TRIP MACHINE (luv mix) [ESP] 12★ Great example of artificial difficulty. It's much harder than it should be if only because you genuinely have to doublestep every crossover, every spin because you can't do them naturally. A pity the best trip machine gets this expert chart.
(Crossovers, Turns, Jacks, Step-Jumps, Difficult End)
3.0x 11.9 12.1
think ya better D [ESP] 9★ You've got a pair of small streams near the middle of the song, like 2 measures long, and that's about as difficult as this gets. Nothing complex, some spins but it's tame.
(Jumps, Turns)
3.5x 9.1 9.1
Silent Hill [ESP] 10★ 4 measure streams early on, get some jump streams and jacks in the chorus sections and a healthy amount of crossovers sprinkled throughout. Play this on Christmas for bonus EX points.
(Crossovers, Jumps, Jacks, Step-Jumps)
3.5x 10.2 10.0
PARANOiA Rebirth [ESP] 13★ Good chart for practicing crossovers and footwork in general. The jacks present can be difficult if you are not particularly good at jacks in general. First half throws a lot at you, if you can manage by that then pace yourself through the rest.
(Crossovers, Jacks)
2.5x 13.4 13.2
LOVE THIS FEELIN' [ESP] 11★ First half is only made tricky by the 16ths tossed in, but it's slow so they aren't a problem. Second half at 190, this is where it starts to pick up. You're quasi-galloping at times (8ths, no 16ths), lot of jumps, jacks at the end.
(Jumps, Jacks, Step-Jumps)
2.5x 11.5 11.8
La Senorita Virtual [ESP] 12★ You won't do the crossovers here. Like you might try once for giggle but then realize "oh this is bad" and never do it again. Chart-wise you never really stop, jacks and jumps/step-jumps are dominant throughout, very tough 12 to pass/score.
(Crossovers, Jumps, Jacks, Step-Jumps, Candles)
2.5x 12.8 13.0
La Senorita [ESP] 10★ Uhh like a high fuckin 10, low 11 my guy. Lot of jumps, lot of karaoke steps with odd placement so you gets these gaps of nothing every now and then in the chart. Bouncing all around the chart, Easier to doublestep a lot of patterns here honestly.
(Jumps, Jacks, Candles)
2.5x 10.9 11.1
GRADIUSIC CYBER (AMD G5 MIX) [ESP] 13★ Can't say enough about the sync, which has been horrendous from 3rd Mix to present day. Time the best you can for score, and if you're shooting for a pass, know that the middle is entirely drills.
(Crossovers, Drills, Step-Jumps, Difficult Middle)
3.0x 13.6 13.8
DYNAMITE RAVE [CSP] 12★ You play this chart if ESP lacks the large quantities of pivoting that you crave. I suppose this feels more evenly difficult, you've got triplets and gallops dispersed throughout as well as step-jumps. Just doesn't feel like a necessary chart.
(Crossovers, Gallops, Jumps, Turns, Freeze Notes, Step-Jumps)
3.0x 12.5 13.1
DYNAMITE RAVE [ESP] 12★ Triplets are the big feature here, they aren't overwhelming but can be a pain in the butt when timing. 5th triplet starts on a jump, bear that in mind. Chorus is step-jump heavy, pace yourself throughout the chart.
(Jumps, Step-Jumps, Difficult Beginning)
3.0x 12.5 13.3
DROP THE BOMB [ESP] 10★ Lot of uncomfy patterns that don't have the best flow, but they aren't very complex, so use whatever foot works to get through it. Middle with those 16ths and jumps, as well as the 12th run at the very end are the hardest bits.
(Jumps, Turns, Step-Jumps)
3.0x 10.4 10.6
DEAD END [ESP] 12★ Good for building up stamina as you work up the difficulties. Constant string of candle patterns are a warmup for the second half, where you'll face streams of candles, and jacks near the end. Jumps at the end can ruin a good run, watch out.
(Jumps, Jacks, Candles)
2.5x 12.8 13.0
CUTIE CHASER [ESP] 10★ Plenty of jumps throughout, doesn't demand much of you during them. Gallops come and go, they're easy to read and step. Might feel like the chart is gearing towards a spin/turn at times, don't do that.
(Gallops, Jumps)
3.5x 10.1 10.3
AFTER THE GAME OF LOVE [ESP] 8★ Sleepy chart, mainly some jumps. Would argue this is more of a 7, there isn't much in the way of difficulty to make this an 8.
4.0x 7.8 7.9
AFRONOVA [ESP] 13★ Where "Afronova Walk" comes from. Early streams are full on crossovers into the aforementioned walks, lot of jumps in the middle, lets off the gas from there a bit, end features more streams and 12th jumps.
