Chiptune Champion

Chiptune Champion

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Learn the Ropes of Chiptune Champion
By AlphaLeaf
This guide is for those looking to learn how to start with this game, master the game, or how to increase the difficulty of the game without catastrophically failing at it.

Disclaimer: This guide is partly a personal documentation of my experience going from Rookie to Medium. Though some tips here are designed to help new players out by giving useful hints, ultimately, the path to improvement is personal. As such, this guide may or may not update in the future for tips on learning Expert mode. This is just here to help with that if possible.
   
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Introduction
If you're reading this...hello.
Also, you're probably here because you started the game, or you're trying to play the game. You might also be here because there's surprisingly little help for rookie players. Well, this is where I come in and provide what help I can based on my time playing the game.

Mostly fumbling around and hoping I can eventually play the songs right.

In this here guide, I want to touch on how to set your game up for ideal playing, introduce you to the songs you'll be playing, and give some possible tips on how to get better at the game.
If you're a more experienced player, you might be interested in the end part of the guide where I lay out how to go from Rookie to Medium.
Setting up for play
First thing you want to do is set up your game environment for ideal rhythm gaming. Everyone has a different experience when playing these games so each ideal setting will be different for each person. Nonetheless, go through these settings and see if the settings are right for you.

Fullscreen
I would highly recommend having this on to minimise distraction on the screen. Of course, this tip might not be as useful for multi-monitor setups, but it's the least that is possible.

VSync
This is a setting that's designed to limit the game's frame rate to reduce on screen tearing. Depending on how good your monitor is and how high the refresh rate is, turning it off might be ideal to get some more precise hits on those notes. Keep it on if you experience screen tearing - last thing you need in a rhythm game is the screen not coping.

Effects
Turn them off, I mean...
I guess to some extent, the additional noise in the background reduces the drift effect your eyes will get after staring at the highway for too long, but at the same time, that spinning background with stars everywhere is going to distract you. The background changing colour is more than enough.

Miss Sounds
This one will vary from player to player. Some people prefer miss sounds because it tells them that they missed and need to get their focus back on the screen. Others may not like it as it detracts from the background music and therefore becomes a distraction. It will have to depend on what you choose - I have them off to minimise distraction but it does become a bit awkward when a note quietly whizzes past.
I would, however, turn this on for FC runs to quickly point out a miss and reset.

Note Speed
This one varies from player to player, and even from song to song. Adjusting the speed the notes come at you can help either process what the note you should hit is or what sequence the notes should be, depending on your setting.

Using Fast
As counter-intuitive as it seems, Fast notes can actually be better for processing individual notes. The spacing becomes artificially wider so you can process the next note that comes up, but at the drawback that you have less time to react.

Using Slow
This would be the setting many people believe would be easier to play with. Having a slower note speed does mean the notes stay on screen longer and you have an idea on what to hit next, whether just the one note or even a sequence of notes. The drawback is that for some songs with lots of notes, the spacing becomes narrow and deceptively tricky.

Left Handed
This one may or may not be relevant depending on how you play. If you've set up your controls with a guitar peripheral such as Guitar Hero or Rock Band, hold your keyboard like a guitar peripheral, or just play with one hand, this setting may or may not matter for you. It just mirrors the note placement.

Calibration
Sadly, unlike Guitar Hero, calibrating the game's input lag isn't as intuitive. Rather than separate audio and input calibrations, there's only one for when notes will arrive.
If you make the calibration a positive value, the notes will appear after the beat the note is intended for.
If you make the calibration a negative value, the notes will appear before the beat the note is intended for. A tip for some players: if you find you're striking notes too early - hitting the right note but it just whizzes past - slightly adjusting this number down may help with timing.

Controls
Each note is mapped to a key on your keyboard, obviously. Here, this will really determine how you play, especially if you plan to play with a keyboard like normal - so no pretending you're playing Guitar Hero or Rock Band. The difficulties you play will also vary how you may want to lay out your hand for gameplay. Your style of playing a song may also influence the way you set your buttons out.

All songs in Chiptune Champion only have one note per hit, so this means you're unlikely to be hitting two keys at once. This means playing with one hand is as viable of a strategy as playing with two hands - heck, you could even play with one finger. Should you play with one hand, it may be ideal to have your notes laid out 5 keys in a row.

However, if you plan to play with two hands, you may find yourself changing these settings frequently if you're going from Rookie to Medium. Let me give a few suggestions:
  • Start out on Rookie with two keys per hand. I chose D and F for my left hand and J and K for my right hand. Perfectly balanced
  • While I did not do this, if you plan to move onto Medium, change your layout for Rookie so that you have one hand playing 3 notes and another only playing one note. You may also want to try with using the space bar for one of the hands. Only do this if you plan to have a 3-2 layout in the next step.
  • On Medium, either have one hand play 3 keys and the other 2 keys, or have your left control key 1 and 2, your thumbs on both hands on the space bar for 3, and right control key 4 and 5. This will take a lot of getting used to, so experiment with what layout works best for you.
Choose your mode of play
I write this section out as if you only play with one mode at a time, but you can play both modes if that suits you.

This game offers two modes of play: Strum and Tap.

Strum mode plays like Guitar Hero and Rock Band where pressing the note key down won't input until you hit that strum button. Of course, Strum mode will still have Tap notes indicated by the note having a white dot, these still need precision timing to hit instead of the safety net offered by Strum Mode preventing incorrect inputs until you commit.
This game mode is perfect for those with a setup akin to playing those classic rhythm games, though might not be so easy for players using a keyboard in front of themselves.

Tap mode changes every key to a Tap note, so it plays more like DDR where pressing the input is the commitment. Nothing really more to it from Strum mode.
If you're not playing like you have a plastic guitar, I recommend playing this mode, especially as you go into higher difficulties where already having 5 keys is confusing enough. It does, however, mean if you tap any key and it isn't a note, it will always count as a miss - this game does not have ghost inputs.
A quick definition section
So, before I delve into how playing each song goes for someone going from Rookie to Medium, I'll lay out some terms being used to describe each sequence, pulled from a Guitar Hero dictionary (apologies for any inaccuracies).

Full Combo, or FC
This is when you complete a song without missing a single note. A difficult feat, but no matter how unceremonious the end screen is, it's still a relief to see that 100%.

Jacks
This is when a sequence of notes is of the one colour in rapid succession. Rather than just being a string of notes, they can appear packed together, requiring rapid finger tapping. These can appear in groups of 2-4 (111 11 1111).

Trills
This is when a sequence of notes may follow either 121212 or 122112. Can be a fun little finger exercise, or an exercise of patience.

Waves
A general term I've made. This is when notes follow an ascending or descending order. These can range from a Triplet (123 123), Quadruplet (1234 1234), or Quintuplet (12345 12345), and includes Zigzags or Chimneys (12321, etc.).

Swaps
I made this one up, they're like a Ladder but not within the same span of 5 notes. This is to explain confusing crosses of notes within 3 notes (132) or 4 notes (1423). These aren't inherently confusing but in instances where both hands may be involved, it can get a bit hard to grasp especially if a song is too fast.
Songs and their times
So, you've set your game up, chose your mode, and now you don't know where to start. There's no intensity rating, difficulty rating, or a time. All you can see is the name and artist, and a scoreboard. You're basically in the deep end at this point and you don't know which song to start with.

To help, here's a list of songs in the base game (excluding bonuses from achievements), sorted from shortest to longest time. The length of a song can be helpful for you to decide which song might be good to, say, FC or get a high score from, or just to measure out what would be a good but quick song to practice on as you try ease into the game.

The length of a song does not inherently dictate the difficulty of a song. Many of the shorter songs I find are quite confusing and have been banes of me trying to get FCs. Longer songs aren't harder, but require more concentration and fatigue can be the biggest downfall.

