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* In ''VideoGame/RockBand'', Overdrive on the drums is activated differently than the other three instruments. When your meter is full enough to deploy it, the game will present a short section where you can bang around on the drums to create your own fill, then hit the green pad to activate Overdrive. However, this section usually replaces an ''actual'' drum fill in the song, and the game will keep bringing it up to give you more chances to activate if you don't the first time around. By never activating Overdrive, a drummer can pass a maddeningly difficult song with 100% notes hit (albeit with less points), without actually playing the hardest fills!
** The ONLY exceptions to this rule are drum solos, which do NOT have any fills in them. ''[[Music/JimiHendrix If 6 Were 9]]'' has it's hardest part as the entire second half of the drum solo - well after any drummer's overdrive would've drained. Trying to pass this song without bandmate assistance is hard to say the least.
** Fortunately, "No Fail" mode is entirely allowed in Rock Band 3, eliminating the need to do this.

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* In ''VideoGame/RockBand'', Overdrive on the drums is activated differently than the other three instruments. When your meter is full enough to deploy it, the game will present a short section where you can bang around on the drums to create your own fill, then hit the green pad to activate Overdrive. However, this section usually replaces an ''actual'' drum fill in the song, and the game will keep bringing it up to give you more chances to activate if you don't the first time around. By never activating Overdrive, a drummer can pass a maddeningly difficult song with 100% notes hit (albeit with less points), without actually playing the hardest fills!
**
fills! The ONLY exceptions only foil to this rule are technique is that if a song designates a section as a drum solos, which do NOT have any fills in them. ''[[Music/JimiHendrix If 6 Were 9]]'' has it's hardest part as the entire second half of the drum solo - well after any drummer's overdrive would've drained. Trying solo, it will never offer chances to pass this song without bandmate assistance is hard to say the least.
** Fortunately, "No Fail" mode is entirely allowed in Rock Band 3, eliminating the need to do this.
activate Overdrive during it.
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I think that was unnecessarily snide.


** Whether using Hyper Speed to space out and speed up the notes is a Game Breaker is disputed among fans. Score Hero permits scores achieved with it, and some players, particularly those aware of speed modifiers in other music games like ''VideoGame/DanceDanceRevolution'', see absolutely no problem with Hyper Speed, especially since it's merely a visual enhancement, while others think that it's cheating because it makes the game easier, and is therefore horribly wrong and unfair.

to:

** Whether using Hyper Speed to space out and speed up the notes is a Game Breaker is disputed among fans. Score Hero permits scores achieved with it, and some players, particularly those aware of speed modifiers in other music games like ''VideoGame/DanceDanceRevolution'', see absolutely no problem with Hyper Speed, especially since it's merely a visual enhancement, while others think that it's cheating because it makes the game easier, and is therefore horribly wrong and unfair.easier.
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* ''VideoGame/SpaceChannel5 Part 2'' has a code that allows you to sit back and watch as the game plays for you and gets 100% ratings. It's not that easy to get though. You have to either [[GuideDangIt find it online]] or go through the [[NintendoHard extra reports]] and save Mr. Blank.

to:

* ''VideoGame/SpaceChannel5 Part 2'' has a code that allows you to sit back and watch as the game plays for you and gets 100% ratings. It's not that easy to get though. You have to either [[GuideDangIt find it online]] or go through the [[NintendoHard extra reports]] and save Mr. Blank. See [[https://gamefaqs.gamespot.com/dreamcast/537259-space-channel-5-part-2/cheats here]] for how to do it.
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** ''DJMAX'' GaidenGame ''SUPERBEAT [=XONiC=]'' has avatars with the Shield stat. Shield is basically AUTO, and not only that, but Shields are extremely generous in this game: the first Shield avatar you get blocks up to ''20 Breaks''. Qyrie, who's unlocked via a mission, has a whopping 60 Shield, basically trivializing All Combos and allowing you to focus on accuracy (since a Perfect Play with the difficulty setting on Hard also yields the maximum possible score for the chart).

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** ''DJMAX'' GaidenGame ''SUPERBEAT [=XONiC=]'' has avatars with the Shield stat. Shield is basically AUTO, and not only that, but Shields are extremely generous in this game: the first Shield avatar you get blocks up to ''20 Breaks''. Qyrie, who's unlocked via a mission, has a whopping 60 Shield, basically trivializing All Combos and allowing you to focus on accuracy (since a Perfect Play with the difficulty setting on Hard also yields the maximum possible score for the chart).chart), and even if you play badly enough to lose it all they also have 60 Fever Shield, which doesn't block Breaks but at the least prevents them from ending Fever mode.
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** ''DJMAX'' GaidenGame ''SUPERBEAT [=XONiC=]'' has avatars with the Shield stat. Shield is basically AUTO, and not only that, but Shields are extremely generous in this game: the first Shield avatar you get blocks up to ''20 Breaks''. Qyrie, who's unlocked via a mission, has a whopping 60 Shield, basically triviliazing All Combos and allowing you to focus on accuracy (since a Perfect Play with the difficulty setting on Hard also yields the maximum possible score for the chart).

to:

** ''DJMAX'' GaidenGame ''SUPERBEAT [=XONiC=]'' has avatars with the Shield stat. Shield is basically AUTO, and not only that, but Shields are extremely generous in this game: the first Shield avatar you get blocks up to ''20 Breaks''. Qyrie, who's unlocked via a mission, has a whopping 60 Shield, basically triviliazing trivializing All Combos and allowing you to focus on accuracy (since a Perfect Play with the difficulty setting on Hard also yields the maximum possible score for the chart).

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* The ''DJMAX Portable'' series has the AUTO stat, which allows you to convert a set number of missed notes into MAX 1%s. In ''DJMAX Portable 2'', one of the characters, Dr. Storm, has a stat of AUTO +6, the highest of any character in the game, meaning you can get away with 6 missed notes and still full combo the song.

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* The ''DJMAX Portable'' series has the AUTO stat, which allows you to convert a set number of missed notes into MAX 1%s. In ''DJMAX Portable 2'', one of the characters, Dr. Storm, has a stat of AUTO +6, the highest of any character in the game, meaning you can get away with 6 missed notes and still full combo the song. In multi-stage missions, your miss allowance ''resets'', so if you use Dr. Storm in a five-song mission, you can miss 30 notes in total and still full combo the mission.


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** ''DJMAX'' GaidenGame ''SUPERBEAT [=XONiC=]'' has avatars with the Shield stat. Shield is basically AUTO, and not only that, but Shields are extremely generous in this game: the first Shield avatar you get blocks up to ''20 Breaks''. Qyrie, who's unlocked via a mission, has a whopping 60 Shield, basically triviliazing All Combos and allowing you to focus on accuracy (since a Perfect Play with the difficulty setting on Hard also yields the maximum possible score for the chart).
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I want to cut the Main redirect.


* ''TheatrhythmFinalFantasy Curtain Call'' has Terra's special ability, Trance. It ''triples'' her magic damage, which is already fairly high due to her stats, and makes her spells devastate any enemy that gets hit by it.

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* ''TheatrhythmFinalFantasy ''VideoGame/TheatrhythmFinalFantasy Curtain Call'' has Terra's special ability, Trance. It ''triples'' her magic damage, which is already fairly high due to her stats, and makes her spells devastate any enemy that gets hit by it.
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None


* In ''RockBand'', Overdrive on the drums is activated differently than the other three instruments. When your meter is full enough to deploy it, the game will present a short section where you can bang around on the drums to create your own fill, then hit the green pad to activate Overdrive. However, this section usually replaces an ''actual'' drum fill in the song, and the game will keep bringing it up to give you more chances to activate if you don't the first time around. By never activating Overdrive, a drummer can pass a maddeningly difficult song with 100% notes hit (albeit with less points), without actually playing the hardest fills!

to:

* In ''RockBand'', ''VideoGame/RockBand'', Overdrive on the drums is activated differently than the other three instruments. When your meter is full enough to deploy it, the game will present a short section where you can bang around on the drums to create your own fill, then hit the green pad to activate Overdrive. However, this section usually replaces an ''actual'' drum fill in the song, and the game will keep bringing it up to give you more chances to activate if you don't the first time around. By never activating Overdrive, a drummer can pass a maddeningly difficult song with 100% notes hit (albeit with less points), without actually playing the hardest fills!
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None


** The ONLY exceptions to this rule are drum solos, which do NOT have any fills in them. ''[[JimiHendrix If 6 Were 9]]'' has it's hardest part as the entire second half of the drum solo - well after any drummer's overdrive would've drained. Trying to pass this song without bandmate assistance is hard to say the least.

to:

** The ONLY exceptions to this rule are drum solos, which do NOT have any fills in them. ''[[JimiHendrix ''[[Music/JimiHendrix If 6 Were 9]]'' has it's hardest part as the entire second half of the drum solo - well after any drummer's overdrive would've drained. Trying to pass this song without bandmate assistance is hard to say the least.
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None


* SpaceChannel5 Part 2 has a code that allows you to sit back and watch as the game plays for you and gets 100% ratings. It's not that easy to get though. You have to either [[GuideDangIt find it online]] or go through the [[NintendoHard extra reports]] and save Mr. Blank.

to:

* SpaceChannel5 ''VideoGame/SpaceChannel5 Part 2 2'' has a code that allows you to sit back and watch as the game plays for you and gets 100% ratings. It's not that easy to get though. You have to either [[GuideDangIt find it online]] or go through the [[NintendoHard extra reports]] and save Mr. Blank.
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None


* In the battle mode of ''GuitarHero III'':

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* In the battle mode of ''GuitarHero ''VideoGame/GuitarHero III'':
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* Similar to ''Cytus'', you can "buffer" hold steps in ''VideoGame/PumpItUp''. The best chart on which to do this is Pumptris Quattro S17, a chart which contains ''only'' hold steps. [[EasyLevelTrick Sit on the panels during the entire song for the easiest SS ever!]]
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* InTheGroove and VideoGame/{{Stepmania}} have C[onstant] Mods, which force the arrows to scroll at a certain speed (as if the entire chart was the C mod's [=BPM=]). This eliminates any [=BPM=] gimmicks and stops, making the chart much easier to read. It does disqualify you from high scores, but it doesn't disqualify the player next to you who's playing the same chart.

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* InTheGroove ''VideoGame/InTheGroove'' and VideoGame/{{Stepmania}} have C[onstant] Mods, which force the arrows to scroll at a certain speed (as if the entire chart was the C mod's [=BPM=]). This eliminates any [=BPM=] gimmicks and stops, making the chart much easier to read. It does disqualify you from high scores, but it doesn't disqualify the player next to you who's playing the same chart.
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None

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* ''TheatrhythmFinalFantasy Curtain Call'' has Terra's special ability, Trance. It ''triples'' her magic damage, which is already fairly high due to her stats, and makes her spells devastate any enemy that gets hit by it.

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* Also in most dancing games, but especially Ečˆžęˆå ("E Dance Famous" in English), where the steps all border each other, you can try "cheesing" a difficult song by repeatedly stepping on all the buttons at once (half right, half left). However, this only helps with passing the song, not getting a good score, and many games penalize excessively early steps by handing out some sort of "bad" rating; for example, stepping too early in ''VideoGame/{{DanceDanceRevolution}}'' results in a Miss.

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* Also in most dancing games, but especially Ečˆžęˆå ("E Dance Famous" in English), where the steps all border each other, you can try "cheesing" a difficult song by repeatedly stepping on all the buttons pads at once (half right, half left). However, this only helps with passing the song, not getting a good score, and many games penalize excessively early steps by handing out some sort of "bad" rating; for example, stepping too early in ''VideoGame/{{DanceDanceRevolution}}'' results in a Miss.Miss.
** This technique, especially in the ''In The Groove'' community, is known as "bracketing", as most pads tend to have a metal frame around them with, well, brackets. But, some dance games, particularly Chinese ones such as Ečˆžęˆå ("E Dance Fame" in English), have a completely flat pad, and the steps all border each other.
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Use of \"this troper\" + this doesn\'t always work.


