Oneshot Beats: Difference between revisions
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== Description == | == Description == | ||
Oneshot beats (also ''SVT Beats'') are the secondary gameplay style in Rhythm Doctor and consist of one or multiple pulses, and one hit. The rhythm of the hits is determined by a "Ready Get Set Go!" cue, however | Oneshot beats (also ''SVT Beats'') are the secondary gameplay style in Rhythm Doctor and consist of one or multiple pulses, and one hit. The rhythm of the hits is determined by a "[[Say Ready, Get, Set, Go!|Ready, Get, Set, Go!]]" cue, however the pulses can change at any time. A oneshot pattern goes on until it is stopped with a "Stop" cue (though not always required), or changed to another pattern. | ||
== Levels == | == Levels == | ||
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*[[Supraventricular Tachycardia]] | *[[Supraventricular Tachycardia]] | ||
*[[Unreachable]] | *[[Unreachable]] | ||
*[[Puff Piece]] | *[[Puff Piece]] (Swing Tutorialized) | ||
*[[Bomb-Sniffing Pomeranian]] | *[[Bomb-Sniffing Pomeranian]] | ||
*[[All The Times]] | *[[All The Times]] | ||
*[[Bitter Times]] | |||
*[[Beans Hopper]] | *[[Beans Hopper]] | ||
*[[Rollerdisco Rumble]] | *[[Rollerdisco Rumble]] | ||
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*[[Blackest Luxury Car]] | *[[Blackest Luxury Car]] | ||
*[[The 90's Decision]] | *[[The 90's Decision]] | ||
* | *[[Lucky Break]] | ||
*[[Lo-fi Beats For Patients To Chill To]] | |||
*[[Dreams Don't Stop]] | |||
*[[One Slip Too Late]] | |||
*[[Unsustainable Inconsolable]] | |||
*[[Boss Fight]] | |||
*[[Blurred]] | |||
*[[Miracle Defibrillator]] | |||
*[[Miracle Defibrillator (Cole's Song)]] | |||
*[[Fixations Toward the Stars]] | |||
*[[público cautivo]] | |||
== Cueing == | == Cueing == | ||
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[[File:Oneshot_Cues_3.png|thumb|Oneshot cues for a complex pattern]] | [[File:Oneshot_Cues_3.png|thumb|Oneshot cues for a complex pattern]] | ||
The pattern of the cues shadows the pattern of the oneshots to follow. "Rea" and "Get" nominally line up with a oneshot pulse (green marker in the editor), and "Dy" and "Set" line up with a hit (yellow marker). After a "Go" cue, the pattern starting from the first "Rea" or "Get" cue of a pattern until the "Go" cue is looped continuously as oneshot pulses and hits, and the player must input accordingly. Since only the positions of the "Dy" and "Set" cues along with the interval of the pattern ultimately determine the hit timing, the pattern of the pulses does not necessarily need to follow the "Rea" and "Get"s exactly. | The pattern of the cues shadows the pattern of the oneshots to follow. "Rea" and "Get" nominally line up with a oneshot pulse (green marker in the [[Level Editor|editor]]), and "Dy" and "Set" line up with a hit (yellow marker). After a "Go" cue, the pattern starting from the first "Rea" or "Get" cue of a pattern until the "Go" cue is looped continuously as oneshot pulses and hits, and the player must input accordingly. Since only the positions of the "Dy" and "Set" cues along with the interval of the pattern ultimately determine the hit timing, the pattern of the pulses does not necessarily need to follow the "Rea" and "Get"s exactly. | ||
Starting from the end of a cue-in pattern, all intended hits must be "Set"s until a pulse is encountered, which must be a "Get". From there, all preceding pulses must be "Gets" until the preceding hit, which must be a "Dy". Then from there, all pulses must be "Rea"s, and all hits must be "Dy"s. A pattern must not end in "Rea" or "Get", nor start with "Go". | Starting from the end of a cue-in pattern, all intended hits must be "Set"s until a pulse is encountered, which must be a "Get". From there, all preceding pulses must be "Gets" until the preceding hit, which must be a "Dy". Then from there, all pulses must be "Rea"s, and all hits must be "Dy"s. A pattern must not end in "Rea" or "Get", nor start with "Go". | ||