How to be a Lancer in The Gravity Games | Breath Of The Wild | New Minigame!
Was pretty bummed that the Flight Range targets didn't react to thrown weapons. Eventually i found a work around and a way to practice my marksmanship as what i call a "Gravity Lancer".
At some point i started to wonder what it'd be like if there was a score system. So this is what i used to grade myself and figured anyone can use this if they're interested in a new challenge. Might even make something out of this.
Here's a transcript of the basic rules of the game. Feel free to suggest scoring adjustments or new bonuses!
--The Gravity Games
the goal is to accumulate as many points as you can before running out of weapons, stamina or targets
there are no penalties for missing, the shame you will bear, heavy and sour, is punishment enough.
Traditionally, you'll want to use Spears. Long Throw or Basic is up to you, any weapon class will do.
However there is one exception: No Archery Allowed! This is a marskmanship challenge, not a bullet time pot shot fest
The fastest and easiest way to farm Spears is at Test of Strength Shrines after a blood moon. This should only take between 9 to 12 minutes with buffs and the full Ancient Armor set. Save scumming for Long Throws can take up to 20 minutes or more depending on your luck.
The first part of a round is selecting the quantity and type of Chu Jellies you will target. 10 is the limit, the game will despawn earlier drops.
Blue Jellies are best used for Lance Maneuvers (Drop attacks): they do not inflict elemental damage upon contact. High altitude drops will still require a bit of finesse. Sometimes you will trigger a slam attack and take damage, which you will be penalized for. To mitigate this damage, perform the drop-chute technique by pressing X then Y in rapid succession before lancing your mark.
The remaining Jellies are best used for Strikes (Spear Throws). They will explode upon contact and help you track bullseyes when you are moving too fast. It's your preference, get colorful if you will.
I prefer Electric Chu because the explosions are slightly larger and leave spark trails.
Set up Chu Jellies by dropping them onto slopes, or near an edge. They will begin to float down.
Place Blue Jellies individually to avoid splash hits. Multiple targets hit by a maneuver only count as one for this game variation. