WARNING: YOU ARE ABOUT TO READ ONE OF THE BEST IDEAS TO EVER HIT FFR
Recently, I've started to play solo charts on SM, which is the same game except instead 4 arrows you have 6. It's so awesome that I've almost given up on singles. I begin to think, "Wow, why the hell don't more people play this?
Regardless of my efforts to try and spread the word about solo, a few obstacles just seem to keep getting in my way. Primarily two of them:
- lack of easy files
- lack of interest
- no one's ever thought about trying solo/never heard of solo
I want to put an end to that.
I WANT TO MAKE A 6-ARROW VERSION OF FFR
__________________________________
By creating a 6-arrow version of FFR we are accomplishing many things:
- Promoting higher quality file-making
Because there are 6 arrows now, there is a lot more room for things such as pitch relevancy and layering, making it easier to make better files and stuff. On the other hand, it does make it a little more complex since you do have to relearn which patterns are friendly.
Since solo is more complex, once someone grasps how to make a good solo file singles become retardedly simple. Everything about this promotes higher quality files.
- Spreading the word about solo
Very few people play solo, and that will change once FFR can do something about it. FFR got tons of awesome players into SM, and it will no doubt do the same for solo.
- New way of playing will keep players interested
Some people may be getting bored of singles by now. Introducing a totally new way (okay, not COMPLETELY new) of playing is one of the best ways to keep the game fresh. Who knows, it might even become so popular that singles are almost completely abandoned...
- Push player's reading skills
I'm pretty confident when I say that few will immediately catch on to solo as soon as they start trying it. It'll be a while before they get used to reading it. Once they do, they'll realize that they have to push their reading limits to the max.
- Finger dexterity
Your pointer and middle finger soon become dominant while the other fingers are horribly underdeveloped as you play singles. While this doesn't balance out all your fingers it does develop your ring finger, which is an improvement nonetheless.
For example, with singles, it's difficult to make jumpstreams with doubles and especially triples, but in solo, you have so much room that double streams can be varied and completely aired, no jacks, and still have enough room to throw in triples and quads (whoa quads).
Don't even get me started with quints.
I'm writing this up at 1 AM and just going along without preparation or planning, so I'm sure there are a lot more reasons a solo version of FFR should be implemented.
__________________________________
In fact, if there's enough support, I even have the basic ideas planned out.
- Same judging system as the FFR1 batch, but with different judges who have experience and knowledge with solo files because it's different (I guess I'll do judging if we can't find qualified people.)
- Multiple difficulties: I cannot stress the importance of this. Maybe we can focus on fewer charts once most of the community is familiar with solo, but for now we need to first focus on promoting the playing style.
- Noteskin should be something similar to notebar or Pop'n organization. The directional arrows just don't make sense in this case. Noteskin color should remain the same, but we should also include something similar to Pop'n Music so new players can get a feel for it. For those who don't know it's something like this:
[B][g][r][r][g][B]
Colors are organized by placement instead of rhythm.
- Keymapping: also very important. While most people use qweiop, some people (like me) have computers that cannot handle all of them, so we use qwe[left][down][right]. Allow keymapping so we can choose what works best for us.
- In-game organization can be the current genre system (which as we see doesn't work all too well) or similar to SM's. Problem with SM organization is that it's slightly more complex and we'd be making a clone. We should do something in the middle... somehow.
__________________________________
That's all I have so far, feel free to leave suggestions and I'll update this. By the way, I'm not crediting anyone cause it's too much work, so don't post a suggestion if you don't want the idea stolen from you.
This shouldn't be too difficult to implement because it's almost the same engine as FFR, just a few things modified. Everything I've recommended so far should be simple, seeing how things are with FFR1 right now.
Above all though, this is the way keyboard files should be played. 4 arrows is just not enough and doesn't make much sense. It's not really keyboard anymore, more like mashing the hell out of 4 fingers. Don't get me wrong, I'm not saying 4 arrows are bad or to abandon it, but 6 arrows is much more meaningful.
I NEED AS MUCH SUPPORT AS POSSIBLE GOGOGO
P.S. Don't even think about doubles until we get solo implemented. I just know someone's going to say it.
