Rock Band Blitz achievements

Rock Band Blitz

4.0 from 1323 votes

There are a maximum of 32 Rock Band Blitz achievements (25 without DLC) worth 791 (500)

12,300 tracked gamers have this game, 856 have completed it (6.96%)

Achievement Details

Stellar Performance in Rock Band Blitz

Stellar Performance63 (30)

Earn 5 stars on every song included with Rock Band Blitz.

  • Unlocked by 2,826 tracked gamers (23% - TA Ratio = 2.08) 12,300  

Achievement Guide for Stellar Performance

Jaded X Gamer
120,653 (66,666)
Jaded X Gamer
Achievement won on 04 Sep 12
TA Score for this game: 791
Posted on 04 September 12 at 15:47, Edited on 03 October 12 at 13:52
This solution has 23 positive votes and 0 negative votes. Please log in to vote.
This isn’t as hard as it seems. The trick is getting used to Blitz’s scoring system, which can be a little confusing if you’re used to the traditional Rock Band games. To get five stars in most songs you’re going to NEED power-ups. After about fifty songs I only managed to get one five star score without power-ups on Behind Blue Eyes, so don’t feel like there’s anything wrong with using them.

Remember you only need to five star the songs that came with Blitz and nothing else for this achievement, which you can find by going to your music library, hitting select until it sorts by “source” and pick “Rock Band Blitz” from the shortcuts. Here’s some general advice on how to five star any song.

The first thing you want to do is unlock all the power-ups, or at least the most useful ones. You actually start the game with none and have to unlock them by earning “Blitz Cred”. You get cred for simply beating songs, so just play songs until you get enough cred to unlock all the power-ups, or at least Jackpot. If you have a lot of DLC you can work towards some of the achievements in the DLC expansion, like playing 300 Unique songs or playing ten songs by the same artist, etc.

You’ll also want to save up “Blitz Coins” because every time you use power-ups they cost coins. So until you’ve unlocked some of the better power-ups, I wouldn’t waste your coins, just do vanilla run throughs. This will serve as good practice. You also get double coins for new songs and extra coins from linking your game to your Facebook profile and completing goals on the Rock Band World app.

Once you’ve got access to the best power-ups and a decent stack of coins, you can start trying for five stars. I find the best power-up load out for most songs is Jackpot, Blast Notes, and Super Guitar. You can experiment with other combinations, but I find this one does work for most songs, usually well enough to Gold Star them even.

Things like Shockwave and Road Rage are useful for songs with tons of notes everywhere, and the 2x Multiplier and Bandmate are good if you find Jackpot too hard. Things like Pinball, Flaming Notes, and Runaway Notes tend to be more distracting than helpful and Bottle Rocket's bonus is offset by creating empty sections where you won’t be playing any notes.

Depending on the song, feel free to swap out Super Guitar for another instrument. Just whichever one has the most steady stream of notes will work. Typically Guitar or Bass are best since they’re near the middle of the highway and that lets you jump to and from them more easily.

Blast notes destroy notes on near-by tracks and those destroyed notes count towards leveling up those tracks, so they can help get your multiplier up faster. Jackpot and Super Guitar (or any instrument) make for a great combination. Jackpot gives you triple points for playing a section perfectly and super guitar doubles your points on the guitar track, so together you get six times the number of points you’d normally get.

I can’t emphasize enough how useful Jackpot and Super Guitar are together. It’s not uncommon for me to pick-up 100k of points a song from the use of Jackpot alone. To get the most out of it be on the lookout for a steady stream of notes on the guitar (or whichever has double points) track and activate it. Once you activate Jackpot just concentrate on the one track and shut out the rest until it’s finished. Remember, a single mistake will cause you to lose the Jackpot.

The more energy you save, the longer Jackpot lasts. If you have trouble maintaining long streaks it’s a good idea to just use Jackpot as soon as it is ready, that way you don’t have to maintain your streak as long. If you screw-up remember that Jackpot only drains your energy while active, meaning you might still have enough energy to immediately reactivate it after making a mistake.

Some other general advice is don’t worry too much about maintaining your streak, outside of using Jackpot. Unlike the regular Rock Band games, you don’t lose your multiplier if you miss a note. And all though playing perfectly does give you the Blitz bonus, it’s negligible to how many points another Jackpot can rake in late game or how many points you get from clumsily hitting most of the notes on a really busy track.

Feel free to jump around the tracks to score as many extra energy notes as you can so you can reuse Jackpot as many times as possible. Also if you’re trying to level up your tracks it’s a good idea to jump around to get blast notes, since they’ll break several near-by notes and help to level up tracks faster.

Don’t sweat maintaining a streak, just concentrate on leveling up the tracks and filling up the energy bar to use your power-ups. If your tracks are already leveled up concentrate on the track that gets double points when there's no energy to collect. Also if you see a good spot for using Jackpot take it, regardless if all the tracks are leveled up or not. Don't pass on a good chance to score extra points when it presents itself.

If you use the “Freakish” control set-up you can use both controls sticks at the same time to jump two tracks at once. With some practice you can jump around and maintain your streak, meaning you can score energy and get the Blitz Bonus at the same time. You'll want to look for a good break in your current track, then focus on the track you want to jump to and be ready to hit whatever notes are coming up.

It’s also a good idea to jump back and forth between slow tracks you’re trying to level up. Like if there are huge spaces between notes on a track you want leveled up, you can hit a note, jump over to a busier track to play a few notes there, then jump back to hit the next note on the slow track. It’s tricky, but leveling up tends to pay off in the end because of the better multiplier, so it’s worth risking a missed note or two to get your tracks leveled up.

The Freakish control scheme also lets you use your index and middle finger to alternate between the trigger and shoulder buttons, allowing you to play notes much faster. This is good for fast solos. You get 10,000 extra points for a perfect solo versus a near perfect one. Remember you can hit as many extra notes as you want, just be sure to hit every note in the solo for the perfect bonus. So you can spam buttons if you have to, just so long as you hit every note in the end.

Another tip is to make a mental note of what’s the last checkpoint in a song before the finish line. Once you cross that last checkpoint, concentrate on just the track that gets double points for the remainder of the song as long as it has notes to hit. The reason is because without any more checkpoints, you can’t level up your multiplier anymore before the song ends, so you might as well just milk the one track that gets double points. The measly 1200 points you’d get for leveling up four additional tracks three times each pales in comparison to the 300 or so points you’ll get every single note on the doubled track.

A lot of songs also end with a very long sustained note, usually on Guitar or Bass. Make sure you hit these. Holding onto a long note while your multiplier is 15x or higher usually means another 10,000 points if the sustain is on the double points track. And if you have enough energy for another Jackpot, that’s even more points!

If you get stuck, turn off the power-ups and just carefully study the song a few times. Look for good spots to use a jackpot and see which instrument is most consistent. Just keep at it and keep practicing, especially on jumping around the tracks.

Track hopping is useful for leveling up every track, which can make a big difference towards the end of a song. And being able to hop around is important for chasing after energy notes, as well as the blast notes.

Just remember that you will always get more points at the end of the song than the beginning because of the higher multipliers. So if all else fails look for an easy spot or long sustain near the finish to cash in a jackpot on. One big payoff towards the end can make a world of difference.
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