All City Champ Achievement in Go Go Break Steady

  • All City Champ

     

    20

    Complete the "All City Tournament".

  • How to unlock All City Champ

    Simply complete all 30 levels of “All City Tournament” mode. This only needs to be done on one of the three difficulties so you don’t have to do medium and hard, just focus on easy (you can cycle between difficulties with the triggers). For the purposes of this achievement, earning high scores, ranks, or prizes isn’t necessary, just completing each level with the bare minimum of effort will be sufficient. However it is suggested you ignore this achievement and work on “All City All Star” instead as you will receive both achievements upon completion of “All City All Star”

    Tournament structure:

    The 30 levels are grouped into rows of 5. Each row is specific to a unique player character and is also colour coded. They are as follows:
    Hydro (Blue) - Easiest group
    Slim (Green) - Slightly harder
    Sparx (Pink) - Slightly harder
    Coco (Purple) - Slightly harder
    Mighty Mite (Red) - Introduces two circles of Beatniks instead of one (unique to this group)
    G Mamma (Orange) - Introduces two button prompts into dance sequences (unique to this group)

    General game strategy:

    A round of Go! Go! Breaksteady is divided into two gameplay styles. The dance sequences are performed via traditional rhythm-game button prompts and are all about timing. They generally fit with the beat of the song playing so if you have any expertise at all with games such as Boom Boom Rocket or Guitar Hero, these moments shouldn’t be a problem.

    Successfully completing these segments will take you into the “puzzle” part of the gameplay, with up to 3 beatniks to fire depending on your accuracy during the prior sequence. From here on you’ll be using your available beatnik ammunition to complete combinations of the same colour (three or more, as in most puzzle games of this nature) to decrease the size of the beatnik circle that surrounds your player. If the circle grows to completely encircle your dancer, you lose.

    The circle of beatniks behave in a similar way to a game like Zuma in that clearing a chunk of beatniks causes the gap to close and both sides slam together. Any same colours that make contact at this point are also cleared causing combos that will continue as long as same colours keep coming in contact. This is, of course, the key to hitting the big scores and clearing out bigger chunks of screen real-estate at once. Essentially, if you’re not dropping beatniks to clear out some space or set off combos, you should be strategically placing colours to set up combos for later.

    The popular basic tactic is to aim for patterns of twos -

    Example: PURPLE PURPLE RED RED GREEN GREEN BLUE BLUE GREEN GREEN RED RED PURPLE PURPLE

    As you can see from that example, clearing the blues in the centre by dropping in just one more will cause a collapsing chain of clearances as same colours fall inward into each other. Remember you only need three to come into contact so it can in fact look like this -

    Example: PURPLE PURPLE RED GREEN GREEN BLUE BLUE GREEN RED RED PURPLE

    Working in twos as in the first example is preferable however as it’s just that much easier for your brain to process visually when making out your patterns. The more colours you can build on the ends of this the bigger the combo when you wipe the middle, but try not to get overeager as you’ll fail the round if too many beatniks build up and make a complete circle. Ultimately it’s about surviving the round that matters, not the final score.

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