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[[File:Oneshot_Cues_1.png|thumb|Oneshot cues for a simple pattern]]
[[File:Oneshot_Cues_1.png|thumb|Oneshot cues for a simple pattern]]
[[File:Oneshot_Cues_2.png|thumb|Oneshot cues for a different pattern]]
[[File:Oneshot_Cues_2.png|thumb|Oneshot cues for a different pattern]]
A oneshot pattern is always preceded by either the nurse or Ian saying "(Rea - Dy -) Get - Set - Go", and it continues until an "(And -) Stop" cue from the same voice as the cue-in, a different oneshot or [[Squareshots|squareshot]] cue-in from the same voice as the cue-in, or the end of the level. "Rea - Dy" is generally included in faster patterns to provide more reaction time, or in complex patterns that cannot be cued-in using "Get - Set - Go" alone. The two different cue-in voices allow for two simultaneous oneshot or squareshot patterns, typically on different rows.
A oneshot pattern is always preceded by either the nurse or Ian saying "(Rea - Dy -) Get - Set - Go", and it continues until an "(And -) Stop" cue from the same voice as the cue-in, a different oneshot or [[Squareshots|squareshot]] cue-in from the same voice as the cue-in, or the final input of the level.


[[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 until the "Go" cue is repeated continuously, and the player must input accordingly. All cues in a pattern before the first "Get" should be "Rea" or "Dy"s. Since only "Dy", "Set", and 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.
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. All cues in a pattern from the second-to-last hit and earlier must be "Rea" or "Dy"s. Since only the positions of the "Dy" and "Set" cues and the interval of the pattern ultimately determine the hit timing, the pattern of the pulses does not necessarily need to exactly follow the "Rea" and "Get"s.


Remember: "Rea" = '''Pulse''', "Dy" = '''Hit''', "Get" = '''Pulse''', "Set" = '''Hit''', "Go" = '''Pulse'''.
Remember: "Rea" = '''Pulse''', "Dy" = '''Hit''', "Get" = '''Pulse''', "Set" = '''Hit''', "Go" = '''Pulse'''.
"Rea - Dy" is generally included in faster patterns to provide more reaction time, or in complex patterns that cannot be cued-in using "Get - Set - Go" alone. The two different cue-in voices allow for two simultaneous oneshot or squareshot patterns, typically on different rows.


A "Set - Go" cue-in can be used to reinitiate the previous oneshot pattern.
A "Set - Go" cue-in can be used to reinitiate the previous oneshot pattern.
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