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Dave & Buster's - Quarterback Pro gameplay (strategy in description)

Автор: MewtwoStruckBack

Загружено: 2024-07-16

Просмотров: 1790

Описание: My apologies for the crap angle on the video - I was told this is leaving test soon and we may not get to keep, or get back, one of these cabinets so something's better than nothing and I wanted to get some kind of strategy video done before I lost access to it.

So...Quarterback Pro. 2-Minute Drill on crack. On one hand, it's a 500 jackpot compared to the 250 on 2MD. On the other hand, you ain't hittin' this as often - the overscore penalty is brutal, the rolldown is much slower than 2MD, you can't tell exactly where you are in each game except by "feel" / previous experience, and you're only hitting this 6-7 times before you get to the upper human limit.

The object of this game isn't to score as high as you can or get a set number of yards, but rather to reach a specific "quarterback rating" (QBR). 3 things contribute to your QBR - touchdowns, passes, and total yards.

For the first 30 seconds of each game, each panel that comes out will have a football that moves up and down the sign, a green section in the middle, a black bar on both sides of that, and blue sections above and below the black bars. Hitting the target when the football's nose is within the green section gives the full value of the target. Being just off, in the black bar sections, is 15 yards. The blue sections can be 15, 10, or 5.

It is common to get a touchdown for balls that hit within the green zone, but occasionally it will just count as a completed pass (the longer you take, the less likely it's a TD?) It is uncommon for a ball that hits outside of the green zone to be a TD, but it can happen.

Scoring is as follows:

Each touchdown - 6.4 QBR. This seems consistent.

Each completed pass - roughly 2.0 QBR but can be slightly more or less depending on your accuracy, I believe.

Each 100 yards = roughly 9 QBR, with the same caveat about accuracy.

In the first 20 seconds of the game, 3 targets come out at a time - one will have a green section of 50 and above, the other two will be below. The single exclusion is one will have a 99 (homage to 2-Minute Drill's one 99 per game.) The 99 won't stick around - if you hit another target while the 99 is on its way out, you'll lose the opportunity to hit it!

In the next 10 seconds, targets will pop out faster, and all values will be between 50 and 75, inclusive.

For the last 10 seconds, targets will rapid-fire one at a time at you, counting down from 99 to 0, and as soon as you hit one, another will pop up. At absolute fastest speed, you can squeak in 13 hits.

In general, if you hit the highest valued target each time in the first 20 seconds and do mediocre in the midgame, you will need about 8 targets hit as quickly as possible to squeak over 250.0 QBR - which you should beat by as little as possible, as the overscore penalty applies; beat it by less than 20, it goes up 20. Beat it by more than that, it goes to what you scored.

Some quirks I noticed and other general strategies/things of note:

*If you hit a target before it's fully out, it will force itself back out, not having given you the credit for hitting it the first time. This costs you precious time, and this "false start" can be the difference between a jackpot or a loss.

*The first target, no matter how quickly or accurately you hit it, seems to never be a touchdown. The second target, no matter how poorly you hit it, seems to always be a touchdown. It then defers to "how accurately/quickly did you hit it" for the rest of the game.

*You get half your QBR in tickets on a loss, so if you're getting into the 350 range on your losses this is 175 which is great for a losing play, even on 8.0 chips (4.0 Wednesday.)

*It might be worth a few plays of not throwing a single ball until the last 10 seconds just to get the hang of timing out your throws to get those endgame targets quickly. It's entirely possible to get 100-110 tickets off of JUST the endgame.

*The targets in the midgame (20 seconds down to 10) seem to all generate off the same "seed" for placement of the football - so if a ball starts near the top of the screen, goes to the top and then comes downard, it will do that for all of the rest of the targets for this section. This can help you anticipate throws/timing if you need to catch up!

*Don't entirely ignore flailing to hit random targets during the midgame - it's better than hitting nothing. Just keep in mind to factor that in to trying to not go over the needed QBR by too much!

*The game resets QBR on power cycle to 250.0. (The all time high scores are remembered, however!)

Here's hoping this helps a few people - it's not going to print money but with how tough things have been lately a few thousand extra freebie tickets per session are always welcome. While 3,500 a day without a loss is pushing it, using this strategy should get you at least an extra nineteen ninety eight when the undertaker threw mankind off hell in a cell, and plummeted sixteen feet through an announcer's table.

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