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This beatmap was submitted using in-game submission on 10 September 2017 at 16:55:00

Artist: Yui Sakakibara
Title: 100Nyan Power de Yumegokoti
Source: ネコぱら vol.2 姉妹ネコのシュクレ
Tags: NEKO WORKs Nekopara eroge VN galgame visual novel sun ending Sinitiro Yamashita Team-OZ
BPM: 128
Filesize: 2639kb
Play Time: 01:42
Difficulties Available:

Download: Yui Sakakibara - 100Nyan Power de Yumegokoti
Information: Scores/Beatmap Listing
---------------
Kisses
Last edited by Kisses on , edited 7 times in total.
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at your req:

illegal diffname



---

Hard


The nc's at 00:09:237 (1) - , 00:10:175 (1) - , etc. don't rly make it any easier to read a 3/4 rhythm, the stacking is enough for that. These nc's just clutter up your nc job so I rly think you should remove them.

---

Simple set, already pretty polished so not much to say.
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Pachiru wrote:
kisses!

hello ~
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General:
oko mapped any diff here? also need metadata reference

Easy:
00:20:136 (1) - consider ctrl-h the slider shape for a more pleasant visual flow like 01:35:136 (1) - does
00:40:761 - 00:44:511 - either vocals/beats need some clicking here, maybe you want some break for beginners but they don't really fit imo
00:41:229 - 00:44:979 - should be same hitsounds i suppose?

Normal:
00:46:386 - should be a finish instead
00:15:448 (4) - 01:30:448 (4) - I'd suggest turning them into 1/2 + circle so the rhythm can be a bit harder than the easy

Hard:
00:33:026 (4) - add nc for switching to vocal?
00:44:511 (1,2,3) - you can move them up to avoid 00:44:511 (1,4) - overlap and keep a clean visual throughout the diff
01:05:839 - 01:19:901 - uh I don't like how the vocal is being skipped here :\
intro/outro rhythm is pretty interesting xD

Light In:
ar7.5 might be a wiser choice, both for spread and better readability concerning some patterns
00:52:479 (2) - make 00:52:948 - clickable? now it sounds weird to me and it's against your other rhythm patterns for such doublets as well
00:56:698 (5) - move it left to make that reversed arrow clearer, also improves 00:56:229 (3,5) - visual imo
01:00:917 - missing normalsample and 01:00:682 - missing softclap?
01:15:682 (6,7) - claps

Kisses:
diff name kinda makes sense to me, but if we can easily avoid potential and unnecessary debates then why not?
00:07:479 (2) - i think this is not what the vocals intend to be snapped to
00:10:409 - 00:14:159 - etc. explain the additive hitsounding maybe? It sounds really annoying to me
00:09:823 (4,6) - avoid this overlap would fit ur overall design imo
00:38:534 (6,1) - the smooth flow would probably make ppl misread this pattern as 1/4 gap, consider doing sth to 00:38:886 (1) -
00:46:268 - either add a circle or make 00:46:151 (8) - a 1/4 slider to cover the sound?
00:52:479 (2,3) - same as light insane
01:00:917 - 01:06:542 - 01:07:479 - 01:17:323 - 01:21:073 - 01:30:682 - normal sample?

you can call me back if you want, or maybe get 1 or 2 extra mods concerning the two insanes first
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Garden wrote:
Kisses
00:07:479 (2) - i think this is not what the vocals intend to be snapped to Someone brought this to my attention and after listneing at it at 25% speed it does sound like 1/3 to me. The reverse slider shouldn't make things too awkward either
00:10:409 - 00:14:159 - etc. explain the additive hitsounding maybe? It sounds really annoying to me I had a reason when I first made it but now I can't remember anymore lol
00:46:268 - either add a circle or make 00:46:151 (8) - a 1/4 slider to cover the sound? I know there's a sound here but I just feel it's more natural to play a triplet here. I can't really explain my reasoning anymore than that, it just feels right

everything else fixed. I will get the metadata refernce soon
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M4M

