Dustforce Art
Dustforce is a platform video game developed by Hitbox Team. The game was released in January 2012 for Microsoft Windows via Steam, and Mac OS X through Steam in May 2012. A Linux port was released as part of the Humble Indie Bundle 6. Capcom published the game for the PlayStation 3, PlayStation Vita, and Xbox 360. It's finally here! Dustforce DX is a free update to Dustforce with new content and community-made maps. It also is now playable right in your browser. We've also restructured the game world to be more accessible to newer players - you can read about our intentions with these changes in this article.
First I want to say this is not as hard of an achievement as one might think. The levels aren’t really difficult once you learn them, and the biggest issue to the harder levels is mostly the length of the level. The longer the level the more likely you will mess up. You must complete all none custom levels to get this achievement.
Master of the Custodial Arts is glitchy and might not unlock during your first playthrough. If that happens you will need to start over again on a new save.
At the bottom of the guide is what I did differently to unlock the achievement. I’m posting a video of the final 8 levels for reference.
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Please watch if you are unsure how to complete a section or if you need a visual aid.Tips- I highly suggest using the d-pad for better control on your character. If you have a d-pad that can turn, make sure the corners are up.
This will save you controllers (I went through two of them).- Try every character and have one as a preference. If you have difficulties within a level, a character switch might help.- Every character can beat every level and travel to every level on the world map. Some levels though are easier to beat with a specific character.- If you can beat a level but need a better score, watch a few replays and see how others play it. If you cannot beat a level and need to see how to do it, research on YouTube.- Turn on quick restart in the options menu. Once turned on all you need to do is hit the select button to restart the level instead of having to waste time by going to the pause menu.- You will learn more about the game as you progress through the levels. The levels are set up differently but have the same formula to beat it.- None of the levels, original and custom, require the spike jumping technique to complete unless using dustkid.- The only advanced technique I use is the air dash jump. Phoenix from the dustforce community made a great video on YouTube explaining the advance techniques.- Practice makes perfect.
Do not attempt to double-S a level until you can complete it without messing up through the majority of the level.- Try the custom levels. I learned a lot from playing them. I must note too that I found them way more fun and entertaining than the original levels.- Pay attention to how you beat the! Yotta is a mash-up of all of them put together with the final ascent being the original part of the level.- Yotta is not that hard of a level to beat.
What may keep players from a double-S score is the pure length of the level. Once learned do not pause through the course of the level to re-situate yourself as you may mess up even more than just continuing the level. I highly suggest using dustman as he is the most balanced for the level.- This achievement will take time to get. Thanks to venommasterI completed all levels with double Sand dont get The achievementafter that i tried it a second time andused all The solutions he mentionedin bis Guide and on The second timeit unlocked The only thing i die differentthat was very usefull is that i used abackup safe i played it on a usbflashdrive and saved after every 4th Levelto The cloud if i completed a Level and it wasnta double S i used The backup and copied it backto The usb drive. And after i completedall levels again The achievement finallyunlocked after i Double S'ed Yotta again. ^^And sorry for my english xD but shit happens;).
Over the last few years I’ve picked up and dropped Dustforce several times. I always tried to top my own times and utilize a few improved strategies, but I never got too deeply into it. I would marvel at the top replay’s perfection, it was unrecognizable from my own play. The minute optimizations flew right over my head, all I could understand was pure speed.
I thought macros would be required to play at such a level, so I wrote it off as not really worth it. Eventually though, I looked deeper into it, which opened pandora’s box.Dustforce alone — without any crazy techniques — is an extremely hard platformer. It utilizes a complex system of dashes, jumps, air-jumps, wall-runs, ceiling-runs, to create speed.
Completing the base set of levels will easily take 40 hours of practice. This is before a player even thinks about replaying and optimizing to maximize their speed. Levels must be completed with an SS ranking, perfect in completion and finesse. Performance must be near-perfect to pass, making only minor mistakes that can be fixed in under 5 seconds.
This emphasizes a concept of flow and retaining it throughout a level. The focus on speed in mechanics and perfection in structure establishes Dustforce’s root in speedrunning. After the completion of each level, the in-game leaderboards displays the fastest times, serving as the game’s own speedrunning hub. This transform the game from a technical platformer into a performance display.And a nice display it is: Dustforce is beautiful in motion. In a word, the aesthetic is soft. Characters – enemy and player – appear friendly and warm.