(Crossovers, Jumps, Turns, Difficult Beginning)
2.5x 13.4 13.2
BAD GIRLS [CSP] 11★ Expert chart, but now there's 16th bursts in the mix to spice it up and more jumps. Little bit of galloping into step-jumps towards the end, be aware of the transitioning, more bursts at the end
(Gallops, Jumps, Jacks, Step-Jumps)
3.5x 11.2 11.4
Stomp to my beat [CSP] 11★ Everything the expert chart wanted to be. Gallops and step-jumps are fun, which could only ever be said on lower difficulties. Even if you're shaky with gallops, they're straightforward as can be here.
(Gallops, Jumps, Step-Jumps)
3.5x 11.4 11.3
Stomp to my beat [ESP] 10★ Overall a straightforward 10, not much flair, couple of runs, just one strange outlier in the middle with the 16ths. Not a clue what those 16ths go to; they went to nothing when I played it in 2004, and they go to nothing in 2018.
(Gallops, Jacks, Step-Jumps)
3.25x 10.7 11.0
SP-TRIP MACHINE (JUNGLE MIX) [ESP] 10★ You're gonna doublestep a lot the first time, that's ok, everyone does. Those walks come out of nowhere the first time. Nice thing here is while there are some tricky sections, it's all spaced out. Stay cool.
(Crossovers, Jumps, Jacks)
3.0x 10.5 10.4
PUT YOUR FAITH IN ME (Jazzy Groove) [CSP] 11★ Step-jumps are a big factor here, song may not be fast but you still have to be aware of your footwork. 16ths make all the difference here, pay attention to the rhythm. This sucks to score on, really latches onto the piano midway and struggles to let go.
(Jumps, Step-Jumps, Difficult Middle)
3.5x 11.5 11.8
PUT YOUR FAITH IN ME (Jazzy Groove) [ESP] 9★ Similar to the original where it's not quite a 9. Splash of crossovers and jacks throughout, a little bit of step-jumping but nothing you haven't seen before i'm sure, bit of a lull outside that.
(Crossovers, Jacks, Step-Jumps)
3.5x 8.7 8.5
PUT YOUR FAITH IN ME [ESP] 9★ That's an 8 right there fam. Every crossover looks worse at a glace than it is to execute due to the BPM, and the jacks are so tame, patterning is your enemy here, no sweat.
(Crossovers, Turns, Jacks)
3.5x 8.7 8.5
PARANOiA KCET (clean mix) [CSP] 15★ Not every chart you make needs to be shown to your boss. Very uncomfortable amount of step-jumps, more jacks, this isn't overly difficult for a 15, fairly easy overall, but poorly constructed.
(Jumps, Jacks, Step-Jumps)
2.5x 15.2 15.2
PARANOiA KCET (clean mix) [ESP] 11★ Either you're good at jacks here or not, there's no dancing your way around them. It's the usual PARANOiA formula of leg-twisting patterning that will keep you guessing first time around, stay alert.
(Crossovers, Jumps, Turns, Jacks)
2.5x 11.5 11.3
MAKE IT BETTER (So-REAL Mix) [CSP] 12★ Your concern is mainly the 16ths going to the instruments/melody. Follow the music and you'll know exactly when to step. Lucky for us the shock arrows are non-obtrusive for almost every segment of this chart.
(Freeze Notes, Shock Arrows, Drills)
3.5x 12.6 12.5
MAKE IT BETTER (So-REAL Mix) [ESP] 10★ tame for 3/4 of the chart, mainly jacks and some step-jumps, feels like the original until it memes you to death with jumps at the end just in case you didn't have your fill at the beginning.
(Jumps, Jacks, Step-Jumps)
3.5x 10.8 10.6
KEEP ON MOVIN' [ESP] 9★ Short, small streams of 8ths throughout. Crossovers will trip up a player just getting into the expert charts. Throws in a walk towards the end, right as the chorus kicks back in. This is good early practice for crossovers and walks at a lower BPM.
(Crossovers, Jumps, Drills)
3.5x 9.4 9.3
GENOM SCREAMS [ESP] 11★ Repetitive chart ahoy. Plenty of jumps come your way here. Step-jumps are a big time factor from start to end. A nice 4 measure crossover section towards the end keeps it from being too bland.
(Crossovers, Jumps, Step-Jumps)
3.0x 11.4 11.5
e-motion [ESP] 8★ Good song. Simple chart, not a lot going on beyond those jumps, a few step-jumps here and there but nothing else to note.
(Jumps, Step-Jumps)
3.5x 8.1 8.2
BRILLIANT 2U (Orchestra Groove) [CSP] 12★ You're genuinely just twisting and turning around the whole time. If you're feeling very confident about your pad awareness and coordination, give the spins/270s a try, not doublestepping the chart is very possible, just not worth it.
