Oneshot Beats: Difference between revisions

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*[[Rollerdisco Rumble]]
*[[Rollerdisco Rumble]]
*[[Know You]]
*[[Know You]]
*[[Murmurs]]
*[[Helping Hands]]
*[[Helping Hands]]
*[[Art Exercise]]
*[[Art Exercise]]
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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]]
*[[Fixations Toward the Stars]]


== Cueing ==
== Cueing ==
=== Basic Oneshots ===
[[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]]
The start of every Oneshot pattern is cued by either the nurse or Ian saying "Rea - Dy - Get - Set - Go!" or just "Get - Set - Go!". You can decide for yourself which of these you want to use, but it's recommended to include the "Rea - Dy" in very fast or complex patterns.
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.


The exact position of the "Get - Set - Go!" cues is determined by the rhythm of Oneshots. The time between "Get" and "Set" should match the time between the pulse of a oneshot (Pulse = Start of the oneshot, it's shown in the editor as a green line) and the hit of the oneshot (Shown as a yellow line). The time between "Set" and "Go"" should match the time between the hit of one oneshot and the pulse of the next one. The "Go"" should always line up with the first pulse of the first oneshot. Changes for how the onshot pulses do not need to be cued specially.
[[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 [[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".


Remember: "Rea" = '''Pulse''', "Dy" = '''Hit''', "Get" = '''Pulse''', "Set" = '''Hit''', "Go" = '''Pulse'''.
Remember: "Rea" = '''Pulse''', "Dy" = '''Hit''', "Get" = '''Pulse''', "Set" = '''Hit''', "Go" = '''Pulse'''.


The end of a set of oneshots should be announced by a "Stop" cue on the last hit of the last oneshot. You can optionally place an "And" before it, but it's not recommended to use the combined "And Stop" event.
"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.


=== Complex Oneshots ===
The combined "And Stop" event is not recommended because it doesn't sync to the bpm. Instead use the "And" & "Stop" events seperately.
[[File:Oneshot_Cues_3.png|thumb|Oneshot cues for a complex pattern]]
If you have longer, more complex patterns, you still have to follow the rules of basic oneshot cue placement above. However now you need to place enough "Rea" and "Dy" events to match the length of your pattern. (Your pattern should always repeat after a set amount of beats) Just cover one whole iteration of your pattern in length with the cues.


== History ==
== History ==
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== Trivia ==
== Trivia ==
*Oneshots are inspired by and very similar to classic percussion patterns of a kick drum on beats 1 and 3, as well as a snare or clap on beats 2 and 4. ("Boom Tschak")
* Oneshots are inspired by, and very similar to the classic percussion pattern of a kick drum on beats 1 and 3, as well as a snare or clap on beats 2 and 4. ("Boom Tschak")
 
 
 
{{MechanicsNavBox}}

Latest revision as of 20:56, 12 October 2024

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 the rhythm of the pulses may change without warning to throw you off. A oneshot pattern usually goes on until it is stopped with a "Stop" cue, or changed to another pattern.

Levels

Cueing

Oneshot cues for a simple pattern
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 squareshot cue-in from the same voice as the cue-in, or the final input of the level.

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.

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".

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.

The combined "And Stop" event is not recommended because it doesn't sync to the bpm. Instead use the "And" & "Stop" events seperately.

History

Trivia

  • Oneshots are inspired by, and very similar to the classic percussion pattern of a kick drum on beats 1 and 3, as well as a snare or clap on beats 2 and 4. ("Boom Tschak")