Additions:
Overdrive (OD) is the
Game_RockBand Rock Band∞ version of
Star Power. Going into Overdrive generally doubles your multiplier, although it can instead save a bandmate who has failed out of the song.
Deletions:
Overdrive (OD) is the
Rock Band⇒ version of
Star Power. Going into Overdrive generally doubles your multiplier, although it can instead save a bandmate who has failed out of the song.
Additions:
In multiplayer charts, there are many sections of Overdrive that occur at the same time for Guitar, Bass, and Drums. These OD phrases are given a special modifier known as a "Unison Bonus" - if at least two of the three instruments are present (Guitar, Bass, Drums), the potential for a Unison Bonus appears. If all members (Vocals are never included in or are affected by Unison Bonuses) hit all the notes during their respective OD Phrases, then those members also receive an additional 1/4 bar of Energy (in addition to the 1/4 bar that normally comes from the OD Phrase). If one member does not successfully play their OD phrase, then the Unison Bonus is not applied. Note that the game takes "at the same time" to mean "the data in the chart indicates OD Phrases start and end at the exact same millisecond for all instruments."
Deletions:
In multiplayer charts, there are many sections of Overdrive that occur at the same time for Guitar, Bass, and Drums. These OD phrases are given a special modifier known as a "Unison Bonus" - if at least two of the three instruments are present (Guitar, Bass, Drums), the potential for a Unison Bonus appears. If all members (Vocals are never included in or are affected by Unison Bonuses) hit all the notes during their respective OD Phrases, then those members also receive an additional 1/4 bar of Energy (in addition to the 1/4 bar that normally comes from the OD Phrase). If one member does not successfully play their OD phrase, then the Unison Bonus is not applied.
Additions:
You can gain Energy by successfully playing/singing OD Phrases. For Guitar/Bass/Drums, OD Phrases are comprised entirely of glowing white notes. For Vocals, OD Phrases will glow and have orange pitch lines (instead of green). Playing an OD Phrase successfully fills your Energy Bar 1/4 of the way. For Guitar/Bass, extra Energy can be gained by whammying held notes during OD Phrases at a rate of slightly more than one beat of Energy per beat of whammy.
Deletions:
You can gain Energy by successfully playing/singing OD Phrases. For Guitar/Bass/Drums, OD Phrases are comprised entirely of glowing white notes. For Vocals, OD Phrases will glow and have orange pitch lines (instead of green). Playing an OD Phrase successfully fills your Energy Bar 1/4 of the way. For Guitar/Bass, extra Energy can be gained by whammying held notes during OD Phrases.
Additions:
- Drums can go into Overdrive by playing the green note at the end of freestyle Drum Fill sections.
Deletions:
- Drums can go into Overdrive by playing the G note at the end of freestyle Drum Fill sections.
Additions:
Overdrive (OD) is the
Rock Band⇒ version of
Star Power. Going into Overdrive generally doubles your multiplier, although it can instead save a bandmate who has failed out of the song.
Deletions:
Overdrive (OD) is the
Rock Band⇒ version of
Star Power. Going into Overdrive generally doubles your multiplier, although it can also save a bandmate who has failed out of the song.
Additions:
In order to be able to go into Overdrive, your Energy Meter must be at least halfway full.
Deletions:
In order to be able to go into Overdrive, your Energy Meter bust be at least halfway full.
Additions:
Unlike Star Power in the Guitar Hero series, a player can still collect Energy from OD Phrases
while in Overdrive. Also unlike Star Power, a full bar of Overdrive lasts for 32 beats instead of 8 measures. To complicate matters further, this isn't 32 beats in the sense of quarter notes on the note track- there is another set of data in the song chart which indicates the rate at which Overdrive is consumed. A full bar of Overdrive lasts for 32 of these "beat units." Most of the time this matches the previous definition, but sometimes it is twice that or half that, and on even rarer occasions the pattern doesn't match up to anything logical. The good news is that
User_ajanata ajanata's∞ charts∞ indicate these "beat units" as vertical red lines above the note track: A full bar of Overdrive will last for 32 "beat units."