Is that goddamn hentai music

Neko Rezu

00:15:448 (5) - bend it to the left so that it flows a bit better and corresponds with 00:15:682 (6,7) - a bit better
00:19:198 (4) - same applies, to the right this time
00:22:948 (3,4) - stacking these would implify the strong shift in music there
00:22:948 (3,5) - I recommend changing the shape of (5) to compose better with (3), like so: https://osu.ppy.sh/ss/8617219
00:25:761 (1) - straighten up, flows better with 00:26:112 (2) -
00:49:667 (4) - bend it a little more, the curve is barely visible
01:04:198 (5,6,7,8,1) - uhm, in all previous instances you used a different way (see here 01:02:323 (4,5) - ) to indicate a 1/4 corelation between a circle and a slider, why are they stacked now? keep the consistency going
01:07:948 (1,2,3) - how's 3 different from the others? I mean it's the only one that got a white anchor in it. I suggest you give this pattern a little "buildup", bend 01:08:182 (2) - about the half time as much as you did in 01:08:417 (3) -
01:18:612 (2,3,4,5) - inconsistent spacings in identical moments of the song
01:23:182 (5,6) - isn't this spacing a bit too high? I mean if (6) was reversed it wouldn't be a problem, but now not only do I have to make a huge jump, I also need to reposition my cursor to imply a flow that's directly inverse to the flow I've been using before.
01:37:948 (3,4,5) - as mentioned at the beginning of the mod

Light Insane

00:11:815 - you're ignoring a sound here, I suggest a stream pattern instead
00:15:448 (3) - 1/4 slider instead (00:22:948 (3,4,5) - is mapped the same way even though it doesn't have that sound in it)
00:19:198 (3) - for some reason, despite previously ignoring it you seem to be mapping the missing sound from now on, why? (I was thinking that you were undermapping the song for the sake of making it easier until this point)
00:33:964 - blanket
00:44:042 (3,4,1) - kind of an antiflow here, I bet that's not gonna be too comfortable to play
00:55:761 (1,2,3,4) - map it as such: https://osu.ppy.sh/ss/8617331
01:26:815 - missing sound again
01:30:448 (3,4,5) - ignored sound again

Gonna stop here, 3 stars is my limit soz
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m4m fulfillment

you dont seem to have any issues so below are just suggestions and you should treat them as such. but do give me feedback if you do not agree ;w;

EZ
01:23:417 (5,1) - this stands out as particularly unpretty because its roughly close to a blanket but not a blanket. maybe its just me, but i would either make it a blanket or make it a definite not-blanket
nothing else zzz

NM
00:51:542 (3,4) - is polarity fixable here? it seems like 00:51:776 is a vocal beat and thus clickable to fix polarity, but if you have certain emphasis in mind then go ahead.
the rhythm i had in mind
Image

youre good here too really

HD
uhhhhhhh sorry nothing to say

INS
00:09:823 (3,4,5) - regarding everything in this section thats mapped this way in this section of the song (i.e. 00:13:573 (3,4,5) - etc etc), I want to know why the rhythm isnt mapped like 00:08:886 (1,2). the only difference in music between these two patterns (to my ear and from surface level listening) is the bass line, which i think is too insignificant.
I get if you want variation or you don't want it to be boring, but let me know if my ear is wrong
00:12:167 (5) - I think this should end on the red tick instead of blue because playing the song at 50% suggests that the melody changes notes on this beat which I think warrants a slidertail
00:15:917 (5) - same as last slider, except the red tick here seems to cut off the melody, and seems unfit for the sustain caused by the current slider
00:38:182 (3) - if im correct, this serves to sugar down the rhythm so its easy to read. even so, i dont think these 3 objects do this rhythm justice and so heres an alternative suggestion
with tail of previous slider for reference
Image

00:40:409 (4) - for this slider, i understand that the tail represents the vocal beat. however, consider making this 1/2 for the sustain, to create a larger emphasis on the downbeat on 00:40:761 (1). i feel that because this is so short as 1/4, it almost takes away from the irregular rhythm of 00:44:042 (3,4).
00:44:159 (4) - same as this for before
00:56:698 (5,6) - consider this rhythm below, i think its good because its pretty much as complex as 00:54:823 (3,4,5) and also has similar emphasis (vocals over the drum on the white tick)
suggestion
Image

01:04:198 (5,6) - same as beforee, and you can find the other two too
and same thing i said about sustained sliders yada yada yada

