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MR. RECORDS includes a built-in Level Editor: open it from the main menu, start a record from scratch or import one, choose game music or your own audio, place gameplay on the timeline, test it immediately, then export the finished record as a ZIP to share with other players.
What the MR. RECORDS Level Editor lets you do
The Level Editor is part of MR. RECORDS rather than a separate utility. From the main menu, it appears beside the story Play option. The editor is designed around a music timeline: you create or import a record, select its soundtrack, place gameplay events against the beat, adjust the presentation, and launch the record directly from the editing screen.
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The official Steam FAQ describes the editor as a way to add your own music, generate gameplay, place obstacles, remix experiences and share custom levels with the community. Wired Productions has also stated that the Level Editor is planned for every version of the full game when MR. RECORDS launches on PC, PlayStation 5, Xbox Series X|S and Nintendo Switch 2. Menu names and feature availability can change between the updated Steam demo and later builds, so treat the exact controls below as the documented workflow rather than a guarantee that every release will look identical.
Start a record from the main menu
- Launch MR. RECORDS and remain on the main menu.
- Choose Level Editor, located next to the story Play option.
- In the record editor, select the first icon to open the project choices.
- Choose Create a new level from scratch for a blank record, or choose Import from a file if you already have another player’s record file.
A scratch project gives you complete control over the arrangement and presentation, but you must establish the music, timing and gameplay yourself. Importing is useful when you want to continue editing an existing record, study how another chart is structured, or save time by starting from a playable arrangement. Importing does not remove the need to test: the project may have been authored for a different version, audio setup or intended difficulty.
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| Starting option | Best for | What you control | Main trade-off |
|---|---|---|---|
| Create a new level from scratch | An original chart or a deliberate redesign | Music choice, timing, events, visuals and difficulty from the first step | More setup and more playtesting before the record feels coherent |
| Import from a file | Continuing, remixing or learning from an existing record | All editable elements exposed by the imported project | Less initial work, but you inherit the source record’s timing and design decisions |
Choose the soundtrack: game music or imported music
After creating or importing the record, select one of the two documented music paths: Use Game Music or Import Music. The choice affects how much timing calibration you must do and whether you need to manage an audio file outside the game.
| Choice | Setup effort | Tempo and offset control | Audio ownership and practical consideration |
|---|---|---|---|
| Use Game Music | Lower; choose a track already provided by the game | The game’s track data supplies the starting context; you concentrate on chart placement | No separate audio file is needed, and the track is available within the game’s music library |
| Import Music | Higher; select an audio file and enter timing values | You must provide tempo, first-beat offset, scroll speed and music volume | You supply the audio file and must have the right to use and share it; supported formats are not specified in the published instructions |
Choose the soundtrack before adding dense gameplay. If the timing foundation changes after you have filled the timeline, many notes and obstacles may need to be moved. Establishing the beat first keeps later adjustments local instead of forcing a complete rework.
Configure an imported track before charting
When you choose Import Music, select the audio file and enter four values: tempo, first-beat offset, scroll speed and music volume. The official instructions name these controls but do not publish universal presets, accepted file extensions or a required numeric range. Use the labels and validation shown by your build rather than assuming values from another rhythm editor.
Tempo
Tempo describes the song’s beat rate. A wrong tempo causes the timeline grid to drift progressively: the first few events may appear aligned, while later sections move increasingly early or late. If the song changes tempo, determine which tempo the editor expects for the section you are charting and test transitions carefully. Do not compensate for a wrong tempo by moving every note individually; correct the project’s tempo value first.
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First-beat offset
The first-beat offset tells the editor where the opening beat occurs relative to the beginning of the audio file. Silence, a count-in, a pickup or an intro before the downbeat all affect this value. If the entire chart is consistently early or late by roughly the same amount, adjust the offset instead of changing each timeline event.
Scroll speed
Scroll speed controls how quickly events travel through the playfield. It changes how much visual reaction time a player has without changing the song itself. A speed that is too slow can make a dense passage visually overlap; a speed that is too fast can make otherwise reasonable patterns difficult to read. Test the value with the hardest section, not only the opening bars.
