Fine by me. I'm just going to state up front that I'll probably log a DNF for anything over 13.
Do you find that the scale is getting easier or harder? As in, is any given number more or less difficult than it was before? Or is it about the same?
I had been playing SDVX (1) and was able to pass pretty much anything rated 13 or lower...and a few 14s. On SDVX II, there are quite a few 13s I can't pass. Do you think the newer Pump games are similar (in that a given number is actually more difficult)? I know it was the opposite for me on DDR and pop'n. In the newer versions of those games I'm generally able to pass songs a couple levels higher than I could in the past. But I think that's due to re-rating in the newer games.
The rating scale is definitely getting easier with time. That is, a chart from an earlier release bearing a given difficulty rating is probably harder than a chart from a more recent release bearing the same rating. There have actually been a few notables that have been re-rated higher (Dignity NM is now a 23, was a 22, for example, at least on Infinity, and I assume they copied that from mainline) presumably in an attempt to match the modern interpretation of the rating scheme.
The effect is not huge. It probably accounts for a 1 or maybe 2 at most change in rating. I also think it's more pronounced at the higher end where they've stretched the scale out some. Ratings closer to 10 seem pretty close to what I'm used to historically, though I'd have to go check some old ratings to get a better feel. Starting near 13-15, newer charts are definitely easier than older ones by about one level. I never really had a good feel for the scale below about 8, anyway, so I can't say how much, if any, this effect shows up on those easier charts.
To some extent, this may be an attempt to make everything consistent with some of the ratings that showed up in the Zero-NX2 era where ratings seemed especially inflated in some cases. I guess maybe there's a preference to re-rate older charts into a new schema than to "admit" the initial rating on a newer version was inconsistent and drop its rating down?
The Pumptris [D13] chart just happens to be an oddball from what I can tell.
A normality test: +++ATH
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To keep this going, I would like to propose that the next song be Jonathan's Dream D10. I think Ho will especially enjoy it.
There's also a D15 for your enjoyment/amusement/torture.
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So close.
I also got 4 greats on the D15, but I didn't take a screenshot, so I don't have full stepcounts. The D15 was also with bar while the D10 was no bar.
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Played it yesterday while I was on the northside getting stuff from my old apartment. I feel that they could have done something better for this song, but that's just me. Also, that ending for the D15.
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Memorable 2016 quotes:
Ho wrote:You can break arcade games and I will fix YOU!
Since NX, Pump has operated on a chip system similar to DDR solo, but they're called hearts (lives, I guess). You start off with 6 hearts, and each thing you do consumes them e.g. normal length songs are 2, remixes 3, full-length 4. You also, depending on the version, either get one chip back for doing well e.g. getting an S or lose an extra one for doing poorly e.g. getting an F. This let them combine remix, full songs, and normal songs into the same game play mode. Previously, you had to declare up front if you wanted to play remixes or normal length songs. It also let them add longer full songs without breaking the time for a game. Some versions also used this feature to let you do weird stuff like missions intermixed with regular gameplay stages.
A normality test: +++ATH
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If you find this funny, you're a nerd.
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MonMotha wrote:Since NX, Pump has operated on a chip system similar to DDR solo, but they're called hearts (lives, I guess). You start off with 6 hearts, and each thing you do consumes them e.g. normal length songs are 2, remixes 3, full-length 4. You also, depending on the version, either get one chip back for doing well e.g. getting an S or lose an extra one for doing poorly e.g. getting an F. This let them combine remix, full songs, and normal songs into the same game play mode. Previously, you had to declare up front if you wanted to play remixes or normal length songs. It also let them add longer full songs without breaking the time for a game. Some versions also used this feature to let you do weird stuff like missions intermixed with regular gameplay stages.
I like that system in some regards, but it does make it so that when you play Beat # No. 4 Full, which is 5 hearts, and you are stuck doing a short-cut. Also, 6 hearts is the standard for Infinity, the mainline series uses a different scale for heart bank.
Memorable 2016 quotes:
Ho wrote:You can break arcade games and I will fix YOU!
I think mainline is 4 to start, but you get one back if don't fail the song, which is what gives you the 3 standard length songs (assuming you don't fail). Infinity seems to have no penalty for failing.
It's been a while since I played mainline, though.
A normality test: +++ATH
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MonMotha wrote:I think mainline is 4 to start, but you get one back if don't fail the song, which is what gives you the 3 standard length songs (assuming you don't fail). Infinity seems to have no penalty for failing.
It's been a while since I played mainline, though.
Infinity is a bit weird on how it works in Pro mode. If you fail the song and it isn't from getting 51 misses in a row, you lose an extra heart if it's the first song. Failing after that point is an instant game over.
Memorable 2016 quotes:
Ho wrote:You can break arcade games and I will fix YOU!
A normality test: +++ATH
If you are no longer connected to the internet, you need to apply more wax to your modem: it'll make it go faster.
If you find this funny, you're a nerd.
If neither of the above apply, you are normal. Congratulations.