Having run into a few more of these songs that are tough to Gold Star, it seems that specifically what seems to happen is that on longer songs, if you run into the occasional low multiplier potential early on, the cascading effect of lower scoring is that much more pronounced because of the song's length. Sometimes it can be counteracted with good use of Jackpot and sustains toward the end, but sometimes not.
I'm really impressed that they found a formula that seems to work so reasonably well for most average -length songs. I wonder how much tinkering it took to do that.
Jackpot/Blast Notes/Super Guitar.
Just tested it and got 559k - Rank 3 on leaderboard.
X360 Gamertag: zsie | Total Songs: 2,574 | Rock Band Blitz Global Rank: 18
I finally got around to playing this song yesterday, and the reason this is so tough was immediately obvious on the first checkpoint. There simply appears to be no way to get higher than +1 cap on the first checkpoint, and the effect of that exponentially increases throughout the song. I was using Road Rage/Blast Notes/Super Guitar, and ended up a shade over 500K. It was hard to tell but it appeared I was extremely close to Gold Stars anyway based on where Duke's arrow was.
But siee's got the right idea. Jackpot/Blast Notes/Super Guitar is pretty much the golden combo for most songs in general, but Jackpot in particular seems to be absolutely critical for these longer songs that have low cap raises early on. I'm pretty confident that I could easily have had well more than the 5-10K I probably came up short if I used Jackpot well late in the song. Road Rage just doesn't seem to pay off as well in longer songs because of the randomness. Getting 3X in a Super Lane when the multipliers are really high is just an enormous amount of points in most cases.
I am actually starting to wonder if the 100% solo bonus scores are actually affecting the Rock Band Blitz cut-offs despite only getting 20k no matter what the solo is. I made a thread about Child in Time and it's the only song so far that looks impossible to GS thanks to how the solos are calculated in the game.
I'm pretty confident that the problem is related to the game not recognizing or accounting for the disproportionate cascading impact of early low multipliers. But I'd have to take a closer look at Child in Time to see if that fits into this category.
If it's not just that, maybe there's another aspect of solos that could be affecting it. Obviously, since the charts are generated from the existing RB note charts, there are a potentially a ton of notes that Blitz could be ignoring? What if there's some issue with the game's thinking you can switch lanes to hit more notes when you actually can't? What makes me wonder about this is the fact that GGAHT doesn't have solos at all (I think they may have set a time limit for solos and then just didn't include them if they exceed that length.) Maybe it's not the 20,000 bonus exactly that causes it, but the fact that there are a lot of other notes that you can't hit during the solo and somehow the game isn't accounting for that?
I'll check and see if I have Child in Time when I get home for lunch and give it a try if I do.