Song Name
Time
The Brave Little Dragon
2:05
Hydro Dreams
2:06
Hero Rises
2:07
Run Aim Fire
2:11
Double Dash
2:13
Plingonberries
2:13
Supernova
2:13
Not Dead Yet
2:15
Pulvermoose
2:25
Kantarelle
2:26
Pixel Me Square
2:29
Dreaming In A Game World
2:31
Corvegubbe
2:32
The Girl Who Exploded
2:34
Demo Reel of Misfortune
2:37
Tension And Release
2:43
Square Noodlez
2:45
Supersonic Wingz
2:45
Searching For Resolution
2:50
Cake Blaster
2:52
Super Duper Komputer
2:52
Gazo
2:53
Remember Which Boss
2:57
My 8Bit Destiny
2:58
Electric Cookie
3:00
Life Is A Sandbox
3:00
Victory
3:00
The Folding Chair
3:10
Megaspeed Wingz
3:11
Your Destiny
3:12
Overload
3:14
It's Not Therapy
3:27
The War Within
3:30
Hyperdrive Wingz
3:31
Congrats, You're Old Hat
3:32
Get Up And Fight
3:38
Pixelated Rainbow
4:18
Some gameplay tips
Drawing from my own experience starting, restarting, and upping the difficulty, there's a few things I did learn about the game. These aren't miracle tips by any mean in terms of immediate improvement, but they are still something to think about. This may be added to the more I think about possible improvements.

If you miss a note, don't try to correct yourself
It's very tempting for you to press the right key after the wrong one as a "wait I meant this" move, but this will hurt not just your score, but your meter down the bottom, your "health" as you might see it. Every time you make a wrong move, that goes down, so if you make a wrong move, miss, and try to correct after the fact, that's 3 incorrect moves.

If you see a confusing pattern, anchor to one or two buttons
This is predicated by the first tip, but if you see a pattern you're unfamiliar with hitting yet, aim to hit only hit one or two colours, depending on the pattern. Say you have a sequence of Triplet patterns, you might only want to hit just one or two colours on that pattern if you can't process quickly enough. Won't do good for your score anyway, but it's better than hurting your "health" bar.

If you missed and don't know where to restart, pick a note
Don't try to mash the keys back into rhythm, you'll make more mistakes than you need. Instead, pick a note in processing range and continue from that note. It's much easier to get back into the rhythm if your fingers get a quick breather.

Experiment, experiment, experiment
You are going to be hitting that Exit To Menu button more times than you think. Use this to your advantage to get a better game play scheme for you.

Hold Notes count as a hit only on the note itself
If you're playing a song where the hold notes are confusing you (these are the notes that have a tail behind them), aim for just tapping them. The point of these notes is that the longer you hold them, the more points you'll get, but if points aren't your goal and you have no choice, tap them to clear the screen space.

A First Read will always be worse than any subsequent attempt
A song might suck to play at first. However, if you replay the song - later or right after you finished - you'll find yourself getting better just because you're familiar with the song itself. It is a rhythm game, after all.
Of course, this might stop applying as you get higher scores if you accidentally fumble a song, or get an FC.

Don't aim for an FC on your first attempt
I mean, it's your first attempt, why try to perfect what you don't know yet? Unless you're an extreme pro at rhythm games, save yourself the stress and let yourself make as many mistakes the game will allow you.

Don't focus too much on the fingers
Know what finger situates where, and stop at that. Sometimes, you may find yourself hitting a sequence of notes and it'll be tempting to disrupt yourself and think "how am I hitting this?". Just go with the flow and keep at it until you hit a mental break where you can think to yourself. You may even find yourself hitting a sequence without actually thinking too much into it, try it out.

Remember to look up every once in a while
You're going to finish a song, and then notice the screen is moving. This is because your eyes have become adjusted to the scrolling of the highway and so that sudden stop in movement means your vision is still following that. Stop and take a break, maybe also breathe and relax yourself.
Upping the ante (Part 1)
Once you've played enough Rookie and you feel like you're getting better at this, maybe you'll want to hit that Medium button and shirk off the amateur title of Rookie player.

Then you start playing and the learning curve becomes a cliff. Another button? Faster? More keys? Huh???

Suddenly, Rookie is tantalising again.

I've done this loop before, what you need is a low intensity song to start the journey into high difficulties for real. In this table is a list of every song in the base game and my experience playing them on Medium after being Rookie long enough. Note that the Intensity is my general feeling towards how the song plays and may be different for each player.

