Insomniac Beats: Difference between revisions
(→Cueing: Typo so it links to the Classic Beats wiki page) Tags: Mobile edit Mobile web edit |
(rewritten and provided an alternate explanation in cueing) |
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==Description== | ==Description== | ||
'''Insomniac Beats''' | |||
'''Insomniac Beats''' essentially work in the same way as a classic beat. The hit timing relative to the previous hits will stay the same, but the beats are able to pulse in any way. This gimmick is mostly used with additional visual distractions, and occassionally audible distractions. | |||
==Levels== | ==Levels== | ||
*[[Battleworn Insomniac]] | *[[Battleworn Insomniac]] | ||
*[[Super Battleworn Insomniac]] | *[[Super Battleworn Insomniac]] | ||
==Cueing== | ==Cueing== | ||
A regular [[Classic Beats|Classic Beat]] must be showed first to show the timing of the hit. Then, the row's effect is set to "Electric" using a [[Paint Rows]] event (this will also cause the audible cue). Afterwards, the pulses can be placed in any way using [[Free Time Beats]], as long as the hit timing remains the same as before the cue. | |||
It can be thought of like a [[Oneshot Beats|Oneshot Beat]]: the first beat is on "Get," the hit is on "Set," and the next first beat is on "Go." So, any beats can be placed between the "Get" and "Set," like oneshots, as long as the hit stays the same. | |||
The "Electric" effect has no audible cue when removed. | |||
==History== | ==History== | ||
==Trivia== | ==Trivia== | ||
Levels in story mode don't use | |||
Levels in story mode don't use the standard audible cue for this gimmick, despite it being forcibly played with the [[Paint Rows]] event. | |||
{{MechanicsNavBox}} | {{MechanicsNavBox}} |
Latest revision as of 09:51, 24 October 2024
Description
Insomniac Beats essentially work in the same way as a classic beat. The hit timing relative to the previous hits will stay the same, but the beats are able to pulse in any way. This gimmick is mostly used with additional visual distractions, and occassionally audible distractions.
Levels
Cueing
A regular Classic Beat must be showed first to show the timing of the hit. Then, the row's effect is set to "Electric" using a Paint Rows event (this will also cause the audible cue). Afterwards, the pulses can be placed in any way using Free Time Beats, as long as the hit timing remains the same as before the cue.
It can be thought of like a Oneshot Beat: the first beat is on "Get," the hit is on "Set," and the next first beat is on "Go." So, any beats can be placed between the "Get" and "Set," like oneshots, as long as the hit stays the same.
The "Electric" effect has no audible cue when removed.
History
Trivia
Levels in story mode don't use the standard audible cue for this gimmick, despite it being forcibly played with the Paint Rows event.