The Amplitude Compendium
------------------------
By: Jim Govoni, "cinder"
[email protected]
.........
1234567890
Main Entry: com·pen·di·um
Pronunciation: k&m-'pen-dE-&m
Date: 1589
1 : a brief summary of a larger work or of a field of knowledge
Version 1.0 - 9:02 PM 4/6/2003 - Changes: Finished everything up
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Contents:
I. Introduction and Information
II. Changes from Frequency
III. Song List, Artist Info and Song Analysis
a. Neotropolis (Stage 1)
b. Beat Factory (Stage 2)
c. Metaclouds (Stage 3)
d. Elektro Kore (Stage 4)
e. Blastlands (Stage 5)
IV. Single Player
V. Multiplayer
a. Regular Multiplayer
b. Duel Mode
VI. Powerups and Weapons
a. Single Player
b. Multiplayer
VII. Online
a. Regular Multiplayer
b. Duel
c. Ladder Ranking Information
d. Remix Repository
VIII. Remix Mode
a. Remixing
b. Jukebox Mode
IX. Secrets, Codes and Unlockables
a. Complete FreQ Parts List
X. Frequently Asked Questions
XI. Extra Stuff
a. Complete Song List (Simplified)
b. Tips on Getting Higher Scores
c. Useful Links
d. My Online Info
e. Remaining Info
XII. Special Thanks and Parting Message
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I. Introduction and Information
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Amplitude, formerly known as Frequency 2 was released on March 26, 2003
for the Sony PlayStation 2. Developed by Harmonix Music Systems out of
Cambridge, MA., this is the sequel to the popular music game Frequency that
was released in late 2001 and praised by press and game players alike for it's
ingenuity and creativity. Amplitude hits us hard with better graphics, more
multiplayer modes and powerups, over 25 new songs, and online play complete
with a ladder ranking system and remix database. It's sure to be an instant
hit with fans of the genre, of Frequency, and those that have never heard of
anything like it.
Basic Info
----------
MSRP: $49.99
Memory Card: 72 kb
Developer: Harmonix Music Systems
Publisher: SCEA
Platform: Playstation 2
Genre: Music
Players: 1 to 4
SCUS-97258
Official Introduction from the manual:
Welcome to the world of Amplitude. Here the Net's best and brightest (and
loudest) have come to prove their skills in the ultimate musical competition.
Load up your Beat Blaster and launch down a six-track musical datascape fueled
by surging rhythms. Each track is a different instrument of the song: drums,
bass, vocals, guitar, FX, and synthesizers. Blast the note capsules to release
the sonic energy inside! The more complex the song, the more furiously you have
to work. Do you have what it takes to keep the beat alive? Only the
fast-fingered will survive!
Game mode challenges you with four difficulty levels played out in five pulsing
arenas. There are a total of 25 songs if you are insane enough to unlock them
all. In Remix mode, rearrange your favorite songs to suit your style. You can
even play your remixes locally for Game mode competition or share them via
Amplitude Online. In Multiplayer Remix mode, up to four mixers can team up to
create a slammin' new mix together.
Multiplayer Game mode really unleashes Amplitude's competitive spirit. Up to
four players scream through a song blasting notes (and opponents too). In
2-player Duel mode, each player lays down note patterns that the other must
match during a feverish musical showdown.
Amplitude Online makes the Internet sing as up to four players clash in the
demanding sport of musical competition or pursue the pure enjoyment of
remixing songs. Log in and join a game, or host your own with a remixed track
you created. Use the Chat feature to keep in touch with other online players
or hurl taunts at the competition.
Want others to experience your greatest remix hit? Upload your creation to the
Online Remix Repository loaded with tons of remixes submitted by players
nationwide. You can even download remixes and play them as games!
Turn down the lights, turn up the bass, and strap yourself in. Amplitude will
blow your mind!
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II. Changes from Frequency
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Much has changed from Frequency to Amplitude. And I'm writing this
because I know some people will be picking this game up knowing that it's a
Frequency sequel, and they expect it to be just like Frequency. I think some
insight to a few of these new features would be helpful, so I included this
section. For starters, the graphics are much nicer and cleaner, menu
navigation is a joy. That is only the tip of the iceberg though. While you're
playing a song, instead of seeing random objects flying around in the arena's
background, they now resemble gigantic cities. There is a new Freqmaker, and
your avatar is now a fully rendered 3D being. You can change facial features,
limbs, clothes, etc. Along with other nice things like glasses, emblems and the
like. More items are unlockable as well, more outfits, more heads, etc. These
are just the cosmetic changes and improvements, there's still a huge list of
cool new stuff.
Powerups and Multiplayer weapons have changed significantly. Your
multiplier can now reach x8 instead of x6. There is a new powerup that will
temporarily double the track worth of any track you do, combined with
multipliers, this can bust a game wide open. Neutralizers have been removed
however, this might be a good thing, or a bad thing, depending on your view.
Bumpers, Cripplers and Autocatchers are back, the autocatchers is now an
"Autoblaster" and instead of just clearing a track, it'll actually
smash the track, and you see it breaking away in pieces. Freestylers and
Scratching is completely revamped, not only does it take up the entire
screen in a great spectacle of light and sound, but it can even be used to
hinder your opponents playability during multiplayer games. Let's not forget
the brand new Slomo powerup too. More on these in the Powerups and Weapons
sections below.
Probably the biggest thing people will notice at first is the lack of a
tunnel. At first, I was a bit skeptical of having all of the tracks side by
side, but having played the game with the new system, I can say it's definitely
enjoyable. This system significantly changes Multiplayer games as well,
since there is no longer a split-screen view, and up to 4 players share the
same view during a game, and It works well. In terms of your beat activator,
it's now a slick spaceship with 3 laser beams that destroys the gems as you
play the song. Missing a beat will result in the laser burning a little hole
in the track. Pressing select will change the camera angle, you now have a
"first person view", which is a nice touch, but due to it's lower view, which
for me seems a bit too low to be competitive in fast online games, I'll stick
to the traditional view. Also something that will be picked up on is the lack
of the "portals" found in Frequency. The songs are now separated into large
sections, and the length of these sections is determined by the length and
speed of the songs themselves. There are "checkpoints" at the end of each
section. Interestingly enough, there's a small break in your actual "playing"
of the track, you have a few seconds to rest, look at your score, take a sip
of a beverage, etc. and your next section begins shortly thereafter. This
respite does not appear in Insane difficulty mode.
Online mode has been greatly expanded, featuring built in online
support (no disc swapping involved), a new game mode (Duel Mode), remix
repository for easy downloading and browsing, and a ladder ranking system to
keep track of your world ranking on the Amplitude network. I'll explain more
about that in the Online section.
