(I realize this is the brag board, but it's established that this is the default SM forum on FFR since this is and has been through FFR's development where by far the most SM discussion takes place.)
Here are some reasons why I think 7-button mode is good, for those who don't want to click the link:
- Solo is extremely fun to play, and by extension I think this would be extremely fun to play as well.
- Much more potential for keyboard sim creation. Already, I've found making solo files to be vastly more rewarding than making pad files. Music that would otherwise be easy on 4-arrow can be hard on solo, and a difficult song doesn't have to be 255BPM death metal or 280BPM breakcore 16ths with 24th rolls to be difficult.
- Seamless conversion of O2Jam files, and mostly-perfect conversion of IIDX files--either sans scratch or with the scratch condensed into the seven arrows.
- O2Jam has largely died in the U.S. and this would satisfy a craving that many players have had for a long time.
- 7-arrow mode is really as high as you're going to go, because many keyboards can't seamlessly register 8 arrows at once. When you're restricted to 6-arrow, the excuse is that the creators are holding you back, but when you're at seven it's a common hardware issue and nothing can be done about it.
- Much more potential for keyboard sim creation. Already, I've found making solo files to be vastly more rewarding than making pad files. Music that would otherwise be easy on 4-arrow can be hard on solo, and a difficult song doesn't have to be 255BPM death metal or 280BPM breakcore 16ths with 24th rolls to be difficult.
- Seamless conversion of O2Jam files, and mostly-perfect conversion of IIDX files--either sans scratch or with the scratch condensed into the seven arrows.
- O2Jam has largely died in the U.S. and this would satisfy a craving that many players have had for a long time.
- 7-arrow mode is really as high as you're going to go, because many keyboards can't seamlessly register 8 arrows at once. When you're restricted to 6-arrow, the excuse is that the creators are holding you back, but when you're at seven it's a common hardware issue and nothing can be done about it.
More reasons, outlined in the "7 reasons for 7-button thread" on ODI (some overlap/repeat):
1) O2Jam conversions. I think this is possibly one of the strongest arguments for a 7-button mode. Much of the work by American O2Jam contributors and notechart makers, especially Falkon, was designed to attract not only Malay players but Americans as well. Unfortunately, the Malaysian O2Jam is now mostly the priority of Malays only, and I think that through us the work of the Malaysian and American O2Jammers can survive and get some playtime.
2) Easy singles --> 7-button conversions. For those that make technical notecharts, you can simply take your 4-button single chart and assign that to the right hand (space/I/O/P for left/down/up/right), while adding another layer for the left hand (Q/W/E) to play, such as the drums or backup melodies.
3) IIDX conversions. One of the biggest factors I dislike about IIDX notecharts are the key layout and game engine they're supposed to be played on. For me, having a 7-button mode in Stepmania addresses both of these concerns. To convert IIDX notecharts, you could either import the chart into doubles and remove the scratch, or add the scratch into the notes.
4) For that matter, IIDX and O2Jam super-charts. We, as Stepmania players, are notorious for pushing everything to the total unrestrained extreme, be it layering, chart difficulty, simfile packs, whatever--I personally like this, because aside from custom GH charts it's the only widely-played music game where people commonly do it. We could therefore make extensions of IIDX and O2Jam charts with additional layers and, in the case of IIDX, added hold notes.
5) Rock band conversions. In other words, layering both the drums and guitar notes over each other, and possibly the bass and vocals if you really want to.
6) For that matter, GF/DM conversions that play the guitar and drums at the same time.
7) Being able to play these charts on the SM engine. The SM timing windows for 4/4 were decided so far back that I can't possibly remember who chose them, but I want to kiss the feet of whoever did. They're the perfect balance between O2Jam-style and IIDX-style timing. Additionally, the scoring engine allows for a balance of speed/timing without too heavily favoring one or the other.
2) Easy singles --> 7-button conversions. For those that make technical notecharts, you can simply take your 4-button single chart and assign that to the right hand (space/I/O/P for left/down/up/right), while adding another layer for the left hand (Q/W/E) to play, such as the drums or backup melodies.
3) IIDX conversions. One of the biggest factors I dislike about IIDX notecharts are the key layout and game engine they're supposed to be played on. For me, having a 7-button mode in Stepmania addresses both of these concerns. To convert IIDX notecharts, you could either import the chart into doubles and remove the scratch, or add the scratch into the notes.
4) For that matter, IIDX and O2Jam super-charts. We, as Stepmania players, are notorious for pushing everything to the total unrestrained extreme, be it layering, chart difficulty, simfile packs, whatever--I personally like this, because aside from custom GH charts it's the only widely-played music game where people commonly do it. We could therefore make extensions of IIDX and O2Jam charts with additional layers and, in the case of IIDX, added hold notes.
5) Rock band conversions. In other words, layering both the drums and guitar notes over each other, and possibly the bass and vocals if you really want to.
6) For that matter, GF/DM conversions that play the guitar and drums at the same time.
7) Being able to play these charts on the SM engine. The SM timing windows for 4/4 were decided so far back that I can't possibly remember who chose them, but I want to kiss the feet of whoever did. They're the perfect balance between O2Jam-style and IIDX-style timing. Additionally, the scoring engine allows for a balance of speed/timing without too heavily favoring one or the other.
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