Game Breaker/Video Games/Rhythm Game: Difference between revisions

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* The ''DJMAX Portable'' series has the AUTO stat, which allows you to convert a set number of missed notes into MAX 1%s. In ''DJMAX Portable 2'', one of the characters, Dr. Storm, has a stat of AUTO +6, the highest of any character in the game, meaning you can get away with 6 missed notes and still full combo the song.
* The ''DJMAX Portable'' series has the AUTO stat, which allows you to convert a set number of missed notes into MAX 1%s. In ''DJMAX Portable 2'', one of the characters, Dr. Storm, has a stat of AUTO +6, the highest of any character in the game, meaning you can get away with 6 missed notes and still full combo the song.
** ''DJMAX Trilogy'' has the TECH stat; in ''DJMAX Portable'', it causes your [[Life Meter]] to recover faster. But in this game, it takes on a whole new meaning: ''it expands the timing windows.'' You can now more easily get perfect "accuracy" on songs, and no one will know you're using it because stat enhancements are not shown on the result screen.
** ''DJMAX Trilogy'' has the TECH stat; in ''DJMAX Portable'', it causes your [[Life Meter]] to recover faster. But in this game, it takes on a whole new meaning: ''it expands the timing windows.'' You can now more easily get perfect "accuracy" on songs, and no one will know you're using it because stat enhancements are not shown on the result screen.
** ''DJMAX Portable Clazziquai Edition'' introduced the EASY LONG modifier, which allows you to get 100% on the timing for the end of a hold note, as long as you are holding down the button in question when the note ends.
** ''DJMAX Portable Clazziquai Edition'' introduced the EASY LONG modifier, which allows you to get 100% on the timing for the end of a hold note, as long as you are holding down the button in question when the note ends.
* In ''[[Rock Band]]'', Overdrive on the drums is activated differently than the other three instruments. When your meter is full enough to deploy it, the game will present a short section where you can bang around on the drums to create your own fill, then hit the green pad to activate Overdrive. However, this section usually replaces an ''actual'' drum fill in the song, and the game will keep bringing it up to give you more chances to activate if you don't the first time around. By never activating Overdrive, a drummer can pass a maddeningly difficult song with 100% notes hit (albeit with less points), without actually playing the hardest fills!
* In ''[[Rock Band]]'', Overdrive on the drums is activated differently than the other three instruments. When your meter is full enough to deploy it, the game will present a short section where you can bang around on the drums to create your own fill, then hit the green pad to activate Overdrive. However, this section usually replaces an ''actual'' drum fill in the song, and the game will keep bringing it up to give you more chances to activate if you don't the first time around. By never activating Overdrive, a drummer can pass a maddeningly difficult song with 100% notes hit (albeit with less points), without actually playing the hardest fills!
** The ONLY exceptions to this rule are drum solos, which do NOT have any fills in them. ''[[Jimi Hendrix|If 6 Were 9]]'' has it's hardest part as the entire second half of the drum solo - well after any drummer's overdrive would've drained. Trying to pass this song without no-fail or bandmate assistance is hard to say the least.
** The ONLY exceptions to this rule are drum solos, which do NOT have any fills in them. ''[[Jimi Hendrix|If 6 Were 9]]'' has it's hardest part as the entire second half of the drum solo - well after any drummer's overdrive would've drained. Trying to pass this song without no-fail or bandmate assistance is hard to say the least.
** Fortunately, "No Fail" mode is entirely allowed in Rock Band 3, eliminating the need to do this.
** Fortunately, "No Fail" mode is entirely allowed in Rock Band 3, eliminating the need to do this.
* [[In the Groove]] and [[Step Mania]] have C[onstant] Mods, which force the arrows to scroll at a certain speed (as if the entire chart was the C mod's BPM). This eliminates any BPM gimmicks and stops, making the chart much easier to read. It does disqualify you from high scores, but it doesn't disqualify the player next to you who's playing the same chart.
* [[In the Groove]] and [[StepMania]] have C[onstant] Mods, which force the arrows to scroll at a certain speed (as if the entire chart was the C mod's BPM). This eliminates any BPM gimmicks and stops, making the chart much easier to read. It does disqualify you from high scores, but it doesn't disqualify the player next to you who's playing the same chart.
* [[Space Channel 5]] Part 2 has a code that allows you to sit back and watch as the game plays for you and gets 100% ratings. It's not that easy to get though. You have to either [[Guide Dang It|find it online]] or go through the [[Nintendo Hard|extra reports]] and save Mr. Blank.
* [[Space Channel 5]] Part 2 has a code that allows you to sit back and watch as the game plays for you and gets 100% ratings. It's not that easy to get though. You have to either [[Guide Dang It|find it online]] or go through the [[Nintendo Hard|extra reports]] and save Mr. Blank.