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Drum socring/gameplay facts

 
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lilsushi  





Joined: 24 Nov 2007
Posts: 133

PostPosted: Mon Nov 26, 2007 12:53 am    Post subject: Drum socring/gameplay facts Reply with quote

This is to clear up some questions about the drum gameplay

- every hit/bass drum note is worth 25 points x by your current multiplyer
- you points go up by hits/kicks x multiplyer u hit e.g. if you hit 2 drums and bass drum at the same time you get 75 points x current multiplyer
- multiplyer works like guitar multiplyer, goes up to 4, takes 10 notes to get up 1 multiplyer. goes back to 1 if you miss or overdrum
- special drum fills will appear only if your overdrive is ready to use(half full) and only during specific places the game has charted.
- you do not get ANY points from special drum fills they are for fun and creative use. The only gameplay use is to activate overdrive by hitting the green drum(crash) at the end of the drum fill
- speical drum fills will keep appearing until you use your overdrive
- every time you hit all the white notes in a row your overdrive fills 1/4 of the way up. there is no way to extract overdrive from notes as there are no hold notes
- you can gain overdrive while in overdrive mode meaning you can theoreticly chain overdrive if you find a right path
- during special fills and end whankery(big band endings) the red pad is snare, the 2 center pads are 2 diffrent sounding toms, green is crash, and the pedal is the bass drum

thats all i could find and think of feel free to add
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Barfo  





Joined: 10 Oct 2006
Posts: 2596

PostPosted: Mon Nov 26, 2007 7:58 pm    Post subject: Reply with quote

one difference that i noticed from guitar gameplay is that for multiple drums hit at the same time, they count separately towards your multiplier. So if you are hitting RY-RY-RY-RY-RY, after five such hits that will get you to 2x, which is different from how it works for guitar. In terms of numbers this means the penalty for dropping a note from a 4x streak is fixed at the lowest value rather than variable like for guitar (where if you drop in the middle of a section with a lot of chords or sustains the effective penalty is higher compared to if its all single notes)
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