EX
00:07:479 (2) - i saw what you wrote above and to me, this doesnt quite sound 1/3. i say this because even on the head of 00:07:479 (2) , it seems that the vocals are a bit ahead of the beat which leads me to believe that the vocals are intended to be the following, just a tad bit ahead (because oops). also, currently 1/3 has the middle tick too early (but the last one correct, due to the oopsie offset of the vocals)
00:12:167 (7) - the sustain feels a lot more natural in this diff due to the density of this diff, so i actually think it belongs here.
00:55:175 (6) - i was going to tell you to map the vocals here but then i slowed it down. wtf is this vocal rhythm??

sorry if i couldnt help much... feel free to call off the m4m if mines is little and yours would be too much
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Nemesis
[Nemesis] wrote:
M4M

Is that goddamn hentai music sure

Neko Rezu

00:15:448 (5) - bend it to the left so that it flows a bit better and corresponds with 00:15:682 (6,7) - a bit better You only click on the heads for kick sliders and even if you didn't this would drag the the end away from the next sldier making it worse
00:19:198 (4) - same applies, to the right this time ^
00:22:948 (3,4) - stacking these would implify the strong shift in music there that would be really bad since 00:22:011 (1,2) - aren't stacked. It would mean weird cursor movement overall
00:22:948 (3,5) - I recommend changing the shape of (5) to compose better with (3), like so: https://osu.ppy.sh/ss/8617219 That slider would be really random with the structure of the rest of the map
00:25:761 (1) - straighten up, flows better with 00:26:112 (2) - ...
00:49:667 (4) - bend it a little more, the curve is barely visible the point was not to make it bend too much
01:04:198 (5,6,7,8,1) - uhm, in all previous instances you used a different way (see here 01:02:323 (4,5) - ) to indicate a 1/4 corelation between a circle and a slider, why are they stacked now? keep the consistency going In all honesty I did for the nature of the transiton and the slider lengths are longer here but maybe..
01:07:948 (1,2,3) - how's 3 different from the others? I mean it's the only one that got a white anchor in it. I suggest you give this pattern a little "buildup", bend 01:08:182 (2) - about the half time as much as you did in 01:08:417 (3) I don't see why these need to be the same. Playing wise the play lick back and forth and the whole point is for it to suit the structure for the rest of the map
01:18:612 (2,3,4,5) - inconsistent spacings in identical moments of the song you mean like this 00:57:987 (2,3) ?
01:23:182 (5,6) - isn't this spacing a bit too high? I mean if (6) was reversed it wouldn't be a problem, but now not only do I have to make a huge jump, I also need to reposition my cursor to imply a flow that's directly inverse to the flow I've been using before.again, you only click the heads and I thought the spacing of 6 is a nice emphasis
01:37:948 (3,4,5) - as mentioned at the beginning of the mod same

Light Insane

00:11:815 - you're ignoring a sound here, I suggest a stream pattern instead just because there is a sound here doesn't mean I have to map it. it's not a part of the layer of music I'm following
00:15:448 (3) - 1/4 slider instead (00:22:948 (3,4,5) - is mapped the same way even though it doesn't have that sound in it) 00:15:448 (3,4) - Are the same sound in the layer I'm mapping so it would be stupid as hell to map them differently
00:19:198 (3) - for some reason, despite previously ignoring it you seem to be mapping the missing sound from now on, why? (I was thinking that you were undermapping the song for the sake of making it easier until this point) ugh
00:33:964 - blanket thnx
00:44:042 (3,4,1) - kind of an antiflow here, I bet that's not gonna be too comfortable to play did you even play it?
00:55:761 (1,2,3,4) - map it as such: https://osu.ppy.sh/ss/8617331 why though?
01:26:815 - missing sound again same reason as earlier
01:30:448 (3,4,5) - ignored sound again ^

Gonna stop here, 3 stars is my limit soz


JeZaG
JeZag wrote:
m4m fulfillment

you dont seem to have any issues so below are just suggestions and you should treat them as such. but do give me feedback if you do not agree ;w;

EZ
01:23:417 (5,1) - this stands out as particularly unpretty because its roughly close to a blanket but not a blanket. maybe its just me, but i would either make it a blanket or make it a definite not-blanket ok
nothing else zzz