Hopefully I didn't leave out too much. Enjoy the rest of the FAQ.
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III. Song List, Artist Info and Song Analysis
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Well, this document would be pointless if it weren't for this section in my
opinion. Below, I will list each song sorted by their stage, and the order you
play them. Also listed will be their beats-per-minute, genre and the artist
bio from the game itself. Along with all of this will be some track analysis
by me (special artist information, tough beat patterns to watch out for, etc.)
All song analyses about tough tracks and patterns will be based on the "Insane"
difficulty level.
a. Neotropolis (Stage 1)
------------------------
///P.O.D. vs. The Crystal Method - Boom
//ElectroRapRock -104 BPM
Hailing from San Diego, Ca, P.O.D. took the world by
storm with their breakthrough triple-platinum album
'Satellite'. Adding more melody and tighter
songwriting to their hardcore roots, 'Satellite'
spawned hit singles including "Alive and "Youth of
The Nation". Electronica pioneers The Crystal
Method bring new textures to this rock anthem in
this remix.
www.payableondeath.com
Song Analysis:
Being that this is the first song, it'll clearly be one of the easiest. No
tracks are really that excruciating, and if you really belong at the Insane
difficulty level, you won't have any problems with this song.
///Garbage - Cherry Lips
//Electronic Rock - 116 BPM
Take 3 pioneering producers and one antagonistic yet
charismatic front lady and you have Garbage, a
group that has captivated fans and critics alike.
From their sonically charged debut, to the
melodically soaring 'Version 2.0', their latest work,
the hook-heavy 'beautifulgarbage', demonstrates an
unprecedented level of studio sophistication.
www.garbage.com
Song Analysis:
Nothing too killer in this song either. The last drum track to the right
varies to a couple harder patterns, making track switching a bit tricky at
times. The song is slow enough to plan your next move early enough though.
///Quarashi - Baseline
//RapRock - 98 BPM
Straight outta Iceland! Quarashi mixes hard rhymes,
hip-hop beats, and crunching metal guitar licks to rip
up shows from here to Reykjavik. "We started off
rapping in English because all our influences were
from America. There wasn't any model for rapping
in Icelandic so we had to figure it out ourselves."
Quarashi will make you feel the beat, no matter
what country you are from.
www.quarashi.net
Song Analysis:
The only tracks to speak of in terms of difficulty are the first drum track,
and the guitar track. The first drum track varies a few times, and the button
presses aren't always exactly on beat. The guitar track isn't really that hard
at all, but it will throw in a LMRMLMRML pattern when you're not ready for it.
///Chris Child with Melissa Kaplan - Shades of Blue
//Trance - 136 BPM
Producer and remix artist Chris Child teams up with
Melissa R. Kaplan to create this ethereal trance
anthem. Chris' music spans across a variety of
electronic music genres, containing elements of
trance, electro beatz, and processed vocal hooks.
Look for a release of remixes as well as his
original music in the near future. Check out his
webpage for more details!
www.chrischild.com
Song Analysis:
Okay, the second drum track mixes it up a bit, but your main focus on this song
will be the synth tracks. The far right synth track has at least three
different (and challenging) variations. You'll want to watch out for the
yellow tracks. Once you get those down though, you'll realize that this is a
very high scoring song.
///Logan 7 - Uptown Saturday Night
//Funky Beats - 137 BPM
His name was Logan. Beyond that, we didn't know
much. Possessing the grace of a duke and the bite of
a cyberspace punk rocker, he was a diamond-toting,
martini-sipping chameleon. But where did he come
from? What did he know? From Harlem to Hong Kong
they feared the name, the fame, and the fury of
Logan 7!
Song Analysis:
The drum track can be a little deceiving here, the second one being the bigger
culprit, they switch up, a lot. The second synth track should also be watched
as well, as it might throw you for a loop.
b. Beat Factory (Stage 2)
-------------------------
///Run-DMC - King of Rock (X-Ecutioners Remix)
//Hip Hop - 98 BPM
Run-DMC team up with superhuman scratch artists The
X-Ecutioners in this remix of the rap-rock song that
started it all. As the first and the greatest of
hip-hop's superstars, Run-DMC's mission has always
been (in their own words) to "crash through walls, go
through floors, bust through ceiling, and knock down
doors." In the 17+ years Run-DMC have been rapping,
they've brought people together with their beats and
rhymes, and changed the way people think about
music.
www.aristarec.com/aristaweb/RunDMC/
Song Analysis:
Nothing too vicious here, the far right drum track will probably give you the
most problems. The vocals, can be tricky and off-beat, there are a bunch of
different guitar patterns, and the FX track has some scratching that is
off-beat and it may throw you timing off.
///The Baldwin Brothers - Urban Tumbleweed
//Hip Hop - 105 BPM
Based in Chicago, the Baldwin Brothers create a
rump-shaking jazz-funk stew mixing impeccably tight
live instrumentation and stanky ol' Fender Rhodes
grooves with whimsical samples, thick beats, and
turntable skills. Their ultra-hip debut album,
'Cooking With Lasers', was one of 2002's underground
favorites.
www.baldwinstyle.com
Song Analysis:
The second drum track is a little hard in this song, mainly due to double-right
beats, they don't show up all the time, though, and there are easier variations
in this track. The synth tracks has many different patterns, make sure you know
which one to do and when to do it. The only other thing that might throw you
off is the scratching in the FX track.
///Weezer - Dope Noze
//Rock - 128 BPM
Drawing from the heavy power-pop of arena rock and
the angular guitar leads of the Pixies, Weezer
leavened their melodies with doses of '70s metal
learned from bands like KISS. None of the members
of Weezer, especially leader Rivers Cuomo, are
conventional rockers - they were kids that holed up
in their garage, playing along with their favorite
records when they weren't studying or watching TV.
www.weezer.com
Song Analysis:
There's not much to fear in this track if you're a seasoned FreQ, the guitar
tracks are often not directly on-beat, so you can make mistakes if you aren't
careful, but it's smooth sailing other than that.
///David Bowie - Everyone Says Hi (Metro Remix)
//House - 128 BPM
David Bowie, as a musician, performer, and
songwriter, defies all conventions. From his humble
folkie beginnings in the '60's to the '70's glitter and
glam of Ziggy Stardust to the elegance of the Thin
White Duke to the multi-platinum pop star of the 80's
to the most recent rock album 'Heathen', he has
continually reinvented himself and his art.
www.davidbowie.com
Song Analysis:
Most of the tracks here fairly simple pattern, at times throughout the song,
the synth, and the far right drums will throw you for a loop. The synth will
be all over the place in some areas, and the last drum track is very tough in
some areas, with double-rights coming at you fast, it's easy to screw up on
this track.