Deletions:
Unlike Star Power in the Guitar Hero series, a player can still collect Energy from OD Phrases [i]while in Overdrive[/i]. Also unlike Star Power, a full bar of Overdrive lasts for 32 beats instead of 8 measures. To complicate matters further, this isn't 32 beats in the sense of quarter notes on the note track- there is another set of data in the song chart which indicates the rate at which Overdrive is consumed. A full bar of Overdrive lasts for 32 of these "beat units." Most of the time this matches the previous definition, but sometimes it is twice that or half that, and on even rarer occasions the pattern doesn't match up to anything logical. The good news is that
User_ajanata ajanata's∞ charts∞ indicate these "beat units" as vertical red lines above the note track: A full bar of Overdrive will last for 32 "beat units."
Additions:
Overdrive (OD) is the
Rock Band⇒ version of
Star Power. Going into Overdrive generally doubles your multiplier, although it can also save a bandmate who has failed out of the song.
- Guitar/Bass can go into Overdrive at any time by tilting the guitar upwards or by pressing the back/select button.
- Drums can go into Overdrive by playing the G note at the end of freestyle Drum Fill sections.
- Vocals can go into Overdrive by making a sound during Freestyle Sections (special yellow lit-up sections without note guides).
Deletions:
Overdrive (OD) is the
Rock Band⇒ version of
Star Power. Going into Overdrive doubles your multiplier. Overdrive can also be used to save a bandmate who has failed out of the song.
- For Guitar/Bass, OD can be activated at any time by tilting the guitar upwards or by pressing the back/select button.
- For Drums, OD can be activated by playing the G note at the end of freestyle Drum Fill sections.
- For Vocals, OD can be activated by making a sound during Freestyle Sections (special yellow lit-up sections without note guides).
Additions:
Overdrive (OD) is the
Rock Band⇒ version of
Star Power. Going into Overdrive doubles your multiplier. Overdrive can also be used to save a bandmate who has failed out of the song.
- For Vocals, OD can be activated by making a sound during Freestyle Sections (special yellow lit-up sections without note guides).
Deletions:
Overdrive (OD) is the
Rock Band⇒ version of
Star Power. Going into Overdrive doubles your multiplier. During Overdrive, the highest possible multiplier is x8 for Guitar, Vocals and Drums. For Bass, the maximum multiplier is x12. Overdrive can also save a bandmate who has failed out of the song.
- For Vocals, OD can be activated by making a sound during Freestyle Sections (special yellow lit0up sections without note guides).
Edited on
2008-10-09 11:24:47 by Sully
[Clarified wording in a few places, added info on Energy]
Additions:
Overdrive (OD) is the
Rock Band⇒ version of
Star Power. Going into Overdrive doubles your multiplier. During Overdrive, the highest possible multiplier is x8 for Guitar, Vocals and Drums. For Bass, the maximum multiplier is x12. Overdrive can also save a bandmate who has failed out of the song.
You can gain Energy by successfully playing/singing OD Phrases. For Guitar/Bass/Drums, OD Phrases are comprised entirely of glowing white notes. For Vocals, OD Phrases will glow and have orange pitch lines (instead of green). Playing an OD Phrase successfully fills your Energy Bar 1/4 of the way. For Guitar/Bass, extra Energy can be gained by whammying held notes during OD Phrases.
In order to be able to go into Overdrive, your Energy Meter bust be at least halfway full.
- For Guitar/Bass, OD can be activated at any time by tilting the guitar upwards or by pressing the back/select button.
- For Drums, OD can be activated by playing the G note at the end of freestyle Drum Fill sections.
- For Vocals, OD can be activated by making a sound during Freestyle Sections (special yellow lit0up sections without note guides).
