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Splash Garden

Started by gsk at 04-07-2006 11:45 AM. Topic has 9 replies.

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   04-07-2006, 11:45 AM
gsk is not online. Last active: 12/30/2010 4:14:13 AM gsk



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general strats
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mare 1 is an infiinite, so just needs practise, but the other mares -

Does anyone else have problems consistently getting that first 21link at the start of  mare2? Just after you go through the water bubble you dive down into a group of 7 (?) chips - I find that really difficult to connect sometimes. Any advice (or vids)? After that its just those 4 chips round the clock then a link of appoximately 28, right?

With my 80k+ for m3, its just all about getting 3 good stunt ribbons - better to dash through the rest and have time for those - 2 dreamies is my best.

m4 - I've managed 4 runs through the water section - by paralooping the chips off course just ahead of the palace - if you can get 10, theres enough to open the capture at about 100 seconds.

Any advice or differences?

gsk

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   04-08-2006, 8:46 AM
tabitha is not online. Last active: 1/5/2008 9:16:03 AM tabitha



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Re: general strats
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I will give what help I can but your SG game is as good as mine if not better.

 gsk wrote:

Does anyone else have problems consistently getting that first 21link at the start of  mare2? Just after you go through the water bubble you dive down into a group of 7 (?) chips - I find that really difficult to connect sometimes. Any advice (or vids)? After that its just those 4 chips round the clock then a link of appoximately 28, right?


Well the linking to the group of 7 chips isnt much of a problem for me but linking to the 4 by the clock I thought was impossible, at least I have never done it. Im not sure which is the best way to play SG2, I mean, I somtimes thinkg just dashing through the 7 chips instead of looping them might be a better way to go so you can get another lap in if you push it to the limit.

 gsk wrote:

With my 80k+ for m3, its just all about getting 3 good stunt ribbons - better to dash through the rest and have time for those - 2 dreamies is my best.


I usually finish with enough time to pass ovr the palace after the third ribbon and go back and have another try with the link ribbon, cant quite squeeze enough time to get a decent run yet.

 gsk wrote:

m4 - I've managed 4 runs through the water section - by paralooping the chips off course just ahead of the palace - if you can get 10, theres enough to open the capture at about 100 seconds.


Really? thats an approach I hadnt thought of, looks like you me and lance have different approaches, I think yours might possibly be best.

me - dash like a crazy person past the palace, down under the current to the two chip boxes, back out to the palace, than dash like a crazy person to complete 4 laps.

Lance -  does his first lap without breaking the idea palace, and collects enough chips to open on the second lap. I think he does 4 in total but a little slower for more points.

I think you may have te best method though, I didnt know that was possible.

I will try and record some vids but my DVDR is being distinctly less than cooperative

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   04-09-2006, 9:09 AM
tabitha is not online. Last active: 1/5/2008 9:16:03 AM tabitha



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Re: general strats
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Just a quick note, I put up a video of my current strat for SG2 although I made a bit of a mess of of it



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   04-09-2006, 10:42 AM
gsk is not online. Last active: 12/30/2010 4:14:13 AM gsk



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Cheers for the advice tabitha and nice vid. It's funny how in high level play, its not about picking up every item you can on each run - but being selective and balancing high links with the number of runs you make.

m2 - yeah, you cant link those 4 round the clock, I just meant collect them.

My best m3 score was with 1 dreamy and two niners. Still average only about 8/9 stunts though - difficult to be consistently high with those. Also you can loop 10/11 chips from the background and link it into the rings just before the long water bubble series at the start of the mare, for a 30+ link. Will definitily try to get that fourth ribbon in though - great idea.

m4 - I used to do it Lance's way but I finally worked out how to get those 10/11 chips from the background at the start of mare in one paraloop - the trick is to start before the palace and make a huge paraloop infront of them. Which lets you open the capture at about 105 - plenty of time to do 3.5 laps in bonus time.

gsk

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   04-09-2006, 9:26 PM
tabitha is not online. Last active: 1/5/2008 9:16:03 AM tabitha



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Sorry, you mean you start to the left of the palace and do a big loop? Im not quite with you. is it clockwise or anti clockwise and where you you complete the loop?