Disclaimer: This table is for people going from Rookie to Medium, but it can be a little useful in gauging intensity in all difficulties.

Song Name
Intensity
Difficulty Description
Cake Blaster
Hard
The first song you'll likely click on and it can get disorienting pretty quickly at the start. It does seem to ease out on the confusing factor towards the middle as the song cools it, but the next bit can also get rather confusing, not including the first part being repeated. I rate this hard due to there being some confusing parts but also some less intense parts.
Congrats, You're Old Hat
Moderate
Overall, this song is actually relatively tame in terms of note placement. Well-spaced out for breathe a little easy, but the later end can get quite disorienting, hence the Moderate rating. It's not too hard or intense, just that one part can be.
Corvegubbe
Intense
I didn't even finish this song when I was writing out my first-plays. The start is very hard to get a grasp of due to the higher tempo, and it doesn't really let off so much. There are moments where breathing is possible, but this is not a good song to practice with.
Demo Reel Of Misfortune
Hard
When I wrote my note down, I said it's not too confusing but hard to control. This is due to the presence of Trills and Triplets thrown at you. Not all the time and it's a lower intensity, but for learning how to hit Trills and Triplets, not really good for practice.
Double Dash
Moderate
Coming off of Demo Reel Of Misfortune, hitting the Triplets here is actually a little easier, but alone, it is a good way to practice how to hit a Triplet as they are spaced out enough to hit but close enough to feel like you're ascending and descending notes naturally. This is a challenge to learn on but it's good Triplet and Wave practice.
Dreaming In A Game World
Moderate
This song features quite a few Swaps in it that might be hard to hit if you're unfamiliar, but in the overall feel of this song - surprisingly enough - it's a good song to measure out your progression in Medium as it's not too hard but also complex.
Electric Cookie
Mild
The notes might look at bit hard to hit, but the repetitive nature of the song makes this a good song to get the hang on the rhythm. I would say this would be ideal to practice on to start out Medium.
Gazo
Intense
All I wrote was it's too overall confusing and features lots of Swaps. Without replaying, I'm just going to agree and say don't start on this song.
Get Up And Fight
Intense
This song is rather long compared to others and features quite a bit of complexity. Would not suggest playing this until later on when you understand how Medium plays, just because the longer time and complexity would wear thin.
Hero Rises
Hard
The notes in this song are very closely packed to each other, mostly just the taps. It'll be disorienting to see when starting out, so I would advise against it, despite the short time.
Hydro Dreams
Hard
Notes are similarly cramped up near each other this time, and features some Swaps. Similarly hard, but also short as well.
Hyperdrive Wingz
Hard
It isn't too bad of a challenge, but the Trills in song get rather confusing due to the nature of being 121 121 and very close to each other, so can get disorienting. Fast tempo could also be a distraction.
It's Not Therapy
Moderate
This song isn't actually too bad to play with, but there are Quintuplets in this song that could be hard to hit if you're still learning the 5k controls. Starting on this isn't too bad, just might be a little deterring.
Kantarelle
Intense
My notes suggest "no", and without playing and just listening, I agree.
Life Is A Sandbox
Moderate
Lower tempo, nice spacing between each note. The biggest hurdle is the faster Triplets and Jacks present which can be tricky to hit.
Megaspeed Wingz
Mild
This song has a pretty decent tempo that makes it possible to process all the notes coming at you. In fact, the tempo is well spaced out that I did not notice this song is good at teaching Triplets and Swaps, so not only good to start, but good to learn on. I also noted I had a skill issue with the song, so take what you will.
My 8Bit Destiny
Moderate
It's okay. Confusing a bit, disorienting towards the end half. Can be a decent challenge to get onto playing the harder songs.
Not Dead Yet
Intense
But I think I am. There are Jacks present that are on off-beats, the note layout is rather complex, features some Quintuplets in there. I'm labelling this as Intense since I don't think I noted it calming down much.
Overload
Intense
It absolutely is. There's mostly Waves present in this song, so if you aren't skilled to hit them, you're probably not going to do too well here.
Pixel Me Square
Mild
I said it'd be okay to start with, and while most of the note placements is good for someone starting out on a new difficulty, beware the Triplets that are present. It might be a bit of a challenge to start with.

