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JCirri
Joined: 04 Feb 2006 Posts: 4576
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Posted: Fri Nov 16, 2007 12:13 am Post subject: |
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Note Chart |
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Barbaloot
Joined: 02 Feb 2007 Posts: 1583
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Posted: Wed Dec 19, 2007 7:02 pm Post subject: |
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After reading about Piso 9*ing this song, I looked at the chart to see what path I could come up with.
The Seeker 9*(?) path
Look at all that blue. So this is what a 9* looks like.
The whammy amounts and activation lengths are approximate, since I'm not entirely familiar with how whammy works in co-op. _________________
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anterth
Joined: 15 Aug 2007 Posts: 661 Location: in Maryland
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Posted: Thu Dec 27, 2007 2:38 pm Post subject: |
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Here's what i got. I didnt check to see how close they are...
red = dont whammy |
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pucktheduck
Joined: 01 Mar 2008 Posts: 36 Location: Earth
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Posted: Fri Jul 11, 2008 3:06 pm Post subject: |
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I know the cutoffs are weird for coop, but does anyone know the general 9* cutoff for this song? |
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kmbrunskill
Joined: 29 Jan 2008 Posts: 39
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Posted: Fri Jul 11, 2008 3:43 pm Post subject: |
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Next time we're together, we're gonna get it. Its easier than I thought, we shouldnt need to to squeeze much if at all.
You cant actually get 9 stars on co-op. But we could get a 6.0x multiplier and thus that would be 9 stars on single player.
The past 5 star system doesnt work for co-op, but first place has 6.067 multiplier, so if we had a perfect path, we'd be fine.
I came here to find a path. I'll try and message the guys who have over 6.0 to see what there's looks like. |
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pucktheduck
Joined: 01 Mar 2008 Posts: 36 Location: Earth
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Posted: Tue Aug 05, 2008 2:00 am Post subject: |
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1ST PLACE BABY!
We actually got 9.1 stars (6.080X), but with a different path than Barbaloot's. |
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zsjostrom35
Joined: 17 Feb 2008 Posts: 2130 Location: Columbus, Ohio
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Posted: Thu Jan 01, 2009 2:28 am Post subject: |
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New first place score is 6.102 average multiplier; we used Barbaloot's path with a couple tweaks:
1st activation: Guitar should whammy the first sustain in its second phrase in addition to its first sustain in the first phrase. Bass still doesn't whammy; activation point is identical.
2nd activation: Move forward about a quarter-beat, whammying the extra
3rd activation: Bass should whammy; guitar will not overrun with a well-executed reverse squeeze
4th activation: Move forward to bass's third red note after getting the activation
Everything else we did exactly the same. _________________
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