(Crossovers, Jumps, Turns, Step-Jumps)
3.0x 11.8 11.9
BRILLIANT 2U (Orchestra Groove) [ESP] 9★ It's perfectly fine to doublestep the vast majority of this, there isn't much of a flow to the steps throughout. Small gallops starting in the middle, very simple.
(Crossovers, Gallops, Jumps, Turns)
3.0x 9.2 9.3
BRILLIANT 2U [CSP] 10★ More aggressive than expert, jacks and step-jumps come into play, and moderate streaming. Still emphasizes difficulty in the middle, you'll get a lot of jumps thrown your way in the latter stages of the song.
(Crossovers, Jumps, Jacks, Step-Jumps, Difficult Middle)
3.0x 10.5 10.4
BRILLIANT 2U [ESP] 10★ not all charts age well. The 16ths in the middle are a big tripping point for your first playthrough, but outside this your big obstacles are mainly jumps and turns, doublestepping recommended and encouraged.
(Crossovers, Jumps, Turns, Jacks, Difficult Middle)
3.0x 10.2 10.3
BOOM BOOM DOLLAR [CSP] 11★ This is a good shock arrow chart, but it's not an 11. Even with shock arrows and that bit of 16ths early, this is a 10. You might be turning more and the runs may be longer early on, but this is only slightly harder than ESP.
(Crossovers, Jumps, Turns, Freeze Notes, Shock Arrows)
3.0x 10.4 10.2
BOOM BOOM DOLLAR [ESP] 9★ Crossovers throughout make up for the lone bit of real difficulty going on here if you make an effort to avoid doublestepping, don't force yourself to turn/spin when it's inconvenient. The little bit of step-jumping isn't hard at 135 BPM.
(Crossovers, Turns, Jacks, Step-Jumps)
3.0x 9.1 9.2
PARANOIA survivor MAX [CSP] 16★ This is the greatest DDR chart ever made. Streams are intense at times but flow well, it's a stamina drainer and pushes your technical ability especially in the latter half with the crossover runs, you need to be on your A-game here. An absolute gem.
(Crossovers, Gallops, Jumps, Speed Changes, Turns, Freeze Notes, Jacks, Difficult End)
2.0x 16.8 16.6
CHAOS [CSP] 16★ the bulk of the chart is just a slightly harder ESP; if you know the stops, when they start/end, then you'll be ok up to the end. The end crossover run is absolutely a killer, no doubt, ready yourself the best you can.
(Crossovers, Jumps, Stops, Turns, Freeze Notes, Difficult End)
3.0x 16.1 16.8
CHAOS [ESP] 14★ Try to memorize the stops if you can, which is a lot easier in this case since they go to the music, will aid you greatly in passing. Steps as a whole are not that hard, the end is where the bulk of the difficulty comes.
(Crossovers, Gallops, Stops, Difficult End)
3.0x 14.2 14.6
BAD GIRLS [ESP] 8★ lot of step-jumps and jacks going on, though at 122 BPM it's not overly difficult. hardest bits are those L-UD-R step/jump/step sections, rest is cake.
(Jumps, Jacks, Step-Jumps)
3.5x 8.4 8.6
AM-3P [ESP] 11★ Beginning run is lengthy, crossover heavy, and you'll probably doublestep somewhere towards the end of it. Beyond that is a splash of gallops and step-jumps, if you're going for score the jumps are your hurdle towards the end.
(Crossovers, Gallops, Jumps, Jacks, Step-Jumps, Difficult Beginning)
3.5x 11.2 11.5
TRIP MACHINE [ESP] 10★ I love OG Trip Machine as a song, but ugly patterning is all over the place. The spins and crossovers are there to attempt, go for it at your convenience, but if you want a good score just use whatever foot gets the job done.
(Crossovers, Jumps, Step-Jumps, Difficult End)
3.0x 10.5 10.4
PARANOiA [ESP] 11★ nice practice for jacks on expert, 1/4 note spins in the beginning/middle are fun, tricky 11 since the patterning bounces all over and slams you with jacks at the end.
(Crossovers, Jumps, Turns, Jacks)
2.5x 11.6 12.0
KUNG FU FIGHTING [CSP] 10★ hard 10, plenty of 16ths thrown around but BPM is low and you're not overwhelmed by speed, patterns for the most part are simple, don't recommend doing the spins.
(Gallops, Jumps, Freeze Notes, Drills)
4.0x 10.9 11.2
MAKE IT BETTER [ESP] 12★ a hard 10 if anything and not a 12. mind the sea of jumps toward the end.
(Jumps, Jacks, Difficult End)
4.0x 10.5 10.8