Tadpole Treble

Tadpole Treble

Not enough ratings
Tadpole Treble - General Mechanics
By Abaddon1
This guide is my attempt to cover the general basics of the game as far as I can tell, what all the obstacles/objects are, how the points are calculated and so on. I hope to make this as in-depth as possible.
   
Award
Favorite
Favorited
Unfavorite
The Main Screen


This is the standard screen you see when actually playing through a level in Tadpole Treble.
Most of it is taken up by the musical staff where the level actually is along with important information being along the top.

First is the life bar/note in the top left.

This shows your current "Treble Charge" level.

Your current streak (i.e. how many notes you have dodged up to a maximum of 30).

Your current score

The color of your score seems to be dependent on what your current multiplier is.
The score colors are
  • black between 1x and 3x
  • blue between 4x and 6x
  • green from 7x and up

Your current multiplier

And how many of the bubbles you have gotten in the level.


That covers the basics of what is on this screen, but what about what all of these mean.


The objects
Before we can dig too much into the mechanics a brief stop at what those things on the staff part of the screen are. Tadpole Treble is fairly straightforward for a music-game. Run through a song, avoid bad things, get good things.

Here's my rundown.
There's the good


The Bad


And the Ugly


But what do these all do?

I'll start with the good:
This is a bubble. You collect them throughout the levels and they unlock bonus extras. They are the most ubiquitous "good" thing to pick up, but at only 1 point each you won't be racking up high scores any time soon with these guys.






These are, for the lack of a better term, the "purple sparkles". These are a great source of points, as they are always worth 30 points when you hit them.










Finally the tall things. On the left is a cymbal. When you run into one of these and hit it (with spacebar or the equivalent controller button) you will gain 1 to your multiplier and be launched either up or down (depending on the cymbal).
On the right is a bamboo. If you successfully hit these on the beat you get 200 points.


Things to avoid
There are in any level generally two types of things to avoid. (Many individual levels have level-specific foes that you should also avoid). These are the notes, and what I will call "trails"










Trails are easiest to explain. They are your run of the mill barrier. You will get hurt if you hit or run into them, but get no points for avoiding them. They are literally just there to get in your way. Don't hit these.


These are "notes". They are scattered through the level following the music (hence notes). Not hitting these is essential, and is what will get you the bulk of your points as well as charge your Treble Charge (more on that later). When you have safely passed by a note it will turn green, and the points you get will pop up. The number of points you get is equal to your current streak value up to a maximum of 30 multiplied by your current "multiplier" value (more on that later too).

The Life Bar
Next onto the life bar. It lives up here.










The life bar has 5 steps from completely full, dropping down to empty and blinking red.
Whenever you run into a note, or a trail or take any sort of damage from another source, your life bar goes down by one notch, your multiplier goes down by 1 (but will not go below 1), and your streak resets to 1. If you take damage when the life bar is empty, you die and have to start that level over.



If you run into food your life bar goes up by one. You don't get points for eating food.









Streak
The streak is essential in getting you points and is easy to raise. Simply don't run into a note, and it will go up by one. Keep not hitting notes and it will keep going up until it maxes out at 30. Taking damage will reset your streak to one. As said before, the number of points you get from dodging a note is equal to your current streak, so hit a note with a streak of 10 and its 10 points, streak of 30 and it is 30.

At least when your multiplier is 1. Which brings me to...
The Multiplier

This is incredibly useful and also somewhat confusing. Your streak and multiplier combined determines exactly how many points you get when you dodge a note. You start with a multiplier of 1, and each time you hit one of the cymbals your multiplier goes up by 1. This rapidly adds up to a ton of extra points, as having a multiplier of 10 your notes at max streak will be worth 300 each rather than 30 at one.

However! Here is where it is somewhat unintuitive. The multiplier ONLY impacts the points that you get from notes. Bubbles are always worth 1, purple sparkles are always worth 30, bamboo is always worth 200 and trails are always worth 0. It doesn't make much difference in how useful the multiplier because of how many notes there are is but it is important to remember.
Treble Charge

The Treble Charge is a mechanic that you have sitting there from the beginning of the game, but only gets explained after you have beaten Midnight Bayou (The fifth level if I remember correctly).

Here's the gist of what it is, how it works and what it does.