NM
00:51:542 (3,4) - is polarity fixable here? it seems like 00:51:776 is a vocal beat and thus clickable to fix polarity, but if you have certain emphasis in mind then go ahead. honestly I like the rhythm, I don't think polarity is a must in every pattern since these are predominant sounds. I also don't like sound being held by a slider as shown in your example
the rhythm i had in mindImage
youre good here too really

HD
uhhhhhhh sorry nothing to say

INS
00:09:823 (3,4,5) - regarding everything in this section thats mapped this way in this section of the song (i.e. 00:13:573 (3,4,5) - etc etc), I want to know why the rhythm isnt mapped like 00:08:886 (1,2). the only difference in music between these two patterns (to my ear and from surface level listening) is the bass line, which i think is too insignificant.
I get if you want variation or you don't want it to be boring, but let me know if my ear is wrong
00:12:167 (5) - I think this should end on the red tick instead of blue because playing the song at 50% suggests that the melody changes notes on this beat which I think warrants a slidertail The only thing I can say about the 2 above points is that this was my attempt at intterpretation and creating a bit of a more creative rhythm to follow
00:15:917 (5) - same as last slider, except the red tick here seems to cut off the melody, and seems unfit for the sustain caused by the current slider ^
00:38:182 (3) - if im correct, this serves to sugar down the rhythm so its easy to read. even so, i dont think these 3 objects do this rhythm justice and so heres an alternative suggestion Actually the heads of 00:38:300 (4,5) mapped the 2 predominant drum beats on the heads that. Yes there are 4 drum sounds but the come in 2 pairs. 00:38:182 (3) Is an overmap but I don't see it as too unfitting to play and doesnt serve to put the player off. If ppl do tho I will just delete 00:38:182 (3) but yh when you play along with the song not having circle 3 kinda puts you off polarity wise
Image
00:40:409 (4) - for this slider, i understand that the tail represents the vocal beat. however, consider making this 1/2 for the sustain, to create a larger emphasis on the downbeat on 00:40:761 (1). i feel that because this is so short as 1/4, it almost takes away from the irregular rhythm of 00:44:042 (3,4). Actually no, the kickslider is to map the distinguisable drum beat and not having it as the same object that the vocals map.
00:44:159 (4) - same as this for before ^
00:56:698 (5,6) - consider this rhythm below, i think its good because its pretty much as complex as 00:54:823 (3,4,5) and also has similar emphasis (vocals over the drum on the white tick) honestly I kinda like my switch to the instruments here, I feel like it plays well
Image
01:04:198 (5,6) - same as beforee, and you can find the other two too
and same thing i said about sustained sliders yada yada yada

EX
00:07:479 (2) - i saw what you wrote above and to me, this doesnt quite sound 1/3. i say this because even on the head of 00:07:479 (2) , it seems that the vocals are a bit ahead of the beat which leads me to believe that the vocals are intended to be the following, just a tad bit ahead (because oops). also, currently 1/3 has the middle tick too early (but the last one correct, due to the oopsie offset of the vocals) I actually thought that both parts were 1/3 but yh. If it is the case that only the last one is then I would think a reverse slider here would be the best way to map this. The reverse is really played and the note in the middle is sort of ambiguous but the end note is the one you land on so if that's off then it makes your timing a bit off leaving the circle. Also because this is a reverse slider it feels like the most intutive way to play the pattern as a whole requiring minium focus on thrythm and timing. I think payability wise the reverse slider is the best approach
00:12:167 (7) - the sustain feels a lot more natural in this diff due to the density of this diff, so i actually think it belongs here. belongs where?
00:55:175 (6) - i was going to tell you to map the vocals here but then i slowed it down. wtf is this vocal rhythm??

sorry if i couldnt help much... feel free to call off the m4m if mines is little and yours would be too much


edit: I went over JeZag's mod again and made another change in the rhythm at 00:32:792 in the light insane
Last edited by Kisses on , edited 3 times in total.
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Metadata

I've tried searching for the metadata and the best thing I could find was this screenshot of the staff credits in the game itself https://puu.sh/wNSQ2/968b36da49.png (provided by Doormat)

I myself bought the song from stream which was DLC here http://store.steampowered.com/app/44568 ... heme_Song/

