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[pjd] rambling a bit about beatmap design and why this game is good at it

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I drew drawings because it's easier to explain that way, in the drawings Ill be using a pentagon to represent "a note is here but your brain hasn't parsed which one it is yet"

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9★ テオ (Teo) Extreme Perfect Mega39s NS
first off, here's what gameplay looks like, as a reference

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the playstation buttons are 'press button when this overlaps with the marker'

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the left/right arrows are analog stick flicks

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or holds

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during complex chains, there's enough going on that it would be a nightmare to play if there weren't strict visual rules the game almost always follows (and only doesn't on the hardest of hard content)

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here's some rules that nearly all beatmaps in project diva follow:

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1. Distance between notes is proportional to time between notes

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The actual distance between notes will vary per song but, within a phrase,

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if two notes are twice as far apart, the gap between hitting them is twice as long

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Ouendan is also very good about this and it allows you to see the beat of the music

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the same way that a long gap between DDR steps means a long break between notes

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the stream of notes moves at a consistent speed

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also, notably usually the next one will start somewhere near where the last one ended

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so you don't need to move your eyes as much

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2. Doubles put the notes in a specific order

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this one's a bit harder to explain

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but the red things, where you have to press two buttons at once

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those notes are usually lined up vertically or horizontally with each other

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and if they're vertical, the order, top to bottom, will always be this:


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and horizontal will always be in this order:


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and that includes having gaps - OX will put the notes closer together while O+Square will put them a bit further apart

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what this means for the player is that you don't need to be able to parse what symbol each note is when there's a lot of doubles

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if you see this


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you can tell just from the vertical spacing that left to right it's tri+sq, sq+X, X+O

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the positioning of the notes alone tells you that immediately

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3. Triples do the same thing but try to fuck with you a bit

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Triples are usually huge and cover like half the screen


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which can be hard to see all of, until you realize

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that they follow the same spacing rules as horizontal doubles

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and almost always use one of the same two patterns:

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on the left and
on on the right



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so if you see a big triple, you can tell what it is just by physically where it is on the screen

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4. Long streams of different notes usually spin around the face buttons.

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sometimes there are a whole lot of notes in a row at a steady rhythm, quickly, and they're all different notes

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these 99% of the time follow... the same order as all the other shit above

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triangle square X O, or o x square triangle

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which is just spinning in circles around the face buttons

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you will never see this


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you will always see this


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so you can just look at the first two notes, get your starting position and spin direction

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then spen

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spin

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5. Arrows follow the direction of movement.

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EX plays a bit loose with this one compared to the others but

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if you have a string of buttons going left to right, then an arrow

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it will be a right arrow, because you're moving to the right

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and if there are multiple arrows in a row, they will almost always alternate left and right

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so if you're going right to left and get X O X O (arrow) (arrow) (arrow)

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huge money that the arrows will be left, right, left

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because you're moving left, so the first one is left, and then it'll alternate

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THE RESULT OF ALL THIS IS

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while things look chaotic and super impossible

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after a while you get good at not just specific songs

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but in blind reading other hard songs

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because you learn all of the patterns of how beatmaps are shaped and can just trust the game design to fill in the gaps

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and that is cool

NekoInc, MSPM
It's a good scheme of things