Unlike Star Power in the Guitar Hero series, a player can still collect Energy from OD Phrases [i]while in Overdrive[/i]. Also unlike Star Power, a full bar of Overdrive lasts for 32 beats instead of 8 measures. To complicate matters further, this isn't 32 beats in the sense of quarter notes on the note track- there is another set of data in the song chart which indicates the rate at which Overdrive is consumed. A full bar of Overdrive lasts for 32 of these "beat units." Most of the time this matches the previous definition, but sometimes it is twice that or half that, and on even rarer occasions the pattern doesn't match up to anything logical. The good news is that
User_ajanata ajanata's∞ charts∞ indicate these "beat units" as vertical red lines above the note track: A full bar of Overdrive will last for 32 "beat units."
In Band play, each member has their own Energy meter and is free to go into Overdrive at their discretion (unlike Co-op mode in Guitar Hero, in which both members must activate Star Power at the same time). When one member goes into Overdrive, every member of the band is affected by the x2 multiplier, not just the member who activated. OD multipliers stack- if two members were to have Overdrive active, the multiplier would be x4. The multiplier would be x6 if three members had active OD and a whopping x8 if all four members had Overdrive active at once. This produces an incentive for the band to "stack" overdrive activations; activating separately will produce a chain of 2x multipliers, or a 100% increase over the normal x1. Each additional Overdrive layered over the first, instead of increasing the score by 100%, increases it by 200% (2x to 4x,6x, and 8x).
In multiplayer charts, there are many sections of Overdrive that occur at the same time for Guitar, Bass, and Drums. These OD phrases are given a special modifier known as a "Unison Bonus" - if at least two of the three instruments are present (Guitar, Bass, Drums), the potential for a Unison Bonus appears. If all members (Vocals are never included in or are affected by Unison Bonuses) hit all the notes during their respective OD Phrases, then those members also receive an additional 1/4 bar of Energy (in addition to the 1/4 bar that normally comes from the OD Phrase). If one member does not successfully play their OD phrase, then the Unison Bonus is not applied.
Deletions:
Overdrive (OD) is the
Rock Band⇒ version of
Star Power. While active, Overdrive double your multiplier. During OD, the highest possible multiplier is x8 for Guitar, Vocals and Drums. For Bass, the maximum multiplier is x12.
Unlike Star Power in the Guitar Hero series, Overdrive can be gained while it is active as it does not "cover up" the notes which award it. Also unlike Star Power, a full bar of Overdrive lasts for 32 beats instead of 8 measures. To complicate matters further, this isn't 32 beats in the sense of quarter notes on the note track: There is another set of data in the song chart which indicates the rate at which Overdrive is consumed. A full bar of Overdrive lasts for 32 of these "beat units.". Most of the time this matches the previous definition, but sometimes it is twice that or half that, and on even rarer occasions the pattern doesn't match up to anything logical. The good news is that
User_ajanata ajanata's∞ charts∞ indicate these "beat units" as vertical red lines above the note track: A full bar of Overdrive will last for 32 "beat units."
In a band, unlike Co-op mode in Guitar Hero, every member of the band has a seperate overdrive meter and is free to activate at their leisure, comparitively to Guitar Hero's band activation, in which both members must use star power at the same time. This is likely the most "possible" solution due to the restrictions of where vocalists and drummers can use their overdrive.
When one member activates overdrive, every member of the band gets the 2x multiplier, not just the one who activated. These bonuses stack, as in, if two members were to have overdrive active, the multiplier would be 4x, then 6x for three and a whopping 8x if every member has overdrive active at once. This produces an incentive for the band to "stack" overdrive activations; activating separately will produce a chain of 2x multipliers, or a 100% increase over the normal 1x. But each additional overdrive layered over the first, instead of increasing the score by 100%, increases it by 200% (2x to 4x,6x, and 8x). In multiplayer charts, there are many sections of overdrive that occur during roughly the same time for guitar, bass, and drums. These points in the song are given a special modifier known as a "unison bonus" - if two or more of those 3 instruments are present (Guitar, Bass, and Drums), the potential for a unison bonus appears. If all pertinent members (vocals are never included in or are affected by unison bonuses) activate their respective overdrive sections, then those members also receive an additional 1/4th of their overdrive bars filled up (in addition to the 1/4th that comes from regularly activating). If one member does not hit their phrase, then the bonus is not applied.