///Freezepop - Super-Sprøde
//Synthpop - 150 BPM
Uber-blippy synthpop band Freezepop is here to tell
you how much they love you with their new hit song,
"Super-Sprode." After gaining many new fans from
around the world with their song "Science Genius
Girl" in FreQuency, Freezepop wants to show their
appreciation with this super-catchy electropop song.
Be careful though, you might be humming this one for
a while!
www.freezepop.net
Song Analysis:
Being that it's one of the fastest moving songs in the game, naturally it's
one of the hardest to switch tracks in. Luckily, most of the patterns are
fairly standard, however, the second drum tracks has more of those very fast
double-right beats (maybe I'm the only one that has trouble with those, I
don't know). Also the far right synth track will throw a LMRMLMRML pattern at
you every now and then, beware.
c. Metaclouds (Stage 3)
-----------------------
///Pink - Respect
//Pop - 131 BPM
Pink makes "real music you can live or die to, songs
that make you want to stand up and change your
life." Her debut album was an out-of-the-blue
double platinum smash hit within the U.S. and gained
platinum and gold discs around the world. Her debut
album spun off three Top 40 hits, two of them Top
10, one gold.
www.pinkspage.com
Song Analysis:
The first drum track is probably the hardest in this song, featuring numerous
tough patterns like a bunch of RML strings with a bunch of lefts and rights
thrown in the mix, and a pattern with both quick double-rights, AND lefts.
Also worth noting, this song has probably the most off-beat bass line in the
entire game. You're bound to make a mistake on it eventually.
///Papa Roach - M-80 (explosive energy movement)
//Rock - 173 BPM
Papa Roach makes it plain that no pigeonhole is big
enough to contain them. Their latest album,
'lovehatetragedy', heralds the refining and
refocusing of their sound as they shed some of their
identification with rock-rap fusion and strip down
to a purer, but equally high-impact, rock attack.
www.paparoach.com
Song Analysis:
Another fast tune, although most of the patterns here are fairly simple, lots
of long left and middle strings, and a bunch of MLMLMLML patterns. Be careful
with the last drum track however, as it will sometimes throw beats at you very
close in proximity.
///Mekon with Roxanne Shante - What's Going On
//Funky Beats - 123 BPM
Mekon is John Gosling, one of breakbeat's pioneers,
whose first release, 'Phatty's Lunchbox', was a
genre-defining classic. His second album from 2000
paired Mekon with such favorites as Skooly D and
Roxanne Shante. "What's Going On?" is the result of
the Shante soundclash, and Mekon's biggest hit to
date.
www.wallofsound.net
Song Analysis:
The first drum track here very much resembles the one from Pink's song, a
tough, rolling pattern that may throw you off. The synth track is a bit weird
too, with multiple pattern that don't seem in-sync with the rest of the music
at time, and the last drum track has a bunch of different patterns, most of
them change while you are playing them.
///Herbie Hancock with Mixmaster Mike, DXT, Rob Swift,
Q*Bert, Babu, Faust, Shortee - Rockit (2.002 Remix)
//Old Skool - 113 BPM
Herbie Hancock is an icon of contemporary music. He
is a major composer, an influential virtuoso pianist,
an Academy Award-winning soundtrack composer, a
multi Grammy Award winner, and an inventor of
classic R&B and hip-hop grooves. Now a partner in an
independant label venture, Transparent Music, his
latest album is entitled 'Future2Future', an
exploration of electronica, hip-hop and nu-soul.
www.herbiehancock.com
Song Analysis:
It's almost safe to say that from here on out, all of the first drum tracks
will be hard, but that's not entirely true...it is for this song however.
It's all over the place. The other drum track will have you guessing as well
too, featuring triple-right beats while doing an already complicated pattern.
The FX track has scratching that will also throw you off at times if you
aren't careful. The bass track, although it has a few different variations,
is probably the easiest track of this song.
///The Production Club - Rockstar
//Rocktronica - 110 BPM
The Production Club is the creation of producer
Wally Gagel who has worked with acts such as The
Folk Explosion, the eels, the Dust Brothers, Esthero,
Orbit, and the Rolling Stones. Originally based in
Boston, he worked at the legendary Fort Apache
studios before moving to Los Angeles. 'Follow Your
Bliss' is the first full-length release for the
Production Club.
www.lunchrecords.com
Song Analysis:
This song has a light first drum track, but the one directly to the right of
it is far more complicated, watch out for it. It has one of the busiest bass
lines as well, and the synth is all over the place. Be careful when you see
it coming.
d. Elektro Kore (Stage 4)
-------------------------
///DJ HMX with Plural - Cool Baby
//House - 128 BPM
International superstar DJ HMX returns from Ibiza to
join forces with up-and-coming club sensation Plural.
This track will get you dancing in front of your TV!
Look for more trax from Plural and DJ HMX in the
future!
www.harmonixmusic.com
Song Analysis:
This song also has a fairly basic first drum track, however the second one is
one of the hardest in the game in my opinion. That's all I will say about it.
This song is one of the few out of the bunch that has two synth tracks, the
second one being fairly easy if you're a decent player. The first one changes
up a lot though, and making the transition from this track to the harder drum
track to the right of it can be a nightmare.
///BT with Wildchild - Kimosabe
//Electro-Rap - 126 BPM
BT, AKA Brian Transeau, is best known for his epic
trance albums 'IMA' and 'ESCM', and his wildly-
diverse 'Movement In Still Life;. His mixing skills
are some of the most sought-after in the world,
with credits like Korn, Seal, Madonna, Sarah
McLachlan, *NSYNC, and Tori Amos. In addition, BT is
also lauded for his moving film scores, including
'The Fast & The Furious', 'Driven', 'Under Suspicion',
and 'Go'.
www.btmusic.com
Song Analysis:
The bass track will be the focus of your attention here, and it's fairly
difficult to play (and even read due to the speed of the song). The guitars
mix it up a little, so watch out for them. The last drum track has wild
MRMRMRMR action with a left beat thrown in here and there for good measure.
Also worth noting, sometimes the vocals are so fast, they require a LMRMLMRML
pattern, be careful.
///Manchild - Nitro Narcosis
//Breaks - 135 BPM
Manchild are songwriting partners Max Odell & Brett
Parker. Their critically acclaimed debut album
'Untied States' is an exciting mixture of dance,
rock, & hip-hop and features guest appearances from
Kelly Jones (Stereophonics), Andy Cairns (Therapy?),
Sadat X (Brand Nubian), and Motion Man (Mastaz of
Illusion, Linkin Park). They are currently in the
studio putting the finishing touches to their
follow-up album 'Anamorphic'.
www.manchild.co.uk
Song Analysis:
With the two drum tracks being moderately easy, your main focus here will be
the deadly synth track, and the somewhat tough FX scratch track. The synth
line is very hard at times, and it changes a lot, usually very fast. That will
be your main worry on this track. The bass line has a quick double-left that
I've seen some people have trouble with though, usually those of us that are
right handed.
///Slipknot - I Am Hated
//Metal - 126 BPM
The spore that is Slipknot exploded three years ago
with the release of their self-titled album, and the
infestation has continued ever since. Comprised of
nine masked members with numbers instead of names,
Slipknot are not just a band, they are a force that
has swept through popular culture and galvanized
millions of fans, their "maggots", worldwide.
www.slipknot1.com
Song Analysis:
I'd say that the vocals would be the easiest here...everything else is very
tough, the first guitar track has very quick double left, middle and right
patterns, both drum tracks vary a lot, and are tough. This is purely a very
fast, quite hard song.
///Game Boyz - Push
//Electronic Rock - 122 BPM
Game Boyz' creator, composer, musician, and
producer, Ged Grimes, has rapidly become one of the
major rising stars of today's interactive
entertainment industry. With a string of game music
soundtracks under his belt and the adrenaline-
fueled rush that identifies the Game Boyz sound,
expect to hear fireworks.
www.jackshoosemusic.com
Song Analysis:
There's a busy drum track to start you out, you're bound to make mistakes on
it occasionally. The synth tracks moves around, a lot too, going from easy to
hard and vice versa. The guitars can be very complicated at times, and the
far right drum track is sometimes harder than the first one, it sometimes
jumps into a LMRMLMRML pattern. Also, the bass track will occasionally go
into a LMR LMR LMR pattern that is off-beat, and it may throw your timing
off. Around the same time this happens, the synth and the vocals get very
busy as well. Keeping your multiplier on this song will prove to be a
challenge.
e. Blastlands (Stage 5)
-----------------------
///Blink-182 - The Rock Show
//Pop-Punk - 193 BPM
It's safe to say that blink-182 is now a worldwide
phenomenon, with their records reaping platinum and
their concert tours packing 'em in all over the
world. Produced by Jerry Finn, their fourth studio
album from 2001 is titled 'Take Off Your Pants and
Jacket'. The album features the hits "The Rock
Show", "Stay Together For The Kids", and "First
Date".
www.blink182.com
Song Analysis:
The fastest song in the game, just about every track is difficult. Tons of
LLLL.., MMMM.., RRRR.. patterns will get your fingers tired quickly. The far
right drum track sometimes has a LLLL that is so fast that I have yet to pull
it off yet. Beware of ALL of the tracks in this song, and even though the
vocal tracks is fairly thin, it's still coming at you so fast that it's easy
to foul up.
///Dieselboy - Sub Culture (Dieselboy + Kaos Rock Remix)
//Drum'n'Bass - 174 BPM
What do you get when you combine America's #1 Drum
and Bass artist Dieselboy and his production partner
in crime Kaos with cutting-edge L.A. rappers Styles
of Beyond and up-and-coming alternative rockers
Actual Proof? The answer is a funked up, heavy,
rolling monster in the form of "Subculture",
featuring live drums and guitars alongside rinsing
beats and deep lyrical flow.
www.djdieselboy.com
Song Analysis:
Here's the song where a lot of the experts get their first game over. The left
drum track proves to be difficult later on in the song, with a quick
double-right amongst an already nightmarish pattern. Lots of different guitar
and FX pattern are present, but they shouldn't give you too many problems.
Vocals aren't that bad. The far right drum track however...out of all of it's
variations, the super-quick MRMMRM line catches me all the time, you must be
quick to pull that one off. Good luck with this song.
///Akrobatik vs. Symbion Project - Out The Box
//Funky Beats - 132 BPM
Two FreQuency veterans, Symbion Project and
Akrobatik, team up to bring the beats real raw in
"Out The Box". Ak's rough-and-ready rhymes fueled
by Symbion's pounding beats will have your ears
popping and your fingers burning. Let's hope we hear
more from this duo in the future!
www.symbionproject.com
Song Analysis:
Quite possible the easiest of the level 5 songs, this tune features a few
moderately drum lines, that only mix it up a few times, just to catch you off
guard. The bass line will throw a terrorizing pattern at you a few times
throughout the song though, and the synth tracks will also present you with
some funky patterns that will have your fingers going crazy.
///Symbion Project - Synthesized
//Drum'n'Bass - 180 BPM
Featured in FreQuency with songs like "Funky Dope
Maneuver" and "FreQout", Symbion Project returns to
aurally assault you with these frenetic beats.
"Synthesized" comes at you hard with mad patterns
and catchy hooks, so pay attention. Normally writing
down-tempo songs, Symbion Project continues to defy
genre at every turn, and "Synthesized" is no
exception!
www.symbionproject.com
Song Analysis:
This song is one of the fastest as well, and it also starts you out right in
the middle of the "highway" making your path for a streak not so obvious. All
of the tracks actually start out fairly simple, on-beat, and spaced out nicely.
However, about 30 seconds in, and for the rest of the song, the drum tracks
become a living hell, mainly the right one, it's definitely up there with the
hardest patterns in the game. The vocals, and synth tracks actually stay
pretty calm throughout all of this happening, and your main focus will be the
drums, and making sure you don't get a game over due to them.
///Komputer Kontroller - Robot Rockerz
//Techno - 150 BPM
Komputer Kontroller unleashes his funky robot army
to destroy the dance floors of the Earth! Foolish
Earthlings, cower before the awesome techno
onslaught of nine-hundred-and-nine robots dancing in
unison. This track will make you run for your lives!
www.harmonixmusic.com
Song Analysis:
Here's my pick as the hardest song in the game. The game has a brutal bass
track, that goes from very fast LMRMLMRML patterns, to
LMLMLMLMLRLRLRLRLRLRLRLRMRMRMRMR which will get your blood pumping, and some
of the drum pattern on both of the tracks are insanely hard, I have a hard
time even reading some of them. You'll almost need to twitch-play these
patterns, the synth is unrelenting with it's very fast double beats as well.
The vocals stay fairly light though, and it'll be a nice respite track right
in the middle of the beat soup.
///Cosmonaut Zero - Spaztik
//Drum'n'Bass - 97 BPM
No one knows where he came from, and no one knows
where he's going, but know this: Cosmonaut Zero is
here to deny you glory. Bulk up on some ginseng and
caffeine before attempting this level. Or just give
up now, really, there is not much point in trying to
beat this track.
www.symbionproject.com
Song Analysis:
Well, here it is, the secret track. Hailed by many as the hardest song in
the game, I beg to differ, the only reason why it's not in my opinion is it's
slow speed. ALL of the tracks are hard of course...I'll save the small talk
and just come out and say it. The tracks are absolutely filled with beats in
some places, and that combined with the slow speed of the song will make
patterns seem to last forever. This is also the highest scoring track in the
game. The song has 40 point tracks, combine that with a score doubler, and a
x8 multiplier, and you have yourself a monstrous 640 points for a single
pattern. Enjoy.
-------------------------------------------------------------------------------
IV. Single Player
-------------------------------------------------------------------------------
Single Player in my opinion, is the essence of Amplitude. Not only is
it the actual game experience uninterrupted by the outside world, but it's also
the best way to play the complete songs, as your Multiplayer opponents can't
always hold their own, resulting in sometime garbled sounding tracks.
This mode is more or less the same from Frequency, but a bit tweaked.
There are still 5 songs per stage, or "city". By beating the first three songs
in a stage, you will unlock the fourth song, the Boss Song. Completing the
Boss song unlocks the next stage, and meeting a certain quota with those four
levels will unlock the fifth song, the Bonus Song. At the end of each song,
you'll receive your bar rating. You will receive one to three green bars
meaning:
1 bar = You need more practice at this song
2 bars = You are on pace to have enough points to unlock the bonus song
3 bars = Excellent Score
You will also see some new stats below your grade describing how well you did.
For example, Full Mix will display the number of consecutive bars played
with all song tracks activated. In other words, if a track is passing you by
without you capturing it, your Full Mix streak will end, but your overall
streak will still be intact. There are a total of 4 difficulty levels: Mellow,
Normal, Brutal and Insane.
Here's an overview of how these difficulties play out:
Mellow: 23 songs, not too hard at all, good for beginners and to relax
Normal: 24 songs, moderate difficulty, songs start to get challenging
Brutal: 25 songs, all songs are fairly hard now, and you'll need to be fast
Insane: 26 songs, very hard, some songs are a nightmare to play
During one of my Harmonix visits, someone had asked one of the staff what the
most requested feature to be put into Amplitude was. They said by far, it was
the ability to play regular game songs in Jukebox Mode, instead of just factory
and custom remixes. So needless to say, beating a song will "unlock" the song
in Soundtrack Mode.
-------------------------------------------------------------------------------
V. Multiplayer
-------------------------------------------------------------------------------
a. Regular Multiplayer
----------------------
Although a ton has changed in this area since Frequency, some aspects have
stayed the same. Multiplayer is still two to four players, you still have the
common goal of scoring more than your opponent, I won't go into detail about
weapons, there's a section dedicated to that, but I will explain the new game
play style.
The main thing you'll see when you start up a multiplayer game is that
the view is now full screen, there is NO split screen in this game, the tracks
are all side by side, and centered in the middle of the screen, and the various
players jump from track to track. Something I've noticed however, is that some
tracks that are on the far left, or far right sides can be hard to capture.
These tracks will be coming at you at a nearly 45° angle, If you've got a
really intense drum or synth track, you'll no doubt have a bit of trouble.
I'll be honest, I sometimes find myself tilting my head to correctly read the
track, but I may get used to it someday.
This option works well online, since it's pretty much the core game play of
online mode, but this time around, I'm afraid it's going to have to share time
with the following Multiplayer option.
b. Duel Mode
------------
Duel Mode is a brand new mode in Amplitude, and for the most part, it's
a successful new addition to the game series. It works more or less like
HORSE, if you've ever played that in basketball or the Tony Hawk games, you'll
know what this is, if you're not familiar with it, I'll try to give you a quick
run down of the game mechanics.
Duel Mode will pit you against another player in a match of creativity
and sound, after you choose your difficulty (this is a story in itself, and
I'll talk about it shortly) you'll need to now choose your song. When you get
into the playing area for Duel, it basically consists of two tracks, one for
you, one for your opponent. A base melody will play in the background, and
now it's time to play. You lay down a button pattern (pitch), then your
opponent must successfully play the same button presses you did, "catch".
You'll be laying down a string of beats that will fill two bars of music.
After each player takes a turn pitching and catching drums, you'll move on to
bass, synth, etc. When you make an incorrect attempt to catch a track, the
person who pitched it will get a letter. Now, you can only pitch beats into
spots on the track that have a template where you want to place a beat (I'll
expand on this later). The first person to spell AMPLITUDE wins.
There are no weapons or powerups, it's simply a battle of laying down
beats. You may be asking yourself "Why the hell wouldn't people be lame and
just button mash a string that no one could possibly catch?" Well, there are
a few answers to that. 1) I'd trust the friends I play with not to button
mash. 2) It just plain sounds better to make a melodic rhythm than to make
some beat soup. 3. The all-important difficulty levels. Let's analyze this:
There are three difficulty levels in Duel Mode: Easy, Pattern Play and
Free-For-All. All are extremely different from one another, and provide a
completely different experience. Basically, in duel mode, the point of these
difficulty levels is to protect against "spamming" and getting easy victories.
Remember what I was talking about earlier, the "templates"? Here's the scoop,
depending on what difficulty level is chosen, you have a limited number of
places you can place a beat.
Easy
----
When it's your turn to pitch, you'll be presented with a section of two
bars, just like in remix mode. Now, on this level setting, you'll only
be able to place beats where there are "templates", or symbols on the
track that let you know it's ok to place a beat there. I'll use an "x"
to represent where you can place a beat, here's what tracks will look
like under the this difficulty setting:
...
xxx
...
xxx
...
xxx
...
xxx
...
xxx
...
xxx
...
xxx
...
xxx
So, read this from bottom to top like it's coming at you, you can only
put beats on the x's. If you put a beat somewhere where there's no
template, you get penalized. In essence, this setting is for
beginner's only, or, if you're doing a really fast track, it may be
good for intermediate players to practice unfamiliar beat patterns.
Not recommended for professionals, experts, anyone beat Frequency, and
the like. It does protect against spamming however. You should atleast
give it a try, it may be a way to get your little sister into
Amplitude.
Pattern Play
------
By far the most interesting of the three difficulty levels, in this
setting, you'll have far more places lay beats, however, it's more or
less a randomly generated field of templates that you can pitch beats
too, observe a pattern similar to ones found on the this difficulty
setting:
xxx
xxx
xxx
xxx
.x.
.xx
.x.
xxx
.x.
xxx
.xx
..x
.x.
x..
xx.
xxx
Once again, read it from bottom to top, and pretend you have to place
beats only on the x's on a track moving at 150bpm+. Sound a bit
tricky? it is. You'll need to be careful not to put beats where
there's no template, it's an easy thing to do. I'm not all that crazy
about this difficulty setting, and I'll tell you why. Duel Mode to me
resembles Remix Mode, and when I remix or play in Duel Mode, I don't
just make random patterns up, I make my patterns sound musical, I don't
just twitch out a pattern. I'll usually decide what I'm going to pitch
a few milliseconds before I actually do it, and on a fast drum n' bass
track for instance, I don't really want to wonder if there's gonna be
a template where I want to place a beat or not, and since mistakes are
costly in Duel Mode, it's too risky.
Free-For-All
------
Yep, it's my favorite too. You have an unlimited number of
possibilities of button patterns to pitch, you can make them as simple,
or as complicated (thanks Kasson) as you like. Provided you're playing
with someone you trust enough not to spam the hell out of you. On the
other hand though, some tracks are slow enough where it's very possible
to play spammed pitches. For myself though, I'd much rather be trading
off cool sounding drum patterns with a skilled opponent. Here's the
diagram, just for the purpose of being complete:
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
Of course, here, you can play whatever pattern you want, go nuts, or be
musical. Spam beats, or have a fair duel with a friend. It's entirely
up to you. Definitely the preferred difficulty setting.
That's Duel Mode in a nutshell. Have fun with it, it's a good, new
experience that spices up the Multiplayer aspect of Amplitude.
-------------------------------------------------------------------------------
VI. Powerups and Weapons
-------------------------------------------------------------------------------
This section will be split up into 2 parts, mainly because there are no
single player weapons, and people will think they can use cripplers in single
player mode, don't laugh folks, I've seen it before. That's almost as bad as
people in Frequency seeing a Crippler launched, and they start cycling around
the tracks trying to "lose" it, hah. Anyways:
a. Single Player
----------------
Multiplier - This isn't exactly a powerup anymore. To avoid confusion, I
will quote the instruction manual. "To get a streak going,
blast track after track without missing any note capsules.
Start by successfully blasting one Note Phrase. Then quickly
move to the next track with the Score Multiplier Arrow floating
above it. Successfully blast that track to continue the streak.
The actual multiplier will appear above the arrow. For example:
If you have just completed a streak of three phrases, the Score
Multiplier Arrow over the next phrase will display the number
"4". Complete this fourth note phrase and your score will be
multiplied by four. To score a streak you have to blast at
least two successive Note Phrases." I couldn't have said it
better, myself. No, really...that's why I quoted the manual.
Your multiplier is maxed out at x8.
Autoblaster - Equivalent to the Autocatcher from Frequency, this time around,
a small explosion will take place, followed by the pieces of
the track falling away in pieces. Good for use on a tough
track you can't seem to pull off.
Score Doubler - A new powerup in Amplitude, when deployed, temporarily doubles
the track worth of each track you successfully play.
Slomo - Another brand new powerup, and it works just like it sounds,
it slows down every aspect of the game, including the music
playing itself. The main purpose of this powerup is to slow
down really complicated tracks you may be having troubles with.
It has some other functions in Multiplayer mode, and I've
explained that further below.
Freestyler - One of the most changed weapons, this powerup now makes your
space ship comes up off the playing field, and freestyle in
the open space above the playing track. There's not actually
a track anymore for this item in the playing field. The
freestyler is either an axe or a scratcher, depending on the
nature of the song. Hold down a button and move the analog
stick, and press L3 to hear samples in the scratcher.
b. Multiplayer
--------------
Multiplier - The multipliers have no direct menacing effect on your
opponents. The entire purpose of them is to boost your scores,
and boost them it does. Multiplayer will only allow a x4
multiplier online and multiplayer. See the single player
section for a detailed explanation.
Autoblaster - Same properties as in the Single Player mode, use it to
capture hard tracks you can't do to get it's points. Although
it seems it's primary purpose is to help you, this can also be
used against your opponent as well. If your opponent is about
to do a rather "expensive" track, meaning he'll get lots of
points for completing it, you'll be able to get behind them and
blast that track on them giving the points to you instead of
them, any multiplier points your opponent has will not apply
to the points you get.
Score Doubler - The new powerup is in Multiplayer mode as well. Same
properties as in Single Player, it's a nice, simple addition
in my opinion.
Slomo - Obvious as to what it does, it becomes interesting when playing
a Multiplayer game, it of course slows down all players.
This may help you out in a few ways, mainly by throwing off
your opponent's timing. Say it's near the end of a track,
and finding music to play becomes hard, you have an opponent
that found a busy drum track, and you're stuck on a thin FX
track, deploy the Slomo. For the most effect, don't deploy
it before your opponent starts the track, deploy it while
they're right in the middle of it. They're bound to be
thrown off by the sudden tempo change, and depending on
how busy the track is, they might lose the track. This powerup
is not available in online games.
Crippler - This devastating attack is back, and it's been tweaked. In
Frequency, after launching this attack on someone, a fireball
is launched out into the area ahead of you, and it comes back
and rattles the screen of the victim, making it impossible to
see the beats on the track that they were doing. You could
still play the track trough this of course. Now that
Multiplayer mode is all one screen, it would be unfair for
everyone to suffer the effects of the screen shaking. Now,
any track that the receiver of the crippler tries to play,
becomes a big, wavy mess. It *is* possible to play the track,
in fact, it's actually easier now than with the Frequency
Crippler. However, this is compensated for...the Crippler
now lasts a good deal longer.
Bumper - Easily the most versatile weapon in Multiplayer, it has many
functions. If you're getting towards the end of a song, where
finding tracks becomes difficult, you can use it to steal
tracks away from people, so they're the ones left out. And
it's most annoying function, if an opponent is about to catch
a section with a multiplier, autoblaster, or any powerup, you
can quickly bump them off and break their streak. The way
this weapon is actually deployed has changed as well. When
bumping someone, the victim doesn't just stay there on the
track, there's a small explosion upon deployment, and the
victim's space ship is sent sailing into the air for a few
moments, and lands on a random track.
Neutralizer - Yep, that's right, it's non-existent.
Freestyler - Ah, now we get into the fun items. Like I mentioned earlier,
in Frequency, the Freestyler and Scratcher were assigned tracks
in the actual playing tunnel. They also didn't play any real
malicious role in Multiplayer games other than for extra points
either when there was nothing left to play, or the Freestyle
tracks were more expensive than anything on the current play
field. Now, like I mentioned in the Single Player section,
this powerup will launch itself off the playing field, and
you freestyle on the screen area above the track. However,
due to it's brightness, and overall range of using this
powerup, it makes it hard for opponents to see their tracks,
depending on where you actually freestyle. An interesting
tweak to this powerup.
------------------------------------------------------------------------------
VII. Online
-------------------------------------------------------------------------------
Amplitude single player is incredible, and Multiplayer takes it to a higher
level, but playing online opens up doors to an entirely new world of
opponents. Online, you can play regular multiplayer, duels, find other
FreQ's, upload your custom remixes for review, and download featured
remixes selected by the developers as being among the most fun/best sounding
remixes available.
There are a few different ways to see data for your possible opponents.
You will be able to see their current rank, how many games they have played,
date of their last logon, and whether they are currently online or not. Using
the Find FreQ option is slightly more powerful, telling you exactly where
the FreQ that you are looking for is (name of the channel, what game mode
they are playing, etc.)
One last way to see how your opponents have done is the completion symbols.
These will tell you how far the FreQ has made it in Single Player mode. Keep
in mind though, that some FreQs will make alternate accounts, like an alias
strictly for online play. His stamp may state that he hasn't beaten anything,
but he could be the most challenging player you have ever played against.
Here's a breakdown of what these symbols mean:
Dot = The player has not beaten any difficulty with this FreQ
Diamond = The player has beaten Mellow difficulty with this FreQ
Triangle = The player has beaten Normal difficulty with this FreQ
Cross = The player has beaten Brutal difficulty with this FreQ
Star = The player has beaten Insane difficulty with this FreQ
a. Regular Multiplayer
----------------------
This is the classic game play style for Amplitude online. More or
less the same style as offline multiplayer, except that the playfield
now resembles the more flat style found in Single Player mode. The
number of regular multiplayer games far exceeds the number of Duel
Mode games.
b. Duel Mode
------------
Exactly the same as it's described in the above section. Duel Mode games
do NOT reflect your rank whatsoever.
c. Ladder Ranking Information
-----------------------------
Explanation of this area doesn't require quantum physics. Win a match, get a
higher rank. Do poorly, and you'll get a lower rank. Beating high-ranked
players will bump you up quickly, and losing to low-ranked players might
make you drop back a bunch of ranks. In case you really don't know the point
of this:
a. You will see how you rank amongst other players
b. You will see if the people you are playing against are a challenge
In order to qualify for the ladder, you must first play against 16
opponents, they don't have to be 16 different players, just a total of
16 opponents. This shouldn't take you very long at all. 16 games at the
very most obviously. Your rank will read "New" up until that point.
d. Remix Repository
-------------------
When you make a remix in either offline mode, or online with friends, your
remixes can be uploaded for review by developers. If this remix meets certain
criteria, it will be posted in the repository for all of the Amplitude network
to enjoy.
-------------------------------------------------------------------------------
VIII. Remix Mode
-------------------------------------------------------------------------------
a. Remixing
-----------
Remix mode has changed a lot since Frequency, it's now much, much easier to
create good, healthy remixes in less amount of time. In Frequency, you
needed to cycle through all of the section of the songs, even ones that you had
already completed, on really slow songs this can be painful. In Amplitude,
you simply remix each section of the song only once, and you can go to any
section of the song on the fly. The game also tells you if you are editing
a verse or a chorus (and breaks, intros etc.) so you can make your remix
sound as fluid as possible. After completing a remix, the game will rate the
difficulty of your remix by analyzing the beat density.
b. Jukebox Mode
---------------
This mode is present by hitting select while remixing a song. The game tells
you the placement of the song sections (Chorus 1 comes before Verse 2, etc.)
For listening to the actual game songs, the Soundtrack feature is available in
Single Player mode.
-------------------------------------------------------------------------------
IX. Secrets, Codes and Unlockables
-------------------------------------------------------------------------------
a. Complete FreQ Parts List
---------------------------
Head: Torso: Arms: Legs:
----- ------ ----- -----
Annie Annie Claws 1 Big
Bat Gal Bat Gal Claws 2 Camo
Bat Lad Bat Lad Claws 3 Cargo
Biggie Biggie Cyber Corduroy
Bot Girl Brick House Girl 1 Cyberlegs
Bruce Bruce Girl 2 Cyber 2
Bruiser Roy Bruiser Roy Girl 3 Goth Skirt
Bug Crimson D Girl 4 Hot-pants
Bunny Cyber-hoodie Glove 1 Hot-pants 2
Crimson D Cybergirl Glove 2 Jeans
Cybergirl Cybershell Glove 3 Leather
Cyklor Cyklor Glove 4 Patch
Dread Girl Disco Marv Guy 1 Plaid
Evil Motomatic Dread Girl Guy 2 Plaid Skirt
fred Evil Motomatic Guy 3 Punk
Goggle Bot Goggle Bot Guy 4 Robo 1
Game Geek Grondor Huge 1 Robo 2
George Guy Huge 2 Robo 3
Grondor Happy Fun Girl Jacket 1 Skinny
Happy Fun Girl Hoodie Jacket 2 Skirt
Helga Hotpants Jacket 3 Spike
Janet Janet Jacket 4 Suit Pants
Kim Kim Jacket 5 Sweat Pants
Kong Kong Robo 1 Waders
Larry Larry Robo 2 Zips
Lazy Jay Lazy Jay Robo 3
Levar Levar Skinny 1
Little Tony Little Tony Skinny 2
Mad Melvin Mad Melvin Skinny 3
Motomatic Mandy Sleeve 1
Mysterion Motomatic Sleeve 2
Naomi Mysterion Sleeve 3
Rageatron Naomi Sleeve 4
Razor X Pixel
Rex Rageatron
Robin Razor X
Robofairy Rex
Roxanne Suit
Spike Swat Man
Tex T-Bone
TNT T-shirt
Toxic Doom Tank-top 2
Trollheim Tank Top
VelmaTex Toxic Doom
Xenon Trollheim
Zardock 9 Trust Me
Zoe Tube-top
Vern
Vern
Xenon
Zardork 9
Zoe
Head Gear: Face Gear: Emblem:
---------- ---------- -------
Antenna Bug-eyed Shades !ART!
