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geeky didder creative mindgrok

for any decent DDR stepchart, decisions on arrow placement in time have some relationship with what's happening rhythmically in the music. That relationship can be a literal match of strong rhythms, a set of arrows that complement the mood or pacing of the music, and sometimes an independent rhythm that contrasts but doesn't clash with what's going on in the music.

i had put some thought into writing a stepchart for the song [Jump Around]. Ultimately i decided not to, but it still rolls around in my head because i keep on conceptually flip-flopping about what to do for the chorus. it's not obvious in the video, but anyone who has ever been clubbing and danced to the song knows that typically everyone jumps in unison during the chorus, timing it so that during the word "jump!" they're in the air. This means that their feet land on the ground on the downbeat.

If i were to write the chart, there's a strong instinct for me to emulate what it is that people do in the club, which is have the feet landing on the downbeat implying that the body should be in the air on the upbeat. But this goes against the typical stepchart writing perspective, where it feels more natural to write arrows that are upbeats/blue that land when the word "jump!" is being said because that has stronger emphasis than the downbeats. Particularly because expert didderers try to be as efficient and consistent as possible in their playstyle, no one would jump up in a way that would emulate the proper 'jump around' jump unless they understood the intent and were goofing around. Otherwise, i imagine that most people would think it was dumb because they wouldn't get it.

it's a pickle.

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(Deleted comment)
Mar. 27th, 2008 10:49 pm (UTC)
the only way to do that would be to add surrounding mines, which is a decent idea, but most people don't avoid mines by jumping extra high, they avoid them by moving their feet back to the center.
Mar. 27th, 2008 11:21 pm (UTC)
What about selectively setting the pad on fire?
(Deleted comment)
Mar. 28th, 2008 04:51 pm (UTC)
ah yeah, there was a chart in ITG1 that did something like this, combining freezes and mines in such a way that the best way to handle it was to time your jump in the right way. But that's because the time between the tail of the freeze and the mine and the next arrow as pretty quick; as you start to increase the gap, people will move to the center.
(Deleted comment)
Mar. 28th, 2008 08:49 pm (UTC)
hmmmm... *ponders and nods*
Mar. 28th, 2008 01:40 am (UTC)
I promise to jump should I get this song in the tournament.
Mar. 28th, 2008 05:57 pm (UTC)
you have to do the hand motion too. :)
(Deleted comment)
Mar. 28th, 2008 05:58 pm (UTC)
oooh early plaguefox? :) i'll check it out when i get an opp. this weekend.
Mar. 28th, 2008 04:28 pm (UTC)
You could always make two different charts. One on the downbeat and one on the upbeat. Hard, and Expert, if you will. That way when two people are playing, one on hard and one on expert, they'll be jumping up and down alternately and that'd be funny to watch. =)
Mar. 28th, 2008 04:57 pm (UTC)
have you ever played paranoia eternal (extreme version) standard and heavy at the same time? that's pretty fantastic.
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