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Note and timing gimmicks

Rhythm Lunatic edited this page Dec 13, 2018 · 5 revisions

Various gimmicks that commonly appear in pump charts.

notes that are actually hold notes

Right on your hold note, set speed to 1000 and length to whatever you want (above 0), then set scrolling factor to 0.001.

Notes that appear out of nowhere and slow down at the receptors

Make all notes disappear before they reach the receptors

If you just want to make the notes invisible, add an attack segment with the Hidden modifier. If you want to make the notes disappear and not count for your score, add a fake segment and an attack segment that has Hidden & StealthPastReceptors (SM 5.1+ required).

Make individual notes disappear (and not count) before they reach the receptors

Add a warp somewhere and copy and paste the same notes, minus the one you want to disappear. When the player crosses the warp and jumps to the new set of notes, it will make it look like the notes disappeared.

Make individual notes disappear (and still count) before they reach the receptors

5.1_new supports setting mods to individual note columns, so apply Hidden to a single column.

Make stopped notes appear and disappear in the playfield

Make a warp that lands on a segment with a scrolling factor of 0. then 0.25 after, set the scrolling factor back to 1 with a warp that jumps past the note you want to make disappear.

Stutter gimmick

Add a delay for the length of time until the next note.

Fake Notes

Press N/M in the editor to switch between special note types (Mine/Lift/Fake) to insert fakes.

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