my other thoughts right now about a gameboy rhythm game is that the pixel response times on the orignal DMG/CGB really impose a significant game design challenge for implementing hard difficulties without cramming a lot of objects on screen. i personally get kinda overwhelmed and have a hard time reading fast maps with lots of slow moving objects, i like a smaller visible window of time for hit objects. but usually that kind of thing is configurable, so it might not be unreasonable to say if you want to play difficult maps on original hardware you should just use a larger time-window to deal with the screen response time, or otherwise either use an IPS-modded DMG, an AGS-101, or an emulator. but maybe there's a way we can telegraph these things a long way out without making them just be a simple list of hit objects scrolling down stepmania style