Additions:
Unlike Star Power in the Guitar Hero series, Overdrive can be gained while it is active as it does not "cover up" the notes which award it. Also unlike Star Power, a full bar of Overdrive lasts for 32 beats instead of 8 measures. To complicate matters further, this isn't 32 beats in the sense of quarter notes on the note track: There is another set of data in the song chart which indicates the rate at which Overdrive is consumed. A full bar of Overdrive lasts for 32 of these "beat units.". Most of the time this matches the previous definition, but sometimes it is twice that or half that, and on even rarer occasions the pattern doesn't match up to anything logical. The good news is that
User_ajanata ajanata's∞ charts∞ indicate these "beat units" as vertical red lines above the note track: A full bar of Overdrive will last for 32 "beat units."
Deletions:
Unlike Star Power in the Guitar Hero series, Overdrive can be gained while it is active as it does not "cover up" the notes which award it. Also unlike Star Power, a full bar of Overdrive lasts for 32 beats instead of 8 measures. To complicate matters further, this isn't 32 beats in the sense of quarter notes on the note track: There is another set of data in the song chart which indicates the rate at which Overdrive is consumed. A full bar of Overdrive lasts for 32 of these markers. Most of the time this matches the previous definition, but sometimes it is twice that or half that, and on even rarer occasions the pattern doesn't match up to anything logical. The good news is that
User_ajanata ajanata's∞ charts∞ indicate this information as red lines above the note tracks: A full bar of Overdrive will last for 32 of the red lines.
Additions:
When one member activates overdrive, every member of the band gets the 2x multiplier, not just the one who activated. These bonuses stack, as in, if two members were to have overdrive active, the multiplier would be 4x, then 6x for three and a whopping 8x if every member has overdrive active at once. This produces an incentive for the band to "stack" overdrive activations; activating separately will produce a chain of 2x multipliers, or a 100% increase over the normal 1x. But each additional overdrive layered over the first, instead of increasing the score by 100%, increases it by 200% (2x to 4x,6x, and 8x). In multiplayer charts, there are many sections of overdrive that occur during roughly the same time for guitar, bass, and drums. These points in the song are given a special modifier known as a "unison bonus" - if two or more of those 3 instruments are present (Guitar, Bass, and Drums), the potential for a unison bonus appears. If all pertinent members (vocals are never included in or are affected by unison bonuses) activate their respective overdrive sections, then those members also receive an additional 1/4th of their overdrive bars filled up (in addition to the 1/4th that comes from regularly activating). If one member does not hit their phrase, then the bonus is not applied.
Deletions:
When one member activates overdrive, every member of the band gets the 2x multiplier, not just the one who activated. These bonuses stack, as in, if two members were to have overdrive active, the multiplier would be 4x, then 6x for three and a whopping 8x if every member has overdrive active at once. In multiplayer charts, there are many sections of overdrive that occur during roughly the same time for guitar, bass, and drums. These points in the song are given a special modifier known as a "unison bonus" - if two or more of those 3 instruments are present (Guitar, Bass, and Drums), the potential for a unison bonus appears. If all pertinent members (vocals are never included in or are affected by unison bonuses) activate their respective overdrive sections, then those members also receive an additional 1/4th of their overdrive bars filled up (in addition to the 1/4th that comes from regularly activating). If one member does not hit their phrase, then the bonus is not applied.