Continued in Part 2.
Upping the ante (Part 2)
Part 2 because guides have word limits per section, I guess.

Song Name
Intensity
Difficulty Description
Pixelated Rainbow
Intense
This is the longest song in the game. Even if the song was easy, I would still advise against playing it right off the bat. Despite this, it does have some complexity, so the length and possible complexity means I'm making this Intense.
Plingonberries
Moderate
I've labelled this as Moderate because it's challenging to play, but on a spectrum on where it sits in Moderate, it's close to Mild. It's good to practice on and marker of your challenge level.
Pulvermoose
Intense
All I wrote is "Chimney hell", so probably not a good starter.
Remember Which Boss
Hard
The notes are cramped together, but there's a lot of instances of 2-notes, which would make them fairly hard to hit if you haven't got good reaction times.
Run Aim Fire
Hard
The song isn't even that hard in general, it's just this one section full of Triplets and Zigzags, it's just there to despise you. I don't blame you for picking this assuming it was easy on Rookie: that hard section doesn't exist at all.
Searching For Resolution
Moderate
Not hard, just a bit of a challenge. It features all kinds of Waves that are good practice for hitting.
Square Noodlez
Moderate
Another song that's not too difficult and is a good practice for hitting Zigzags. Nothing more remarkable to say about it.
Super Duper Computer
Intense
Tempo is quite rapid, lots of Triplets that would be hard to hit, made harder by the song in the background making it seem difficult to hit the notes.
Supernova
Hard
The song doesn't seem hard at first, the note placement is just very confusing, and plenty of Triplets to be had.
Supersonic Wingz
Hard
I said the song was good Wave practice, but there's other complexity issues to worry about, so it's not really a good idea to practice with. There are better songs to learn from.
Tension And Release
Moderate
It's not too complex, but also not too good to start on. I'd say it's a balance between still learning Medium and wanting to challenge yourself.
The Brave Little Dragon
Mild
This is on the higher end for Mild and I might be stretching it, but the difficulty isn't too bad and it's a fairly short song, shortest in the game.
The Folding Chair
Moderate
Still mostly unremarkable. Challenging, it's not hard.
The Girl Who Exploded
Hard
If this were the 2010s, the Minecraft jokes would be running rife. This one's very disorienting to understand, notes will come flying from all around.
The War Within
Intense
Very, very complex, it's full of Trills and Triplets in quick succession thanks to that guitar solo, Swaps, and the general fast tempo in the metal theme makes this what I argue to be the most intense song.
Victory
Mild
Can be a bit of a challenge to start on, but still a good difficulty starter nonetheless.
Your Destiny
Mild
A very low tempo, this one I would recommend to start on Medium just because of the ease and calm tone.
Going full throttle: a quick section
As a quick aside in this guide, I decided to see if I could possibly write anything about going from Medium to Expert mode. Suffice to say, this is a very interesting note.

First of all: you still have your 5 keys, so going from Medium to Expert in terms of control scheme is really no different.

Secondly: In terms of what Expert offers differently, basically all it will do is throw in more notes and in smaller frames of time. Where you might go into a song that had a sequence of notes in a single hold note might end up becoming a Trill, a Triplet, or a Jack. This will need a lot more finger dexterity, so make sure you know how you go in Medium before attempting to jump up.

In my opinion, the jump between these two difficulties isn't nearly as noteworthy as Rookie to Medium. If you feel you're ready to make that final stride into mastering the game, all I will say is I wish you luck.

Just watch out for all those very quick sequences of Triplets, Quadruplets, and Quintuplets.
Final words
So, that's about everything I can offer.

It does look impossible to pick up the game what with how quickly it throws you into the fray, but trust me, with enough proper practice and patience with the game, it is possible to get better. I've managed a few FCs at this point and I still don't consider myself too good yet.

All-in-all, just give it a good shot, you might get somewhere with the game.