Unfortunately the song is neither on the offical website or the official youtube channel

warning, nsfw
http://nekopara.com/page_vo/vo_02.htmll

https://www.youtube.com/user/nekoworksofficial

Sorry but the screenshot is the best I can provide

edit: put a nsfw warning on the nekopara website
Last edited by Kisses on , edited 3 times in total.
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seems Gaia's map is already in the ranking process so I will do this one instead
btw that nekopara site you linked above is NSFW so you might want to put a spoiler box on it


General
榊原ゆい is already in the author field so you can remove it from tags

offset needs around -12ms, mod is based on your current timing

00:23:886 - for this quiet section you did not cover the drum; its also missing in some parts of the kiai. Please go through and add those (can use normal-hitnormal which you are using as clap; you can use the soft addition to preserve whistles and finishes)

Assuming the normal-hitnormal will be used for normal drums you won't have a clap in place for the 2nd and 4th downbeats throughout the map; suggest you use something like http://puu.sh/wQyaV.wav

The first spinner on higher diffs starts before there is any sound in the music (I checked this in audition), its better if you have it start at 00:00:214 instead


Easy
Drop the CS to 3.2 to keep a nice spread with Normal; can consider OD2.5 as well
00:31:386 (1,2) - not a straight line :/
01:10:761 (3) - even on CS3.5 this is overlapping the hp bar, thats generally avoided on lower difficulties so if you could lower it that would be great


Normal
00:07:948 (2) - spacing
00:48:261 (4,5) - this angle plays a bit weird, 00:48:261 (4) should be more to the right
00:51:542 (3) - you can choose to follow vocals here by using a 1/2 slider ending at 00:51:776, or just add a circle there (see below)
Difficulty feels a bit too easy for a Normal (mostly because of the low bpm), you can add some more circles to cover missed vocals like 01:04:901, 0119:901, and strong drums like 01:23:182


Hard
00:11:698 (3,4) - spacing
00:53:065 (2) - this is a continuous sound, so you can swap for a slider that ends at 00:53:300 to catch the next circle
01:07:011 (4) - NC
01:23:417 (3) - if you swap this for just a circle it will make the next section (with the 3/4 rhythm change) much easier to play
01:27:050 (5,1) - spacing
01:31:737 (2,3) - ^


Light Insane
00:28:339 (2) - spacing
00:38:534 (5) - this is actually easier to play and looks better if you dont stack with the previous slider, the sv is fast enough to make sure players don't break here
00:53:065 (4,5) - could totally use a bigger jump here, music is super strong (try 1.8x)
00:56:698 (5) - i wouldnt cover the repeat here, might catch some people off guard
01:16:386 (1) - Shorten this to 01:16:737 and add a circle for 01:16:854, fits the vocals better imo


Neko Kisses
00:26:932 - there is some 1/4 here that feels a bit weird to skip, considering you have a stacked 1/1 spacing here but there are stuff in the background
00:30:682 - same here
00:32:557 (4,5,6) - this would be an example where you did cover the 1/4 sound
00:34:432 - and add here as well
00:52:948 (3,4) - not stacking this makes the jump after easier to read (since the spacing difference is quite extreme)
01:04:550 (6,7) - I have a lot of trouble intepreting this due to the off sync with vocals; consider using this rhythm instead: http://puu.sh/wQwsE.jpg
01:21:776 (8) - due to the vocals here i would make this a 1/4 slider http://puu.sh/wQwzy.jpg
01:34:667 (7,8) - not a big fan of the extreme jump here, you could aim the slider downwards to shorten the jump distance
01:38:886 (1) - might be a bit nazi but blanket is not perfect :/

Starred for now, hitsounds might need some more work; you can call me back after you fix those (and maybe get another hitsound mod).
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I'm going to put this map on hold for now, just send me a pm once jonathan bubble it 8-)
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jonathanlfj wrote:


General

00:23:886 - for this quiet section you did not cover the drum; its also missing in some parts of the kiai. Please go through and add those (can use normal-hitnormal which you are using as clap; you can use the soft addition to preserve whistles and finishes)

Assuming the normal-hitnormal will be used for normal drums you won't have a clap in place for the 2nd and 4th downbeats throughout the map; suggest you use something like http://puu.sh/wQyaV.wav

