SilverStar, if you ever read this comment, I know another rhythm game Brain Power is charted in, and it's actually a rhythm game within another game, being RESONARK in VRChat. If you plan to make this kind of video again for this song, I'd be more than happy to record footage of the song there and send it to you.
AGHHHH i was looking for this song for like 2 days straight and i found another video on this channel just like this but with a different song… i was so close 🥲
The NES Advantage appears to have been designed in-house by Nintendo. While it is similar to products from ASCIIWARE, it is of a very high build quality. There were other arcade-style joysticks. Camerica brought over the Freedom Stick, Supersonic: The Joystick, and the TurboTronic, the latter has the same button layout as the ASCII Turbo Jr Stick for the Famicom. Beeshu marketed the Jammer, Jazz Stick, Viper, Zinger, Gizmo, and Ultimate Superstick, but the only thing ultimate about it was the terrible build quality. Nexoft marketed The Dominator MasterControl, The Quickshot Arcade was another arcade-style stick. Capcom made the Capcom Fighter Power Stick for both the SNES and NES, The Ultimate Superstick, Supersonic, and the Freedom Stick are wireless infrared sticks. The NES Advantage uses a light gray color for its plastic and is same size like the NES front loader control deck. It comes with crevices cut into the plastic to give it some style. These crevices are hard to clean if they get really filthy and I always thought they were a bit over the top. The red lettering on the top can also get worn down by sunlight and abuse. You can use four NES Advantages with a NES Four Score or NES Satellite. The NES Advantage plugged into Controller Port 3 should have its switch set to Player 1 and the NES Advantage plugged into Controller Port 4 should have its switch set to Player 2. The NES Advantage is compatible with The Dominator MasterControl and B.D.L. Enterprises' Turbo Blaster.
Since I've been charting for a while and experience a lot of charting styles from pump, osu, fnf, ddr and smx, here's what I can say about each: Really long hold notes: That's D2R Freeze Special. Also, kinda subjective but the example given does show the point. Make sure your holds have some reason to exist, including those at the end. Pointless stream: That's pump charting in a nutshell for a lot of charts (Wedding Crashers, Inefficient Boss Without Power, Bad Apple, Rolling Christmas, and pro players know how many more). Can be tastefully implemented in the more musically intense parts of a chart if you want some extra difficulty. Wrong BPM: I've done this shit before and unless we're talking about live recorded music or BPMs used with consideration to quantization, avoid doing this. Even for my old charts where I didn't know what BPM tappers and sync tempo was, I can't forgive myself for trying to give songs a higher BPM than they do because FOR FUCKS SAKE DO YOU KNOW HOW TO CHANGE THE BPM TO SOMETHING THAT ISN'T 128? (Don't take the caps lock too seriously, it's an inside joke where every pop song is a 12X BPM song) Excessive rolls: I thought you meant the actual roll mechanic where instead of tapping once on a long note, you need to keep tapping on it or else it lets go. Regardless, this should apply to any pattern (and a segment also related to this). I understand thematics within a chart (such as AIR and FREEZE specials being focused on jumps and holds respectively), but too much of one thing really does not help. Some places where repeated patterns were used tastefully were in Nageki no ki CSP and Lachryma CSP, and in both cases we're talking about short segments. Boring map: Here we keep touching on what's said earlier. Even on lower difficulties the patterns should at least stimulate the brain to learn something new. Endless LR streams should be left for testing the sync; they should end at some point. Unfinished: I can forgive this if you're working on like 50+ songs in different packs and suck at organization, or there's a good reason to keep an empty space somewhere. Empty spaces are not indicative of a bad chart, but if it's really easy to tell the chart was not yet finished, then there's a problem. Over-Finished: Boi, I remember doing this as a child with MAXX Unlimited on the PS2. As much as it can be memeable, I rarely see a purpose for letting a chart continue past the song's duration. Undermapped: This is very dependent on context, because lower difficulties *must* be undermapped because they're supposed to be easier than the highest difficulty and help players learn the game. The key to a lower difficulty chart uses a bit of level design and you have a lot of freedom with what you want to do with them. I've sometimes used lower difficulties to introduce very high level mechanics because most of the times a 16th triplet at 280BPM will be found on the upper echelon of charts, not really the lower ones. Same with stepjumps at any BPM higher than 120BPM 16ths, the faster the chart, the rarer they are at lower difficulties. Overmapped: I tend to do this even nowadays for higher difficulty charts, but my approach is different, or at least more nuanced. It's really down to perception, and sometimes I overchart depending on what I see in the music. Overcharting can also be used with some level design elements if you want to lead up to another chart. Think of how Eon Break CSP in DDR preceded Breaking The Future in DDR. While the former is not overcharted, it is a strong example of how you can use one thing to help players scale up to the next incoming chart. There's also a few examples of footswitches in DDR X3 and 2013 for the sake of helping people learn the pattern... and then came Scarlet Police to make sure this is meta. Too Many Jacks: Bi Challenge and FNF Quads: Would make sense if this was 5-key or more, but I rarely see a point to quad streams. Jump drills make more sense than this. Absurd difficulty spike: I can argue this can be omnipresent in any rhythm game incarnated in any song. ITG stamina charts do this all the time, DDR has a few charts like Valkyrie Dimension and Pluto Relinquish and I think they have their own point (and Breaking the fucking future CSP), osu I've seen this happen in various charts since it heavily relies on utilizing the song and most songs have calmer parts and more note heavy parts. AAAAAAAAAAAAAAAAA: 1949 D28's ending. Empty map: If you have a theme with a groove radar or really any indication of a chart's contents, this is easy to spot and most likely an oversight cause I don't think a lot of people would intentionally leave a chart empty aside of memeable purposes. Also, how the hell did Stepmania crash from that XD Anyways, I've had my time but since I view charting as an art, these ~~except for syncing your chart correctly~~ are not rules, but rather my perspective on charting, and what the video shows is mostly dedicated to 4-key while my perspective expands to pad and keyboard play. Time again has shown that my views are subjective since not everyone agrees with them... and I tend to like charts that are more challenging and infamous among a community, especially in DDR, which is my specialty. Do what you like and you'll find like-minded people that will like your charts. *posts this so it can be buried in the comments section and never be seen*
Kinda disappointed the Audiosurf footage was of Mono. Mono has the least interesting gameplay, as it changes every block to either colored (pick up) or gray (avoid), rather than requiring you to match colors, and its only other gameplay element is Mono Pro's ability to jump. I always played Double Vision Pro myself... solo.