![]() The song isn't consistently hard through out, instead, it starts off by throwing an easy set of steps for the first few measures, then gives you a bout of 16 notes. Waves of Challenge 'Voltage" - Max 300 goes in a pattern of "waves", or points of high energy/arrow density. I believe that brings with it a certain mental aspect with it that makes the song a bit tougher. Before you ever hit play, you know this song is tough. Max 300 at a 150BPM wouldn't be deemed nearly as "boss worthy", granted, the doubled BPM does work because the song IS fast and it's tribal style song. Intimidation Factor - As much as you may call it cheap, Max 300 had a level of intimidation with it that other songs never had: it was fast, it was hidden and it had a lot of steps. This song had what it took to be a difficult song and is still considered today to be a milestone for up and coming players. Let's look at the grand father of all boss songs (Paranoia being the great grand father) - Max 300. Not just foot speed, but constant foot speed. A lot of charters today equate difficulty with foot speed. stay facing left, it can throw you off as the song didn't change in melody, but the chart just stopped having you turn left and right without a reason to from the song!Īt any rate, I'm not sure where to start, so I'll go with what's on my mind.Ĭhart Difficulty - This is a broad one but I'd like to discuss this. That's a part that's hard to explain, but when I test a chart out, sometimes I will feel like I should move in a direction that I don't and then I feel disappointed when I face the same direction instead.Ī quick example: If a chart has you turn left, right, left and. No, by flow I mean the entire body is forced to turn in such a way that it feels "right". Now by flow I do not mean the alternating of left and right feet. Unfortunately, a custom sim will be said "this is amazing" while either employing terrible flow or no flow. Your whole body gets into the beat and you really enjoy the song and chart combination.Īnyways, too many times to charts get judged solely on the rhythm portion of their chart and the body movement portion is ignored. Of course, it hardly resembles dancing, but when you don't use the bar and just having a fun, it's easily to start "grooving" or employing a bit more body movement than what's required. Remember, DDR is supposed to be a "dance" game. However, one of the aspects of a good chart I have found is how well the chart fits the music, but not in a way that you think. For the most part, people just play a chart and decide what makes the chart good or bad. So there's been a lot of discussion over the years about what makes a good chart and what makes a bad chart. ![]()
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