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Guitar Hero DLC - "Dueling Banjos" Expert Guitar 100% FC (456,069)

Dueling Banjos - Steve Ouimette
Pack - Single
Release date - August 20, 2009
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Here's the last (and hardest) song of the WT DLC era folks, and it's especially hard on Warriors of Rock. This is technically a reFC- I FC'd this song before on World Tour (https://youtu.be/W_WT_Tu5J9w). Granted, this song is miles harder on Warriors of Rock simply due to the difference in how the engines handle fast strumming sections like the outro. There were times where I just thought I'd cop out and just reupload my WT FC so I didn't have to suffer through the grind of FCing this song on WoR, but I'm glad I didn't go down that route. It's nice to have this song done on WoR as well so I can get that sweet 6 star setlist scroll some day.

I had a 100% overstrum a couple runs before this, but with an odd twist- I still got 6 stars instead of 5 like what should normally happen. I also got 99% on a section despite hitting all the notes...
https://youtu.be/KOAPtE48RYQ

Overall I'd say I spent about 8 hours grinding this song over 3 days. This grind actually took place last week btw, I got this FC on Feb 16th. To put that in perspective, my previous video was recorded on August 18th of last year... Yeah I really was putting off this grind because I knew it was gonna suck major ass.

This song is hard all over with tons of places to miss- the bursts of fast strumming throughout the song, the tap note trills in the chorus, and of course... the outro.

I spent a lot of time in practice mode just replaying the outro strumming time and time again. I also took time to study the chart and write down the number of strums in each fret's burst of strums as well as if I should start and end on an upstrum or downstrum. This section is particularly evil because most of the frets have odd numbers of notes in them, meaning that you frequently alternate between starting a new fret on a downstrum and starting on an upstrum. To make matters worse, there's a few that are even, so the whole feel gets thrown off. It basically took me an hour to memorize the number of strums for each fret change and commit the feeling of strumming them to muscle memory. Once I could reliably remember and FEEL the sequence, it was GG. FC'd outro 3 times in a row, proceeded to get that 100% overstrum within 10 minutes.

If you're interested, this is how I transcribed the outro strumming:
9 - D D (9 strums, starting on downstrum, ending on downstrum)
7 - U U
5 - D D
9 - U U
7 - D D
5 - U U
9 - D D
7 - U U
8 - D U
7 - D D
7 - U U
6 - D U
6 - D U
7 - D D
3 - U U
5 - D D
4 - U D
6 - U D
6 - U D
6 - U D
3 - U U

The score is pretty good, but there's still room for improvement. There's another really tough 200 on the first activation that I've hit before but didn't go for in this run. There's also another 200-400 on the last activation, but you need to activate on the beginning of the strumming so you can't get much of a front end squeeze at all.

Besides just squeezing, there could be score improvements gained from the intro extended sustains. I discovered a really odd and incredibly situational quirk in the WoR engine while going for this score, and it takes place at 0:12 to 0:15. What happens here is a combination of the Extended Sustain Glitch and the Multiplier-Change Tick Glitch, but with a twist- the extended sustain glitch has to be performed INCORRECTLY to maximize points. To further maximize points, it's best to have slow ticks rather than fast ticks. I'll try to explain it.

Multiplier-change glitch ticks occur when the multiplier goes up, i.e. 1x to 2x, 2x to 3x, and 3x to 4x. The note before the multiplier changes needs to be a sustain, and the the note after it has to come immediately after it. In Warriors of Rock, the following note can be any fret because the engine is very lenient with the end of sustains, but in every other game the following note must be of the same fret, or have the fret be the highest note in a chord.

The Extended sustain glitch is typically done by letting go of the bottom sustain(s) before hitting the top sustain. Doing it wrong in WoR doesn't actually make you lose points, you just don't gain any extra points like you would be doing the glitch properly. However, what doing the glitch wrong DOES do is makes the ticks count up much slower and leaves more points at the very end of the sustain as a tick burst. Having slow ticks just exacerbates this. This, working in conjunction with multiplier-change glitch ticks, leads to massive point jumps, much higher than if the glitch was done properly.

I made a quick demonstration video of this too if you're interested in seeing more of this:
https://www.youtube.com/watch?v=8qPVHbmvYBE

Sorry for the long ass description, just had tons to say about this song. If you read it all, thanks.

Also, any Elden Ringers???

My scores:
https://www.scorehero.com/scores.php?user=560643&group=18&game=0&platform=0&size=1&inst1=1&diff=4&team=0

Видео Guitar Hero DLC - "Dueling Banjos" Expert Guitar 100% FC (456,069) канала guitarheroROXS
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