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JCirri  





Joined: 04 Feb 2006
Posts: 4576

PostPosted: Fri Nov 16, 2007 12:13 am    Post subject: Reply with quote

Note Chart
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Barbaloot  





Joined: 02 Feb 2007
Posts: 1583

PostPosted: Wed Dec 19, 2007 7:02 pm    Post subject: Reply with quote

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

PostPosted: Thu Dec 27, 2007 2:38 pm    Post subject: Reply with quote

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

PostPosted: Fri Jul 11, 2008 3:06 pm    Post subject: Reply with quote

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

PostPosted: Fri Jul 11, 2008 3:43 pm    Post subject: Reply with quote

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

PostPosted: Tue Aug 05, 2008 2:00 am    Post subject: Reply with quote

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

PostPosted: Thu Jan 01, 2009 2:28 am    Post subject: Reply with quote

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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