed is looking to be a required 995,000 to pass with the current gauge.
Assuming this track runs at 460 BPM during the death run stream with 8th notes with a remaining 175 notes in the entire song. We’re looking at 15.333 notes per second. Meaning they would have 11 seconds left of the track if that stream maintains.
So, I’m gonna be lenient and so there’s still maybe 15 seconds of song left for this to be complete.
I believe in Fefemz.
Hi!
In my case, I did a slightly different analysis. For this, I considered two resources:
- FEFEMZ gameplay with 830,000+ score: https://www.youtube.com/watch?v=mafPb-1dAgQ
- This picture of the Twitter user ANTHEM, showing the Hou Challenge Single Panel radar: https://twitter.com/zektbach5/status/1720965000704258362.
First, we need to remember the scoring system in A3. Let be the following notation:
N = Number of steps + shock arrows in the stepchart
F = Number of Freeze Arrows.
s = Step value
So, following Remywiki https://remywiki.com/DanceDanceRevolution_SuperNOVA2_Scoring_System we have that s = 1000000/(N+F), and then
N+F=1000000/s [1].
On the other hand, the A3 Scoring Formula is
SCORE = (#Marvelous + #OK)*s + #Perfect*(s-10) + #Great*(0.6*s - 10) + #Good*(0.2*s - 10). [2]
In the video, FEFEMZ got the following stats:
SCORE = 830080
#Marvelous = 690
#Perfect = 074
#Great = 013
#Good = 000
#Miss = 000
#OK = 114.
Therefore, substituting these values into the formula [2] we have
830080 = (690 + 114)*s + 74*(s-10) + 13*(0.6*s - 10)
from which we obtain that s = 938.079. With this value for s and considering [1] we have that
N+F=1000000/938.079 = 1066. [3]
Second, let STREAM_HOU the value of HOU's STREAM in its Challenge Single Panel stepchart.
Seeing the ANTHEM's picture, we have that, probably, STREAM_HOU lives in the interval [183,185]. So, I fix STREAM_HOU = 184.
Now, following Remywiki, and if we consider AVS as the Average Step Density of this stepchart, we have the formula
STREAM_HOU = (AVS - 139)*100/161,
then AVS = 435.24.
Finally, from Remywiki again, we have the formula
AVS = 60*N/Song_Length,
where Song_Length is in seconds. So, if we assume that there are no shock arrows in this stepchart, we have the following formula for Number of Steps, which only depends of the Song Length:
Number of Steps = 435.24*Song_Length/60.
I think that, probably, the Song_Length of Hou lives in the interval [121,130] (the latest lvl19 songs have Song_Length greater than 120). With this assumption, and considering [3], we have the following possible values for Number of Steps and Number of Freezes Arrows in Hou Challenge Single Panel:

This little analysis can be improved if the FREEZE RADAR VALUE is also considered, but this is more complicated.
Post #818 · Posté à 2023-11-15 03:26:57am il y a 1.4 années
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Where did the radar come from?
Post #819 · Posté à 2023-11-15 11:25:34am il y a 1.4 années
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The radar is from the e-amusement mobile app screenshot that you get when you press 1 on the keypad after playing a song.
Post #820 · Posté à 2023-11-16 01:46:16pm il y a 1.4 années
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https://www.youtube.com/live/KY65SttYipk?si=L02dabVqV66fUslq
1:18:38
Fefemz beats their PB score.
https://ibb.co/NywtNCJ
1:18:38
Fefemz beats their PB score.
https://ibb.co/NywtNCJ