Music volume
Set music volume so the track remains audible without masking gameplay feedback. The editor’s volume control is part of the imported-track setup; balance it during playtests with the game’s other sounds and your normal listening device. The documented workflow does not promise a separate automated loudness or latency check.
Build gameplay on the music timeline
With the soundtrack and timing foundation in place, author the record on the timeline. The publisher describes placing notes, obstacles and effects, generating gameplay, and customizing assets, colours, animations and backgrounds while synchronizing movement to the beat.
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Place notes with the beat in mind
Start by marking the main pulse and obvious musical accents. Place a small number of notes, launch the record, and confirm that the player’s expected movement lands on the beat. Once that foundation feels stable, add patterns and denser passages. Building from simple phrases makes it easier to identify whether a problem comes from timing or from an overly complicated arrangement.
Add obstacles as deliberate patterns
Obstacles should communicate a readable movement requirement. Leave enough visual separation for the player to recognize one decision before the next arrives. When several obstacles belong to one musical phrase, use a consistent relationship between their spacing and the beat rather than placing them at arbitrary positions. Test transitions into and out of difficult sections; a fair challenge can still feel abrupt if the preceding pattern gives no preparation.
Use effects to reinforce structure
Effects can emphasize a drop, chorus, transition or other event in the music. Apply them where they clarify the rhythm or mood, then play the record at normal speed to ensure they do not obscure notes or obstacles. A visually impressive effect that hides the next required action is a readability problem, not a cosmetic success.
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The documented editor supports customization of assets, colours, animations and backgrounds. Treat these as part of the chart’s communication system. Contrast should separate interactive elements from the background, animations should support rather than distract from timing, and colour changes should remain understandable throughout the record. Check the busiest section and any abrupt scene change because those are the places where visual clutter is most likely to interfere with play.
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Generate gameplay, then refine it
The editor can generate gameplay as part of the authoring process. Generated content is a starting arrangement, not evidence that a record is balanced or correctly timed. Play the generated section, remove patterns that feel repetitive or unreadable, and hand-tune events around important musical accents. Keep a short, representative test segment while you work so each change can be evaluated quickly.
Test a record inside the editor
MR. RECORDS’ documented testing method is immediate, hands-on play from the editor. Select the play function in the record editor and run the current record; you can return to the timeline, change timing controls or events, and play it again. The official sources do not describe an automated validator, pass/fail grade, latency test or score that certifies a level.
- Play a short section. Begin with the opening and then jump to the densest or most technically demanding passage you have created.
- Check beat alignment. Ask whether notes and obstacles arrive with the intended musical beat, including after any silence, pickup or transition.
- Check visual readability. Confirm that notes, obstacles and effects remain distinguishable at the chosen scroll speed and that backgrounds or animations do not hide the next action.
- Check spacing and difficulty. Look for accidental dead ends, unavoidable collisions, unexplained spikes in difficulty and sections that become trivial because events are too widely spaced.
- Check audio balance. Make sure the music is audible while gameplay feedback remains clear. For imported tracks, revisit music volume before changing the chart.
- Make one type of change at a time. Adjust the offset or tempo for global timing problems; move timeline events for local problems; change scroll speed for readability; revise visuals for contrast or distraction.
- Replay the same passage. Short repeated tests reveal whether the change solved the problem or merely moved it elsewhere.
- Run the complete record. A section can work in isolation but fail as part of a longer progression. Play from the beginning at least once after the major edits are complete.