* Also in most dancing games, but especially Ečˆžęˆå ("E Dance Famous" in English), where the steps all border each other, you can try "cheesing" a difficult song by repeatedly stepping on all the buttons at once (half right, half left). It has helped this troper survive some very difficult songs in the past.

to:

* Also in most dancing games, but especially Ečˆžęˆå ("E Dance Famous" in English), where the steps all border each other, you can try "cheesing" a difficult song by repeatedly stepping on all the buttons at once (half right, half left). It has helped However, this troper survive only helps with passing the song, not getting a good score, and many games penalize excessively early steps by handing out some very difficult songs sort of "bad" rating; for example, stepping too early in the past.''VideoGame/{{DanceDanceRevolution}}'' results in a Miss.
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* ''VideoGame/{{Cytus}}'' has hold notes. In theory, you're supposed to press down on a hold note as the scan line passes over them, then keep it held down until the line finishes crossing over it. This would be the case if hold notes actually had timing windows; as long as the note is pressed down for its duration, it doesn't matter if you've been pressing on that spot for the past full note or so, you will get a Perfect.

to:

* ''VideoGame/{{Cytus}}'' has hold notes. In theory, you're supposed to press down on a hold note as the scan line passes over them, then keep it held down until the line finishes crossing over it. This would be the case if hold notes actually had timing windows; as long as the note is pressed down for its duration, it doesn't matter if you've been pressing on that spot for the past full note 10 seconds or so, you will get a Perfect.Perfect. This trick can be abused to make certain charts much easier, such as L2 Ver.B on Hard.

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* In the battle mode of ''GuitarHero III'', getting the "Lefty Flip" power-up against a human opponent essentially means that they'll miss the next string of notes.
** However, it is easy to just look at the other player's note highway and play to that while lefty flip is on.
** Similar with the "Whammy Bar" power-up. Though not as long lasting, it guarantees you're going to miss some notes, or a lot of notes if your opponent hit you at the right spot while playing an expert song ("Through the Fire and Flames" is particularly vicious).
*** More ridiculous is that the guitar controllers for some systems have a bug where the whammy bar will occasionally not work, meaning the unsuspecting player will miss ''every'' note.
**** On some of the more difficult passages, getting "Double Notes" pretty much guarantees that a human opponent will bomb the section, as sequences that are normally executed with hammer-ons and pull-offs not only need to be strummed separately, but now you've got chords as well--and because you have twice as many notes, you'll fail twice as fast. See what happens when you get Double Notes on certain passages of "The Devil Went Down to Georgia" on Expert, go on, I dare you.

to:

* In the battle mode of ''GuitarHero III'', getting III'':
** Getting
the "Lefty Flip" power-up against a human opponent essentially means that they'll miss the next string of notes.
** However, it is easy to just look at the other player's note highway and play to that while lefty flip is on.
** Similar with the
The "Whammy Bar" power-up. Though not as long lasting, it guarantees you're going to miss some notes, or a lot of notes if your opponent hit you at the right spot while playing an expert song ("Through the Fire and Flames" is particularly vicious).
*** More ridiculous is that the guitar controllers for some systems have a bug where the whammy bar will occasionally not work, meaning the unsuspecting player will miss ''every'' note.
****
** On some of the more difficult passages, getting "Double Notes" pretty much guarantees that a human opponent will bomb the section, as sequences that are normally executed with hammer-ons and pull-offs not only need to be strummed separately, but now you've got chords as well--and because you have twice as many notes, you'll fail twice as fast. See what happens when you get Double Notes on certain passages of "The Devil Went Down to Georgia" on Expert, go on, I dare you.