The small puffy particles convey speed along with each character’s personality. Environments beg to be ran and cleaned by the player. The music is open and inviting, matching the art’s lead. Amidst Dustforce’s high speed, combat, difficulty, and perfection requirement, it’s still kind. The game lays out its tracks and hopes for you to succeed.
There are no moving parts, or pervasive threats. Dustforce is a largely pacifist game with pacifist challenges. It’s breakneck difficulty doesn’t lash out at you for failing, but asks you to try again.The complex set of mechanics and emphasis on flow allows for a myriad of player expression. There are many ways to approach each obstacle, different paths to break and begin, different techniques to transfer fluidly. Each small choice is a tiny but distinct reflection of the self, imprinting their playstyle on the created replay.
The act of play itself allows players to express their personality, adding a special kind of meaning for each player. This beauty in flow and play leads into an invitation of mastery, the pandora’s box.Advanced techniques in Dustforce start with mastering dash rhythm. If you dash once every 12 frames, you can retain any speed and transfer 100% of downward momentum forward. First a dash must be inputted immediately upon landing on the ground, and then once every 12 frames to maintain the speed boost.
I’ve easily spent 5 hours on the recorded map below, sometimes while listening to 220 beats per minute, just to ingrain the timing.play without utilizing dash rhthym vs. With dash rhthym.
Video is 20 seconds, audio optionalOther small techniques arise like optimizing the end of a wall-run, finding places to groundboost (and apply the aforementioned dash rhythm), and dash-jumping (a frame-perfect input to dash and jump at the same time in mid-air). Mastering these techniques allows a new charm to blossom in Dustforce: the art of performance. Learning how to systematically optimize and master new and faster lines of play is enthralling. This beauty comes at a price though, as mastery is achieved, expression is diminished.
The new satisfaction comes from being able to perform fast, difficult techniques, instead of one’s own techniques. Each improvement and optimization eliminates avenues of expression.
It’s impossible to express the perfect route, it is simply a performance of it.Before learning such techniques, Dustforce was almost a sort of puzzle. How can I maximize my speed, without using the super difficult techniques or routes outside of my skill level? Now most top 100 strategies aren’t super far “outside of the question,” it’s just a matter of how much practice can I stand to achieve it. Mastering these strategies is fun and rewarding, really it is. But endlessly repeating the same 40 second map for hours on end loses its luster.
Practicing and practicing the same input just to get more consistent becomes tiresome.My time in Dustforce has always been off and on, but since plateauing in skill it feels more cynical than ever. After learning advanced strategies and techniques, it’s hard to enjoy the game on its terms. Going slow isn’t as fun as it used to be, and going fast to reach my previous best is harder than ever before.
Strategies to beat my previous speeds increasingly require inhuman feats that aren’t worth learning. My hands and fingers cramp at the request of a dozen precise inputs in a single second. Attempting harder sections causes misinputs resulting in frustratingly impotent output. Fumbling with the controls like this feels a lot like when I first started. After everything, as much as I’ve mastered Dustforce, I’ve made no progress at all.This is a spiral I find myself caught in often. I find a new multiplayer game whose engaging play plus opportunities of expression hook me in.
Radio General — is a mixture of strategy and a military simulator, a game in which you play the role of a general that controls his troops while sitting in a tent far from the real front line. The events of the game take place during the Second World War in Europe. Secrets of grindea steam. Well, you play the role of the ordinary staff general of the Canadian army. You will not see what is happening on the battlefield, you will not see your soldiers, and you will only control the whole process, seeing a normal map in front of you.
As the boredom with regular gameplay sets in, I’m enticed by the rose of mastery. I want to be good at my hobby. I want to be able to impress myself, to take pride in my progress and performance.
I’ll always cap out though, and I’ll never really be among the best, no matter how enticing the idea is. I’ll eventually quit the game, blissfully unaware of why I’ve grown bored yet again. It’s hollow and cyclical, but I don’t regret it. Regardless of whether or not I was seduced by the prospect of mastery, I would still grow bored and quit all the same. I still play Dustforce occasionally, and I still absolutely adore the game. I won’t be able to play it forever, but I don’t think that’s something to be mourned.