Post #21 · Posted at 2010-09-30 03:59:32am 14.7 years ago
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"F***ing exhausted." |
I'm surprised so few people "get" ecstacy. I always thought it made sense.
Post #22 · Posted at 2010-09-30 04:40:35am 14.7 years ago
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"No." |
the slight slow down makes sense...its just hard to PA
the stop is fun because i get to do random stuff for like 4 measures
the stop is fun because i get to do random stuff for like 4 measures
Post #23 · Posted at 2010-09-30 04:48:09am 14.7 years ago
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"DINGDONG♥HEARTS" |
I agree with alan, n00b and bolt. The stops make perfect sense. And I was always under the impression that the stops are what made Ecstasy popular. 

Post #24 · Posted at 2010-09-30 04:53:19am 14.7 years ago
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"canadian red-haired ninja" |
Believe in meat.
That breakdown in the middle kinda gives the song a little bit of mysteriousnes
That breakdown in the middle kinda gives the song a little bit of mysteriousnes
Post #25 · Posted at 2010-09-30 05:16:45am 14.7 years ago
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"Popular bisexual disaster" |
Not just the slowdown, the end also has a mild speed up.
Though that's just down to the song being that way, not a charting FU.
Though that's just down to the song being that way, not a charting FU.
Post #26 · Posted at 2010-09-30 05:50:50am 14.7 years ago
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"Give me a steady beat." |
SO FABULOUS, SO FIERCE (FREAK OUT) is something you'd be hard pressed to sight read on your first try but it's a lot of fun when you get it. Gimmicks are good when they are tied to something in the music and make sense once you see where they are. If they're just all over the place without rest and arbitrary it's not adding to the enjoyability of the song.
Post #27 · Posted at 2010-09-30 06:01:03am 14.7 years ago
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Not one person has said they like negative BPM songs yet, but almost everyone admits they like gimmicks to some extent. Seems like everyone is in agreement that some extent of gimmicks that go with the music are good if used tastefully.
Post #28 · Posted at 2010-09-30 06:11:41am 14.7 years ago
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"No." |
the only time i ever really saw negative bpm songs were joke simfiles, in which case i laughed to myself a bit.
Post #29 · Posted at 2010-09-30 06:15:50am 14.7 years ago
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Quote: hellrazor
Not one person has said they like negative BPM songs yet, but almost everyone admits they like gimmicks to some extent. Seems like everyone is in agreement that some extent of gimmicks that go with the music are good if used tastefully.
I don't hate negative BPM as long as it's used reasonably, like GABBER-D Challenge version in D3MIX COMPLETE, Famicom sweet memories in popcandy 2, or DMAxel's Muscination KaXX. When it's used like it is in some Hopscotch Mix boss songs, it's dumb. Stuff like that is probably what made Stepmania developers so against it (aside from the fact that it pervented 100% scores).Post #30 · Posted at 2010-09-30 06:58:23am 14.7 years ago
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Quote: Bolt-Edge
the only time i ever really saw negative bpm songs were joke simfiles, in which case i laughed to myself a bit.
It's used rather well in Chmurek's Artillery file available here:http://www.megaupload.com/?d=MME0Q8GN
But even when used well I still dislike it, plus I use SM4.0 which doesn't support the negative BPM glitch.
Post #31 · Posted at 2010-09-30 07:27:01am 14.7 years ago
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"Give me a steady beat." |
Quote: Bolt-Edge
the only time i ever really saw negative bpm songs were joke simfiles, in which case i laughed to myself a bit.
GRIP by jammitch!, DDR OSC 4.
Post #32 · Posted at 2010-09-30 09:24:57am 14.7 years ago
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"btor2osly" |
I personally subscribe to the Synod of Tek -Club Copenhagen-
0:58-1:20
0:58-1:20
Post #33 · Posted at 2010-09-30 09:36:15am 14.7 years ago
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Okay, you win. We get it!
Post #34 · Posted at 2010-09-30 07:05:23pm 14.7 years ago
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"." |
But you get NOTHING.
YOU LOSE.
YOU LOSE.
Post #35 · Posted at 2010-10-01 12:05:19am 14.7 years ago
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"F***ing exhausted." |
Good day, sir!
Post #36 · Posted at 2010-10-02 12:18:33am 14.7 years ago
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I like Pluto's stops, because the music does break there at parts. Chaos? Well, that one's a little excessive, but what drives me nuts about that chart more than the stops themselves is that they plunge the song into all kinds of strange timing units for the arrows, making even on-beat steps "chaos" as the game defines it, artificially driving up the spike and rendering accurate edit steps (at least with the narrow options they give us) impossible to create. Pluto has a very slight case of that (16ths are on the beat for a while) but it corrects itself over the course of the song, whereas Chaos stays in 32nd/64th note land for more than half the song.
Pluto The First's stops would have been acceptable if they timed them out better and if the very last one didn't exist.
Generally, I find stops okay as long as they're musically sound.
As for tempo changes, I like them when the actual feel of the song changes. My simfile on Cave In is an example of where I think they're called for. Pluto Relinquish is all right in my book, but I think the 800 sections would have been more fun as mine walls than freeze arrows. A good jump could allow complete escape from them and start the next set of steps on a bang just like the music.
Of course, DDR doesn't do mines, so maybe that last point was moot.
Pluto The First's stops would have been acceptable if they timed them out better and if the very last one didn't exist.
Generally, I find stops okay as long as they're musically sound.
As for tempo changes, I like them when the actual feel of the song changes. My simfile on Cave In is an example of where I think they're called for. Pluto Relinquish is all right in my book, but I think the 800 sections would have been more fun as mine walls than freeze arrows. A good jump could allow complete escape from them and start the next set of steps on a bang just like the music.
Of course, DDR doesn't do mines, so maybe that last point was moot.
Post #37 · Posted at 2010-10-02 12:20:15am 14.7 years ago
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Quote: Dark Mage
Of course, DDR doesn't do mines, so maybe that last point was moot.
I don't think Shock Arrows would have been any better in this moot point.