Code: Select all
THUMPER IS RHYTHM VIOLENCE
YOU ARE A SPACE BEETLE
KILL CRAKHED!
http://thumpergame.com/
Code: Select all
THUMPER IS RHYTHM VIOLENCE
YOU ARE A SPACE BEETLE
KILL CRAKHED!
Necronopticous wrote:I have been waiting for this game to drop for what seems like an eternity, and after playing as much as I possibly could after work yesterday I'm happy to report that it has completely lived up to my expectations. I'm surprised that I haven't really seen any buzz about it around here, as it is very much in line with the STG design philosophy. Extremely fun and challenging, and becomes something else entirely when you're focusing on scoring. Highly recommend!Code: Select all
THUMPER IS RHYTHM VIOLENCE YOU ARE A SPACE BEETLE KILL CRAKHED!
http://thumpergame.com/
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
I haven't been able to break ~150k on level 1. do you have a stream of that run? I want to see what some of the top-scorers are doing differently.Necronopticous wrote:
I managed to beat the developer's Level 1 score, and currently have the highest score in the world on the PC leaderboard.
Absolutely, scoring is a huge focus in the game, and something that will be completely overlooked by the vast majority of games press/reviews (no surprise there). Much of the scoring is based on making no mistakes and missing no major beats for as long as possible, but there is a whole additional layer built on top of that revolving around the combination of a few fancy moves you can do which feel absolutely amazing to perform. For example, when hitting any major beat on the track (pressing the one button the game uses), you can optionally hold up on the control stick to hop into the air which puts you into a temporary hover state. Then, on a subsequent beat you can press down to slam down onto it rather than hitting the button like usual to power up one of the next major beats on the track. If you do it just right you can perform the same move again and slam down on top of the powered up beat which produces this visceral effect that actually pauses the game for a split second which messes with your rhythm a bit but gives you many more scoring gems for that section. To add to the complexity, you can actually stay airborne thru turns by performing a "perfect turn" which means hitting the directional exactly at the right time, as opposed to drifting through the turn in advance (think parrying vs blocking in Dark Souls). Mastering these mechanics is essential in getting a high score, and completely enhance the feel of playing the game, just like any good STG scoring system.GaijinPunch wrote:Actually makes me wish I had a system.
Dumb question: any scoring?
I was not streaming when I got that score, but I can explain. I think I have completely figured the scoring out. The single most important thing is getting from beginning to end of the entire level (not just the individual waves) without missing any major beat or taking any damage. After wave 1 you will notice that you get a 1,000 point bonus for No Damage and a 1,000 point bonus for No Misses. The key is that each of those two bonuses will increase in value by 500 points for every consecutive wave so long as you are not restarting any section. Yes, this means you have to play it straight through which is absolutely brutal, but the score potential is insane:rapoon wrote:I haven't been able to break ~150k on level 1. do you have a stream of that run? I want to see what some of the top-scorers are doing differently.
Necronopticous wrote:I was not streaming when I got that score, but I can explain. I think I have completely figured the scoring out. The single most important thing is getting from beginning to end of the entire level (not just the individual waves) without missing any major beat or taking any damage. After wave 1 you will notice that you get a 1,000 point bonus for No Damage and a 1,000 point bonus for No Misses. The key is that each of those two bonuses will increase in value by 500 points for every consecutive wave so long as you are not restarting any section. Yes, this means you have to play it straight through which is absolutely brutal, but the score potential is insane:rapoon wrote:I haven't been able to break ~150k on level 1. do you have a stream of that run? I want to see what some of the top-scorers are doing differently.
Wave 1: 1000 + 1000 = 2000
Wave 2: 1500 + 1500 = 3000
Wave 3: 4000
...
Wave 27: 28,000
No other bonus/trick is going to get you anywhere near the sum of points that you will get from these bonuses chained together for the entire level, but it is also the most difficult thing to do, and makes it even riskier to go for fancy moves when you are deep into the level. If your goal is a top score, a run can be absolutely shattered by missing a beat or hitting a wall during the last few waves.
Level 1 is easy enough that I was able to attempt every possible perfect turn and smash kill the game would allow me, while soaking up every line & air ring. I missed a few points here and there, but my score is probably at least in the ball park for maximum points possible. Anything beyond level 1 is too challenging to go as all-out as this until you've got the entire level mapped out and have extreme confidence in your timing. I tried Level 2 this way for hours and only made it about half way through without a mistake on my best attempt. My advice for scoring on anything beyond level 1 would be to go for all of the fancy moves in the first 5-10 waves so that if you make a mistake it's not so bad to start over, and then after that play as safe as possible to maintain your No Damage and No Misses bonuses to the end. Once we start to reach the point where we can play these levels on nearly pure muscle memory you can probably take it a step further and start mapping out ideal scoring routes through each wave, some of which I already found myself doing on my very first playthru because it's just so much fun to play the game in that way.
I don't think that makes any difference. One thing I'm still unsure about is whether if it ever worth skipping shield markers in favor of maintaining a kill chain. My suspicion is that it is, but it will take some careful investigation to figure out what the threshold is there, and how many shield markers would have to be in a set to produce more gems than a kill, or a power kill even. I will probably stream a bunch tonight while working on S ranks, so I should be able to go back and examine my play carefully after that and see if I can provide an answer to these sorts of questions.rapoon wrote:Have you noticed any additional scoring by tapping through an uneven shield section instead of holding (i.e. | | | | | (hold X vs hold X (1st 3), tap X, tap X). I started doing this immediately after I saw uneven spacing in the track but I didn't notice additional gems.)
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.