Additions:
When one member activates overdrive, every member of the band gets the 2x multiplier, not just the one who activated. These bonuses stack, as in, if two members were to have overdrive active, the multiplier would be 4x, then 6x for three and a whopping 8x if every member has overdrive active at once. In multiplayer charts, there are many sections of overdrive that occur during roughly the same time for guitar, bass, and drums. These points in the song are given a special modifier known as a "unison bonus" - if two or more of those 3 instruments are present (Guitar, Bass, and Drums), the potential for a unison bonus appears. If all pertinent members (vocals are never included in or are affected by unison bonuses) activate their respective overdrive sections, then those members also receive an additional 1/4th of their overdrive bars filled up (in addition to the 1/4th that comes from regularly activating). If one member does not hit their phrase, then the bonus is not applied.
Deletions:
When one member activates overdrive, every member of the band gets the 2x multiplier, not just the one who activated. These bonuses stack, as in, if two members were to have overdrive active, the multiplier would be 4x, then 6x for three and a whopping 8x if every member has overdrive active at once. In a band, if two (or more) members have an overdrive phrase that ends at the same time (or around the same time), there will be a unison bonus, in which both members get extra overdrive; one quarter more if one other member gets overdrive in the unison bonus and two more for two members. However if one member does not hit their phrase, they do not get any star power from the unison bonus and the bonus gained from those who did hit the phrase is lessened.
Additions:
In a band, unlike Co-op mode in Guitar Hero, every member of the band has a seperate overdrive meter and is free to activate at their leisure, comparitively to Guitar Hero's band activation, in which both members must use star power at the same time. This is likely the most "possible" solution due to the restrictions of where vocalists and drummers can use their overdrive.
When one member activates overdrive, every member of the band gets the 2x multiplier, not just the one who activated. These bonuses stack, as in, if two members were to have overdrive active, the multiplier would be 4x, then 6x for three and a whopping 8x if every member has overdrive active at once. In a band, if two (or more) members have an overdrive phrase that ends at the same time (or around the same time), there will be a unison bonus, in which both members get extra overdrive; one quarter more if one other member gets overdrive in the unison bonus and two more for two members. However if one member does not hit their phrase, they do not get any star power from the unison bonus and the bonus gained from those who did hit the phrase is lessened.
Additions:
Deletions:
Additions:
Deletions:
Additions:
Deletions:
Edited on
2008-10-05 21:22:27 by ajanata
[added information about the BEAT track, and differences with SP. full-band should still be discussed]
Additions:
Unlike Star Power in the Guitar Hero series, Overdrive can be gained while it is active as it does not "cover up" the notes which award it. Also unlike Star Power, a full bar of Overdrive lasts for 32 beats instead of 8 measures. To complicate matters further, this isn't 32 beats in the sense of quarter notes on the note track: There is another set of data in the song chart which indicates the rate at which Overdrive is consumed. A full bar of Overdrive lasts for 32 of these markers. Most of the time this matches the previous definition, but sometimes it is twice that or half that, and on even rarer occasions the pattern doesn't match up to anything logical. The good news is that
User_ajanata ajanata's∞ charts∞ indicate this information as red lines above the note tracks: A full bar of Overdrive will last for 32 of the red lines.
Additions:
Overdrive (OD) is the
Rock Band⇒ version of
Star Power. While active, Overdrive double your multiplier. During OD, the highest possible multiplier is x8 for Guitar, Vocals and Drums. For Bass, the maximum multiplier is x12.
Deletions:
Overdrive is the
Rock Band⇒ version of
star power. Overdrive gives you double your current multiplier when you activate it. When activated the highest possible multiplier is x8 for Guitar, Vocals and Drums. For Bass, the maximum multiplier is x12.
Overdrive
Overdrive is the
Rock Band⇒ version of
star power. Overdrive gives you double your current multiplier when you activate it. When activated the highest possible multiplier is x8 for Guitar, Vocals and Drums. For Bass, the maximum multiplier is x12.
Category:
CategoryGameMechanics