Ballcap 1 Cyber goggles 00
Ballcap 2 Gasmask 1
Ballcap 3 Glasses 3
Big Ears Goggles 5
Camo-hat Long Nose 7
Cowboy Hat Mask Alice
Cyberdome Night-vision Bleep
fro Red Nose Blip
Halo Shades 1 Cherry
Hat Shades 2 Chimp
Headphones 1 Shades 3 Danger
Headphones 2 Shades 4 Dare
Headphones 3 Shades 5 Eyes
Headphones 4 Slit Shades female
Headphones 5 Undercover femfatale
Horns 1 flower
Horns 2 free
Horns 3 Groove Monkey
Skull-cap Heart
Visor Jason
Male
Mohawk
Moon
Nerdstrom
Note
Peace
Radioactive
Razor X
Ryan
Skull
Slimey
Star
Strawberry
Toad in the Hole
Yan
-------------------------------------------------------------------------------
X. Frequently Asked Questions
-------------------------------------------------------------------------------
Q. Why doesn't Harmonix release a soundtrack for the game?
A. It's not up to Harmonix, it's up to Sony. Harmonix wants to release a
soundtrack, but there would be so much red tape in getting licensing for
those songs, Sony probably feels it's not worth it. Also, Sony feels that
the series hasn't been as big enough success to require a soundtrack.
Tell your friends to buy the game, and maybe we'll get one.
Q. What's this I keep hearing about bugs?
A. Keep an eye on
http://www.freq.com for anything related to that
Q. How often is the Remix Repository updated?
A. Usually once per day, and it's not updated over the weekend.
Q. Where can I find X song?
A. Check to see if there's a copy of it on the artist's CD's, some tracks are
exclusive to the game though, and you'll just have to listen to them
through Soundtrack Mode
Q. Are there swears in this game?
A. No, they are censored out, however this takes nothing away from the
game play and should be considered a non-issue.
Q. Why isn't X band in the game?
A. I'm not really sure how many bands rejected Harmonix's offer, and I don't
care all that much. A lot of bands don't like their music tampered with
(Remix Mode) or "online", that's all there is to that.
Q. Is there a PAL (European) version in the works?
A. As far as I know, yes, there will be a European release. Contacting Sony
of Europe might yield better information.
Q. I was playing online, and some FreQ had 9999 points in the first few
seconds of the match.
A. You're asking the wrong guy. There might be some cheat device out there
somewhere, but since I don't cheat, I wouldn't know.
Q. What does "Sprøde" mean?
A. Not a clue. But you can check this page for possible insight:
http://www.freezepop.net/pix/europe6.html
-------------------------------------------------------------------------------
XI. Extra Stuff
-------------------------------------------------------------------------------
a. Complete Song List (Simplified)
-----------------------------------
Neotropolis (Stage 1)
---------------------
P.O.D. vs. The Crystal Method - Boom
Garbage - Cherry Lips
Quarashi - Baseline
BOSS: Chris Child with Melissa Kaplan - Shades of Blue
BONUS: Logan 7 - Uptown Saturday Night
Beat Factory (Stage 2)
-----------------
Run DMC - King of Rock (X-Ecutioners Remix)
The Baldwin Brothers - Urban Tumbleweed
Weezer - Dope Nose
BOSS: David Bowie - Everyone Says Hi (Metro Remix)
BONUS: Freezepop - Super-Sprøde
Meta Clouds (Stage 3)
-------------------
Pink - Respect
Papa Roach - M-80 (explosive energy movement)
Mekon with Roxanne Shante - What's Going On
BOSS: Herbie Hancock with Mixmaster Mike, DXT, Rob Swift,
Q*Bert, Babu, Faust, Shortee - Rockit (2.002 Remix)
BONUS: The Production Club - Rockstar
Elecktro Kore (Stage 4)
-------------------------
DJ HMX with Plural - Cool Baby
BT with Wildchild - Kimosabe
Manchild - Nitro Narcosis
BOSS: Slipknot - I Am Hated
BONUS: Gameboyz - Push
Blastlands (Stage 5)
----------------------
Blink-182 - The Rock Show
Dieselboy - Sub Culture (Dieselboy + Kaos Rock Remix)
Akrobatik vs. Symbion Project - Out The Box
BOSS: Symbion Project - Synthesized
BONUS: Komputer Kontroller - Robot Rockerz
SECRET: Cosmonaut Zero - Spaztik
b. Tips On Getting Higher Scores
---------------------------------
Practice, practice, practice.
Keep your hands warm.
Use eye drops.
Take regular breaks from game play.
Use the shoulder buttons.
Do whatever you can to maintain your multiplier.
Be seated comfortably.
Don't do drugs.
c. Useful Links
----------------
http://www.freq.com - The Best resource for Frequency/Amplitude news and info.
http://www.gamefaqs.com - Home to other Frequency/Amplitude forums, useful.
http://www.gamespot.com - Good pages for Frequency/Amplitude with Movies, etc.
http://www.symbionproject.com - Buy the new CD.
http://frequencymusic.cjb.net - A site with relatively bad Frequency mp3's
http://cinder.retrogames.com - My Personal site, some boring info.
d. My Online Info
------------------
I play on the Amplitude servers under the name "cinder". I post on
http://www.freq.com under the same name. However, since some moron reserved
"cinder" on
http://www.gamefaqs.com and hasn't made a post in three years,
I need to use "cindah" instead. I'm a decent player, but not the best by far.
Please don't give me hell if you beat me. "I BEAT U, TEH KNOWIT AL FAq WRITAR"
e. Remaining Info
-------------------
1. Melissa Kaplan, who did the vocals for Shades of Blue also did the vocal
work for Ibiza Dreamz from Frequency. She was also in "Splashdown," a
former band of Kasson Crooker's (DJ HMX, Symbion Project, etc.)
2. The voice of "X Player takes the lead", and powerups, as well as the
training stages is Akrobatik
-------------------------------------------------------------------------------
XII. Special Thanks and Parting Message
-------------------------------------------------------------------------------
- To Harmonix, for crafting an excellent sequel, and especially to Josh
Randall, Mike Dornbrook, and Daniel Sussman for letting me come to their
offices to test it. Also Kasson Crooker for beating the snot out of me.
- To the forum members at
http://www.freq.com and
http://www.gamefaqs.com for
info, news, insight, and other cool jibba jabba.
- To CJayC, for hosting this FAQ on the best game FAQ site on the Internet.
Play Frequency and Amplitude for what it is. Don't complain about bands that
are or are not in the game. The consensus is that a lot of people really like
the Freezepop song in Frequency (and they'll like Super Sprøde as well). But
how many of you had actually heard of the band before the game? Something to
think about. I'd rather expand my list of favorite bands and killer songs
rather than just have a pile of songs that don't work well as levels.
On the other side of this, there were a lot of people complaining that the game
was going to suck after some of the artists were announced. This is troll
activity of the worst kind. Keep in mind that people in high places read what
you write.
Overall, I'm very pleased with Amplitude, and you should be too.
-------------------------------------------------------------------------------
The Amplitude Compendium
(c)2003 Jim Govoni
[email protected]
-------------------------------------------------------------------------------
End of File.