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   04-09-2006, 11:59 PM
gsk is not online. Last active: 12/30/2010 4:14:13 AM gsk



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 Yeah, the left of the palace - so complete m3, fly up and left, then down and right and paraloop up and left then down and right - all anti clockwise. lol does that make sense, I'm confusing myself...

gsk

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   09-05-2006, 7:35 PM
FiRELASERBEAM is not online. Last active: 6/12/2010 8:49:53 AM FiRELASERBEAM



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Re: general strats
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I've been playing around with Splash Garden quite a bit, and I found some things that could be worth trying in each strat.

Elliot: Go right, and up a bit, that so you slide down the rock area when the minions steal the ideya, then press L to face right of where you where, you should be a little left/uppish near the yellow roof-thing, then jump(to gain speed) northwest of the way the cameras facing, to the blue chips and the switch, get those, when you go down the slope after the chips that were behind the switch(to the "center surronded by slopes"), then jump up up the hill, and to the left of the bubble, but don't hit the bubble! It helps if your "jump line" is going just next to the bubble and left to the palace.

On a little note, when continuously jumping, you'll "triple jump"(when Elliot flips), but sometimes, he will do his "double jump"(Elliot spreads his legs out), and if he does the "double jump, you can actually change the jumping durection! One time, when I was jumping past the bubble and to the palace, I landing near the palace in one jump, then I jumped again, it was a double jump, then I turned to the palace, and flew in there at a high speed! I THINK I got 18ish  for the amount of time taken, but I can't remember.

Mare 1: You should never paraloop the group of blue chips except for the non-bonus time start lap. When making your big link, just dash through the center line in it. If you do everything fast enough, you should have 10-ish seconds left when you reach your final "lap." Dash though the chips, and complete the link ball, then when you turn down for the last yellow ring, go back left, but instead of going to the palace, go up around left to the mountain on the ceiling, and try to kill both fish enemies for 800 points! Its a bit hard to pull of, as you may end up hitting their spike-orbs, and its a place random where the spike-orbs will be, where the fish will be, ect., but you can hit them both, and just dash for the palace(if you have the time, you could dive down for a few chips). I tested this, and when I pulled the enemy trick, I got 105,200(I did "lose the link" during the play, so it should be higher if link isn't lost).

Mare 2: Its possible to start another lap that has about 7-10 seconds left. With this in mind, go through the bubble and rings, then hit the switch, then kill Party enemy(don't hit the green bumpers!), back to palace. The amount of time you have left to do this trick is a bit random, so be sure to go fast while getting those links perfect. Also, when do you think is a good time for the chip-cage to be broken?(EDIT): Anytime except the first lap, hit the switch and paraloop the group of chips during the first lap. Save the cage for bonus time.

Mare 4: Move to left, make a loop near left to palace area to gain speed for the 10-11 chip trick, then break capture. When your go into the underwater area, finish link ball, be sure that it opens on the final orange ring(don't miss the groups of two stars, its easy to miss one), then when it opens, go right/down to the cages. Ingore the right cage the first time you pass it, break the left one first, then the right one that so you go a link going, then dash to the line of chips and stars, and you should keep your link from the cages when you reach the first one. Play it the main way now(I can easy make four trips underwater, drill dashing in the cave area helps). Be sure to link the switch and 4 rings with the yellow rings near the end of the underwater area.



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   09-13-2006, 3:57 AM
gsk is not online. Last active: 12/30/2010 4:14:13 AM gsk



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great stuff 'beam!

gsk


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   12-29-2007, 11:27 PM
charlie is not online. Last active: 10/11/2010 3:17:11 AM charlie



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Re: general strats
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Here are some things that I may do a bit differently in Splash Garden.