First what it is. Treble charge gives you temporary invulnerability against almost all damage sources (a notable exception is the barracuda in its respective level) and allows you to break notes by running through them instead of dodging them.

Your Treble Charge meter charges once your streak maxes out at 30. It then takes (if I counted correctly) passing 50 subsequent notes to fill your charge meter entirely. There are two visual signs your Charge meter is full. A music note and circle that expands around Baton
And the a shine on the Treble Charge meter itself.






To activate the charge when your meter is full you must press and hold spacebar (or the equivalent controller key) while staying in the same level on the staff (I.e. you can not move up or down). Once the animation has played, and "Treble charge" is activated, you can and should move around. The temporary invulnerability and ability to break through notes is useful for hard spots in a level you are trying to get through.

Breaking through notes and clever use of the Treble Charge is also essential in getting those high scores! When you pass a note at max streak you get 30 points per note. When you break a note using treble charge you get 31! That single extra point is able to be multiplied by your multiplier. This means that at a multiplier of 10, you are getting 10 extra points PER note that you destroy while the charge is active. Hit 20 notes in a charge and that's 200 points you wouldn't otherwise have had, and can make quite a major difference in the scoreboards, especially in the top couple of places.
Summary Table
Thought I should add in a brief summary table for quick and easy reference.

Object
Description
Points value
Notes (dodged)
Dodge these to gain points. They are usually the main melody
Current Streak (max 30) * Current Multiplier each
Notes (destroyed)
Hitting notes while in Treble Charge will destroy them
31*Current multiplier each
Note trails
Look like clusters of small notes in lines taking up a line of the staff
Give you no points. Simply obstacles to avoid
Bubbles
These are collectables that unlock Bestiary entries and such from Etude
1 point each
Purple Sparkles
The purple sparkles that show up in levels
30 points each
Cymbals
The cymbals in levels. Will shoot you either up or down.
Awards no points, but increases multiplier by 1
Beat-strike targets
These are most commonly bamboo, but also include any other non-cymbal item you strike with spacebar or controller equivalent (e.g. ducks, mosquitoes etc.)
200 points each
And more!
I'll add more things to this guide when I get a chance.
Potential things to talk about:
-Level specific 200 point targets and/or hazards
-High score strategies
-Cymbals that don't give a multiplier? (I think I've run into at least one of these but I need to check)
-? (Suggestions welcome)
14 Comments
xlwaz100 23 Jun, 2018 @ 8:32pm 
不错
RockLass 17 Jul, 2017 @ 7:33pm 
Thank you for putting this wonderful guide together. It sure cleared up a bunch of confusion which was frustrating me. Excellent you! :summer:
Abaddon1  [author] 18 Oct, 2016 @ 11:04am 
@Vance Finiraldi

Yeah I have had a lot more difficulty with the F ranks than the S ranks. Next time I have a chunk of open time I can see if I can actually update some things with the guide. I have videos of S-ranking all of the levels up to youtube that I could link to, and see if I could do something similar for the F ranks (though I still don't think I can consistently get F-ranks).
Vance Finiraldi 15 Oct, 2016 @ 4:08pm 
Maybe consider adding some strategies for getting the F Rank in each stage? I consider that harder to get than S Ranks in general. Some are easy to get without really trying but sometimes I have difficulties getting it in certain stagees.
Abaddon1  [author] 13 Sep, 2016 @ 11:33am 
And looking through the S-rank videos I posted to youtube it does look like that is what it is doing consistently across levels. The score changing color is just a marker of your multiplier.
Abaddon1  [author] 13 Sep, 2016 @ 10:57am 
@ SonicLover

I tested that back in June to some degree (not very much depth). What it looked like then was that your score goes from Black to Blue as you go from a 3x to 4x multiplier, and from blue to green when you go from a 6x to a 7x.
SonicLover 13 Sep, 2016 @ 10:27am 
One question I'd like to see answered in this guide: what does it mean when your score turns blue or green (or whatever other colors it turns)?
CornCobCodger 13 Jun, 2016 @ 8:41pm 
Thanks for the guide.
Voidberry 23 May, 2016 @ 11:21am 
You're also vunerable to the piranha at the end of piranha village. (when you need to use the beehives.) And it can't be used at all, period, in the final stage.
Onion_Bubs 15 May, 2016 @ 3:19pm 
Another thing Treble Charge doesn't make you immune to is the turtle's bite in Turtle Pipes.