Recently, I've started to play solo charts on SM, which is the same game except instead 4 arrows you have 6. It's so awesome that I've almost given up on singles. I begin to think, "Wow, why the hell don't more people play this?
Regardless of my efforts to try and spread the word about solo, a few obstacles just seem to keep getting in my way. Primarily two of them:
- lack of easy files
- lack of interest
- no one's ever thought about trying solo/never heard of solo
I want to put an end to that.
I WANT TO MAKE A 6-ARROW VERSION OF FFR
__________________________________
By creating a 6-arrow version of FFR we are accomplishing many things:
- Promoting higher quality file-making
Because there are 6 arrows now, there is a lot more room for things such as pitch relevancy and layering, making it easier to make better files and stuff. On the other hand, it does make it a little more complex since you do have to relearn which patterns are friendly.
Since solo is more complex, once someone grasps how to make a good solo file singles become retardedly simple. Everything about this promotes higher quality files.
- Spreading the word about solo
Very few people play solo, and that will change once FFR can do something about it. FFR got tons of awesome players into SM, and it will no doubt do the same for solo.
- New way of playing will keep players interested
Some people may be getting bored of singles by now. Introducing a totally new way (okay, not COMPLETELY new) of playing is one of the best ways to keep the game fresh. Who knows, it might even become so popular that singles are almost completely abandoned...
- Push player's reading skills
I'm pretty confident when I say that few will immediately catch on to solo as soon as they start trying it. It'll be a while before they get used to reading it. Once they do, they'll realize that they have to push their reading limits to the max.
- Finger dexterity
Your pointer and middle finger soon become dominant while the other fingers are horribly underdeveloped as you play singles. While this doesn't balance out all your fingers it does develop your ring finger, which is an improvement nonetheless.
For example, with singles, it's difficult to make jumpstreams with doubles and especially triples, but in solo, you have so much room that double streams can be varied and completely aired, no jacks, and still have enough room to throw in triples and quads (whoa quads).
Don't even get me started with quints.
I'm writing this up at 1 AM and just going along without preparation or planning, so I'm sure there are a lot more reasons a solo version of FFR should be implemented.
__________________________________
In fact, if there's enough support, I even have the basic ideas planned out.
- Same judging system as the FFR1 batch, but with different judges who have experience and knowledge with solo files because it's different (I guess I'll do judging if we can't find qualified people.)
- Multiple difficulties: I cannot stress the importance of this. Maybe we can focus on fewer charts once most of the community is familiar with solo, but for now we need to first focus on promoting the playing style.
- Noteskin should be something similar to notebar or Pop'n organization. The directional arrows just don't make sense in this case. Noteskin color should remain the same, but we should also include something similar to Pop'n Music so new players can get a feel for it. For those who don't know it's something like this:
[B][g][r][r][g][B]
Colors are organized by placement instead of rhythm.
- Keymapping: also very important. While most people use qweiop, some people (like me) have computers that cannot handle all of them, so we use qwe[left][down][right]. Allow keymapping so we can choose what works best for us.
- In-game organization can be the current genre system (which as we see doesn't work all too well) or similar to SM's. Problem with SM organization is that it's slightly more complex and we'd be making a clone. We should do something in the middle... somehow.
__________________________________
That's all I have so far, feel free to leave suggestions and I'll update this. By the way, I'm not crediting anyone cause it's too much work, so don't post a suggestion if you don't want the idea stolen from you.
This shouldn't be too difficult to implement because it's almost the same engine as FFR, just a few things modified. Everything I've recommended so far should be simple, seeing how things are with FFR1 right now.
Above all though, this is the way keyboard files should be played. 4 arrows is just not enough and doesn't make much sense. It's not really keyboard anymore, more like mashing the hell out of 4 fingers. Don't get me wrong, I'm not saying 4 arrows are bad or to abandon it, but 6 arrows is much more meaningful.
I NEED AS MUCH SUPPORT AS POSSIBLE GOGOGO
P.S. Don't even think about doubles until we get solo implemented. I just know someone's going to say it.








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