Mare 1 - I'm not sure if anyone else collects the pre-mare chips the same way I do, but I basically turn around from the start and double jump to get 6-7 chips that are inside the rings. Then I turn around and collect the 7 chips that are grouped together near the ideya palace. If you get 11-13 you can fly as NiGHTS to collect the rest before opening the ideya capture (13 is preferred because it will allow you to paraloop the 7 near the palace and fly straight into the capture, otherwise you will lose a second collecting the 2 chips below the capture, and you will need this second if you want to maximize your links). Using this method I've achieved a capture bonus of 10,300.

Here's a vid of Mare 1 - http://ca.youtube.com/watch?v=ICqgdIjmQjg

Another thing that I might do differently is after the water fountain.  Once NiGHTS is thrown over to the other section, I go to the left and collect the chips/rings before going to the right and collecting the usual chips/rings. If you just go to the right you are missing out on a lot of chips/rings. The only downfall to this strat is it takes up some time, so you really have to fly through the last 1 or 2 laps, and so I usually have to skip the chips/rings on the left and just go to the right to save time. I'm not sure but you may be able to ABP the 7 chips at the start, but using my method I don't think you will have enough time for the 4 extra chips, but I am terrible at ABPs so I will gladly stand corrected if someone can fit it in. :)

Mare 2 - Occasionaly I'll do something a little different to get a better link, which involves collecting the Pian helper and the chips that circle the clock. Basically, the Pian helper lets you connect the chips circling the clock with the rings right after. Without the Pian helper you would collect the chips too quickly and not get to the rings in time. Normally your link will start at the rings, so by adding the chips you are increasing your link by 10 (5 groups of 2 chips), from a possible 28 to a possible 38. I'll post a vid shortly.

Mare 3 - Stunt ribbons are the most important, and you can fit in 4 full laps if you constantly dash through the mare. With such a flat ground it can be tough to get dreamies. I usually start off with a counter-clockwise loop and head down and to the right. There are a couple of slight bumps in the ground that will help you. The most important thing (for me anyways) is to always be mashing the L and R in a consistent rhythm, while slowing rotating the analog stick to new directions. The more directions you turn the analog stick the more tricks you will perform. So...for this mare, when I am heading down and to the right I will slowly rotate the analog from Down to DownRight to Right. Then I will do a quick turn around and head up the small hill to the left and I will slowly rotate the analog from Down to DownLeft to Left. Then I will do another quick turn around and head back down the small hill but this time I will slowly rotate the analog from DownLeft to Left to UpLeft. UpLeft is really tricky because you are heading down and to the right and you don't want to come off the ground, so if you can find the little bump it will help you stay on the ground as you push into it. You're stunt time will basically be done by this point so you can mash the L and R buttons as fast as you can and usually you will pull off one or two more dreamies by performing a trick and a brake.

Hope that helps a bit as the stunt ribbons are kind of hard to explain. They really just require a lot of practice and feel for each course. In my opinion the key to stunt ribbons is constantly rotating the analog stick to new directions, and pressing the L and R buttons in a smooth rhythm, whether its fast or slow.

Anyways, I don't think I do anything differently on the rest of the dream, so I won't repeat the great tips already posted by everyone else.

Feel free to check out a video of my world record run (as far as we know): http://ca.youtube.com/watch?v=Qs5U9D7ssO0

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   12-31-2007, 3:52 AM
gsk is not online. Last active: 12/30/2010 4:14:13 AM gsk



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Re: general strats
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sg1 - yeah I dont think I've seen that route for pre-mare before. Seems better. And back tracking that little about after the fountain is definitely worth it.

sg2 - using the pian helper you can link the low cluster, the chip cage, the four chips around the clock into the rings quite easily. Just fly just  above items so they hover around for a second.

sg3 - urgh stunt ribbons, what can you do...

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