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View Full Version : Big Rock Improv Endings



sporkBrigade
12-05-2007, 07:37 AM
Glanced around for a thread about this, couldn't find it. Me and a buddy did some testing, and found the following facts about the Improv endings. Wanted to throw it out there and see if others have found the same, or differing facts.

First, three Myths that have been floating around the world of Rock Band for a while:

Big Rock Endings only appear if your band is performing well: False
Wailing away as fast as possible on one note gets you the most points: False
Playing fast in general nets you more points: Over a certain set speed that isn't very fast at all, False.

Here's how it really works:

Big Rock Endings have nothing to do with how well your band is doing during the song. They are a set occurance that happens on certain songs. In fact, you can have someone completely failed out, and even if it's their third fail, if the improv ending starts this will bring them back and save you from a full band fail out. The length of the section also never changes and has nothing to do with performance. Every single time you play Paranoid, you will always get a big ending, and it will always last the same amount of time.

Vocalist: You aren't actually really involved here. You're required to say something to "activate" your portion of the ending, but once you've activated it, you don't have to do anything else. You get no further bonus points for continuing to sing, yell, gargle, or worble. While telling the chick in the third row to flash her boobies will in fact make you a better person, you will receive no additional points. If you don't say anything and activate by the time it all ends, your bonus points your bandmates built up goes away. Again, doing this to spite your band may be more realistic to the true Rock Band experience, but score wise there is no reason to do it.

Lead Guitar/Bass: You're a little more important here. As said before, speed is not the key here. Each color now has a line. When you strum one of the colors, let's say Orange, you'll notice that the line lights up. If you don't strum Orange again, in about 2 seconds, that light will dim back down. This works just like Wammying for star power. You get a set amount of points for the time that particular line is lit up. You get no points if the light goes dim. Extra strums while the line is still lit up give nothing. Each of the 5 lines feeds points at the same speed, as long as you keep them lit. So the minimum speed required is 1 strum per color about every 2 seconds. This is much easier using the "Solo" buttons, but it certainly isn't hard otherwise. Now, this doesn't mean you don't get to go buck wild. Feel free, you don't get penalized. Just make sure you're spreading your strums evenly across all the buttons instead of just wailing away on Blue.

Drums: Edited. See the following link for a more in depth about the drums: http://rockband.scorehero.com/forum/viewtopic.php?t=2005

As far as I can tell, the same concept as the Guitar is being applied, except instead of juggling all 5 lines, you just have to have at a minimum 1 line always lit up in order to maximize your points. The poster in that thread mentioned a variance. I'll test it myself, but if I had to guess, his varience is simply his starting point. In all testing with the big band ending, the individual point updates were meaningless, they tricked you into thinking you got points per strike. You always received the same amount of points over time. Assuming you never let your line go dim, the only varience occurs based on your starting point. Just like wammying.

As everyone should know by now, it's all pointless if you don't nail the notes after the improv section, so that should always be your priority over all else.

Only other thing I think is worth mentioning since it's the same general topic are Drum Fills. These are the improv sections for Drums that you use to activate star power. There are NO, I repeat, NO bonus points involved with these sections. So if you don't activate your Star Power, you do in fact lose whatever points that fill covered up. There was a rumor that nailing the note following the green crash gave you bonus points from the fill. False, no bonus points, ever. Just star power activation.

Anyone have contrasting results? Let me know!

Nate Finch
12-05-2007, 07:42 AM
Fantastic! Thank you! I'd been wondering how those things worked exactly :)

Grayshadow
12-05-2007, 07:45 AM
Great info!

Vrtra Theory
12-05-2007, 08:04 AM
Great write up!

A slight correction on the drums: unlike guitar, it doesn't matter whether you hit all the pads or just one pad. In other words, simply hitting the red pad twice a second (or just kicking twice a second) will net you the same amount of points as distributing your hits throughout all the pads. This was confirmed in a similar thread on scorehero, link below.

http://rockband.scorehero.com/forum/viewtopic.php?t=2005

Barrid
12-05-2007, 08:10 AM
Wow thanks for this info. I didn't know this and it will be fun to try it out!

sporkBrigade
12-05-2007, 08:17 AM
Great write up!

A slight correction on the drums: unlike guitar, it doesn't matter whether you hit all the pads or just one pad. In other words, simply hitting the red pad twice a second (or just kicking twice a second) will net you the same amount of points as distributing your hits throughout all the pads. This was confirmed in a similar thread on scorehero, link below.

http://rockband.scorehero.com/forum/viewtopic.php?t=2005

Oh, awesome! We'd confirmed how guitars work in a faceoff, but don't have two drums so couldn't do the same. Just assumed it worked the same. Great link, will edit the original post.

After reading it, I think I can answer that guys question. Most likely his point varience had nothing to do with his rhythm, but rather his starting point. On guitar, we couldn't get different points as long as we kept the bar lit up from beginning to end. But we could get the points to mismatch if one of us started slightly ahead of the other.

mohkilla
12-05-2007, 08:40 AM
deserves a sticky yeah?