*** Making the speed of the fretboard / spacing of the notes an endless opinion argument about visual perception, since Hyper Speed (and Break Neck Speed) at any given difficulty level do not affect the speed at which the notes are actually played; those who could play blindfolded wouldn't be affected either way. Someone used to Hard at the defaults would probably find Easy on Hyper Speed 5 to be easier for them. But Expert at Hyper Speed 5 on a 17" monitor during a 4 player Guitar Hero 5 match: Most players would find having the notes farther apart and higher speeds unhelpful under those conditions.
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* InTheGroove and {{Stepmania}} have C[onstant] Mods, which force the arrows to scroll at a certain speed (as if the entire chart was the C mod's [=BPM=]). This eliminates any [=BPM=] gimmicks and stops, making the chart much easier to read. It does disqualify you from high scores, but it doesn't disqualify the player next to you who's playing the same chart.

to:

* InTheGroove and {{Stepmania}} VideoGame/{{Stepmania}} have C[onstant] Mods, which force the arrows to scroll at a certain speed (as if the entire chart was the C mod's [=BPM=]). This eliminates any [=BPM=] gimmicks and stops, making the chart much easier to read. It does disqualify you from high scores, but it doesn't disqualify the player next to you who's playing the same chart.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{Cytus}}'' has hold notes. In theory, you're supposed to press down on a hold note as the scan line passes over them, then keep it held down until the line finishes crossing over it. This would be the case if hold notes actually had timing windows; as long as the note is pressed down for its duration, it doesn't matter if you've been pressing on that spot for the past full note or so, you will get a Perfect.
Is there an issue? Send a MessageReason:
No-fail is an \"assist\"-type modifier. Using it voids clear status; otherwise using it would render clearing any song completely effortless.


** The ONLY exceptions to this rule are drum solos, which do NOT have any fills in them. ''[[JimiHendrix If 6 Were 9]]'' has it's hardest part as the entire second half of the drum solo - well after any drummer's overdrive would've drained. Trying to pass this song without no-fail or bandmate assistance is hard to say the least.

to:

** The ONLY exceptions to this rule are drum solos, which do NOT have any fills in them. ''[[JimiHendrix If 6 Were 9]]'' has it's hardest part as the entire second half of the drum solo - well after any drummer's overdrive would've drained. Trying to pass this song without no-fail or bandmate assistance is hard to say the least.
Is there an issue? Send a MessageReason:
Added example


* Also in most dancing games, but especially Ečˆžęˆå ("E Dance Famous" in English), where the steps all border each other, you can try "cheesing" a difficult song by repeatedly stepping on all the buttons at once (half right, half left). It has helped this troper survive some very difficult songs in the past.



----

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----

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changed the namespace+


** Whether using Hyper Speed to space out and speed up the notes is a Game Breaker is disputed among fans. Score Hero permits scores achieved with it, and some players, particularly those aware of speed modifiers in other music games like ''DanceDanceRevolution'', see absolutely no problem with Hyper Speed, especially since it's merely a visual enhancement, while others think that it's cheating because it makes the game easier, and is therefore horribly wrong and unfair.

to:

** Whether using Hyper Speed to space out and speed up the notes is a Game Breaker is disputed among fans. Score Hero permits scores achieved with it, and some players, particularly those aware of speed modifiers in other music games like ''DanceDanceRevolution'', ''VideoGame/DanceDanceRevolution'', see absolutely no problem with Hyper Speed, especially since it's merely a visual enhancement, while others think that it's cheating because it makes the game easier, and is therefore horribly wrong and unfair.



** ''DJMAX Portable Clazziquai Edition'' introduced the EASY LONG modifier, which allows you to get 100% on the timing for the end of a hold note, as long as you are holding down the button in question when the note ends.

to:

** ''DJMAX Portable Clazziquai Edition'' introduced the EASY LONG modifier, which allows you to get 100% on the timing for the end of a hold note, as long as you are holding down the button in question when the note ends.



* SpaceChannel5 Part 2 has a code that allows you to sit back and watch as the game plays for you and gets 100% ratings. It's not that easy to get though. You have to either [[GuideDangIt find it online]] or go through the [[NintendoHard extra reports]] and save Mr. Blank.

to:

* SpaceChannel5 Part 2 has a code that allows you to sit back and watch as the game plays for you and gets 100% ratings. It's not that easy to get though. You have to either [[GuideDangIt find it online]] or go through the [[NintendoHard extra reports]] and save Mr. Blank.