The first spinner on higher diffs starts before there is any sound in the music (I checked this in audition), its better if you have it start at 00:00:214 instead I checked with it myself and it does seem to appear where I set it. I will check with a couple of other people though


Normal
00:51:542 (3) - you can choose to follow vocals here by using a 1/2 slider ending at 00:51:776, or just add a circle there (see below) I only don't want to follow more than one layer here and want to keep strictly to the drums. Yes it breaks polarity but I don't see i as overly innapropriate or difficult since I've followed one layer which I believe shouldn't be too hard to pick up for beginners.
Difficulty feels a bit too easy for a Normal (mostly because of the low bpm), you can add some more circles to cover missed vocals like 01:04:901, 0119:901, and strong drums like 01:23:182 I actually feel like it's ok, spread wise. Yes there are some gaps with slightly lower density but I see it as almost like resting points for denser rhythms that come before/after them.


Hard
01:07:011 (4) - NC I know this does break the NC pattern of one NC every measure but I didn't like breaking this up as I saw them as one pattern, both rhythm and aesthetically. I'm not sure whether you agree with that but that's my reason anyhow
01:23:417 (3) - if you swap this for just a circle it will make the next section (with the 3/4 rhythm change) much easier to play


Light Insane
00:56:698 (5) - i wouldnt cover the repeat here, might catch some people off guard I did alter it a bit to make sure the reverse part isn't completely obscure. I feel like it's visible enough to not catch people of gaurd and also because there aren't and 1/4 sliders (non reverse) that appear in the map at random
01:16:386 (1) - Shorten this to 01:16:737 and add a circle for 01:16:854, fits the vocals better imo I'm still considering this


Neko Kisses
00:26:932 - there is some 1/4 here that feels a bit weird to skip, considering you have a stacked 1/1 spacing here but there are stuff in the background
00:30:682 - same here
00:32:557 (4,5,6) - this would be an example where you did cover the 1/4 sound
00:34:432 - and add here as well Considering chanign the rhythm for the verse for all the above ^
00:52:948 (3,4) - not stacking this makes the jump after easier to read (since the spacing difference is quite extreme)
01:04:550 (6,7) - I have a lot of trouble intepreting this due to the off sync with vocals; consider using this rhythm instead: http://puu.sh/wQwsE.jpg This is the one place where I transitioned from the vocals to the drums in the kiai, I just feel like it flows better rhythmically
01:21:776 (8) - due to the vocals here i would make this a 1/4 slider http://puu.sh/wQwzy.jpg Sorry I just don't really feel it here, at all.
Also I do think that a kick slider here would take away from the following slider on the downbeat


Starred for now, hitsounds might need some more work; you can call me back after you fix those (and maybe get another hitsound mod).


I'm very happy with my hitsounding pattern and I don't really plan on changing it. I'm more into have the default, simple hitsounds as I really just want simple feedback and I'm not keen on the kind of maps that add in a lot of sounds in the map that aren't necessary. I have whistles on the vocals and hitnormals on the drums and I believe this creates clean feedback for players when playing. I didn't use hitnormals for the first verse because well, I thought it would be more fitting to omit them in such a calm section of the song.

Thank you for the mod!. Fixed the other things that I didn't reply to
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Kisses wrote:
Metadata

I've tried searching for the metadata and the best thing I could find was this screenshot of the staff credits in the game itself https://puu.sh/wNSQ2/968b36da49.png (provided by Doormat)

I myself bought the song from stream which was DLC here http://store.steampowered.com/app/44568 ... heme_Song/

Unfortunately the song is neither on the offical website or the official youtube channel

warning, nsfw
http://nekopara.com/page_vo/vo_02.htmll

https://www.youtube.com/user/nekoworksofficia

Sorry but the screenshot is the best I can provide

edit: put a nsfw warning on the nekopara website

As per your request, I checked the metadata myself and there is nothing on NEKO WORKs' website and anywhere else. I tried checking Yui Sakakibara's website, but I got a "forbidden" error...
The in-game screenshot should be more than enough as it is indeed an official metadata source (what's more official than the game itself for an OST?). Also I would consider the Steam DLC page as an official source as well as it has to be written by NEKO WORKs themselves (and it is consistent with what is written in the game).

Good luck!
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