Diagnose common timing and design problems
| Symptom during play | Likely cause | Action in the editor |
|---|---|---|
| Everything is early or late by about the same amount | First-beat offset is wrong | Adjust the offset, then replay a representative section before moving events individually |
| Alignment starts correctly but drifts over the song | Tempo value does not match the track or a tempo change was not accounted for | Correct the tempo setting and retest later sections; do not rely on a blanket note shift |
| Events are technically on the beat but hard to react to | Scroll speed, spacing or visual density is too demanding | Reduce density, revise obstacle spacing, or change scroll speed and test the busiest passage |
| The next action disappears behind an effect or background | Insufficient contrast or excessive animation | Change colours, assets, animation or background treatment so gameplay remains prominent |
| The music overwhelms feedback | Imported music volume is too high for the listening setup | Lower music volume and replay with the same audio output used for normal play |
| A generated section feels repetitive or unfair | Generation produced a usable draft but not a finished difficulty curve | Replace or simplify patterns manually and test the transitions into and out of that section |
These checks are editorial playtests, not a substitute for a built-in certification system. Because no official automated pass/fail validator is documented, the creator remains responsible for verifying timing, readability and difficulty by playing the record.
Prepare a record for other players
When the record is playable and the full run has been checked, select the record and scroll to Share. The editor creates a ZIP file that can be sent to other players. The official FAQ directs creators to the official MR. RECORDS Discord for finding and sharing levels with the community.
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- Save your latest edits in the record editor.
- Select the record you want to distribute.
- Scroll to Share.
- Let the editor create the ZIP file and note where your platform saves it.
- Send the ZIP through the community channel or directly to the intended players, following the community’s file-sharing rules.
A ZIP export is a package of the record, not a guarantee that every recipient has the associated music. If your record uses imported music, confirm that your sharing method and the audio itself comply with your rights and the platform’s rules. The published instructions do not specify whether an imported audio file is embedded, referenced externally, or restricted to particular formats, so do not promise recipients that a track will work on every platform unless your build confirms it.
Scratch creation versus importing a record
The two project-start options serve different creative goals. Scratch creation is the better fit when the chart’s identity, music and visual language are yours from the outset. Importing is efficient when you are remixing an existing record, continuing someone else’s work with permission, or using a file as a learning reference. The following decision points help choose without assuming that one path is universally superior.
- Choose scratch creation when you need full control over the progression, want to establish your own timing conventions, or are designing a level around a new soundtrack.
- Choose file import when the existing arrangement already solves part of the timing and gameplay work, or when your goal is a targeted remix rather than a blank-page composition.
- Import only records you are allowed to use. A file received from another player may carry creative or audio rights that still apply after editing.
- Retest imported work from the beginning. The original author’s setup may not match your audio, display, controller or preferred difficulty, and the editor does not document an automatic compatibility certificate.
Platform and version considerations
The detailed workflow is documented for the updated Steam demo and the announced full-game plan. Wired Productions’ announcement says the Level Editor will be available in all versions of the full game when MR. RECORDS launches on PC, PlayStation 5, Xbox Series X|S and Nintendo Switch 2. That statement describes the publisher’s launch plan; it does not establish that every platform currently exposes identical menu labels, file handling or sharing destinations.
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Feature availability, supported audio formats and sharing procedures may change in later builds. If a menu item is missing, a ZIP behaves differently, or an imported track is rejected, check the current official FAQ or publisher announcement for that platform and version before assuming the project is corrupted. Avoid relying on controls documented for the demo when working on a retail build without verifying the equivalent option.
End-to-end checklist before sharing
- Level Editor opened from the main menu beside story Play.
- Project started from scratch or imported from an authorized record file.
- Music selected with either Use Game Music or Import Music.
- For imported audio, tempo, first-beat offset, scroll speed and music volume entered and checked.
- Notes, obstacles and effects placed on the timeline with the intended beat relationship.
- Assets, colours, animations and backgrounds checked for contrast and distraction.
- Opening, transitions and densest sections played repeatedly in the editor.
- Global timing issues corrected with tempo or offset rather than indiscriminate event movement.
- Difficulty, obstacle spacing and audio balance reviewed during a complete run.
- Record selected, Share opened and the ZIP export created successfully.
- Recipients told which game version and music assumptions apply, especially when imported audio is involved.
Following this sequence keeps timing decisions early, catches playability problems before distribution and produces the ZIP package the editor is designed to share. The process is intentionally iterative: author a small section, play it, correct one class of issue, and repeat until the complete record is readable and musically coherent.
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