<<|GameBreaker|>>
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** Fortunately, "No Fail" mode is entirely allowed in Rock Band 3, eliminating the need to do this.
Is there an issue? Send a MessageReason:
None


** The ONLY exceptions to this rule are drum solos, which do NOT have any fills in them. ''[[JimiHendrix If 6 Were 9]]'' has it's hardest part as the entire second half of the drum solo - well after any drummer's overdrive would've drained, even in co-op.

to:

** The ONLY exceptions to this rule are drum solos, which do NOT have any fills in them. ''[[JimiHendrix If 6 Were 9]]'' has it's hardest part as the entire second half of the drum solo - well after any drummer's overdrive would've drained, even in co-op.drained. Trying to pass this song without no-fail or bandmate assistance is hard to say the least.

Changed: 279

Is there an issue? Send a MessageReason:
None


**** On some of the more difficult passages, getting "Double Notes" pretty much guarantees that a human opponent will bomb the section, as sequences that are normally executed with hammer-ons and pull-offs not only need to be strummed separately, but now you've got chords as well--and because you have twice as many notes, you'll fail twice as fast. See what happens when you get Double Notes on certain passages of "The Devil Went Down to Georgia" on Expert, go on, I dare you. (And yet, somehow, the computer always manages to [[TheComputerIsACheatingBastard get through the same passages unscathed.]])

to:

**** On some of the more difficult passages, getting "Double Notes" pretty much guarantees that a human opponent will bomb the section, as sequences that are normally executed with hammer-ons and pull-offs not only need to be strummed separately, but now you've got chords as well--and because you have twice as many notes, you'll fail twice as fast. See what happens when you get Double Notes on certain passages of "The Devil Went Down to Georgia" on Expert, go on, I dare you. (And yet, somehow, the computer always manages to [[TheComputerIsACheatingBastard get through the same passages unscathed.]])



* InTheGroove and {{Stepmania}} have C[onstant] Mods, which force the arrows to scroll at a certain speed (as if the entire chart was the C mod's [=BPM=]). This eliminates any [=BMP=] gimmics and stops, so scores aren't saved while active (on [=ITG=]).

to:

* InTheGroove and {{Stepmania}} have C[onstant] Mods, which force the arrows to scroll at a certain speed (as if the entire chart was the C mod's [=BPM=]). This eliminates any [=BMP=] gimmics [=BPM=] gimmicks and stops, so scores aren't saved while active (on [=ITG=]).making the chart much easier to read. It does disqualify you from high scores, but it doesn't disqualify the player next to you who's playing the same chart.
Is there an issue? Send a MessageReason:
None


* In ''RockBand'', Overdrive on the drums is activated differently than the other three instruments. When your meter is full enough to deploy it, the game will present a short section where you can bang around on the drums to create your own fill, then hit the green pad to activate Overdrive. However, this section usually replaces an ''actual'' drum fill in the song, and the game will keep bringing it up to give you more chances to activate if you don't the first time around. By never activating Overdrive, a drummer can pass a maddeningly difficult song with 100% notes hit, without actually playing the hardest solo parts!

to:

* In ''RockBand'', Overdrive on the drums is activated differently than the other three instruments. When your meter is full enough to deploy it, the game will present a short section where you can bang around on the drums to create your own fill, then hit the green pad to activate Overdrive. However, this section usually replaces an ''actual'' drum fill in the song, and the game will keep bringing it up to give you more chances to activate if you don't the first time around. By never activating Overdrive, a drummer can pass a maddeningly difficult song with 100% notes hit, hit (albeit with less points), without actually playing the hardest solo parts!fills!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SpaceChannel5 Part 2 has a code that allows you to sit back and watch as the game plays for you and gets 100% ratings. It's not that easy to get though. You have to either [[GuideDangIt find it online]] or go through the [[NintendoHard extra reports]] and save Mr. Blank.

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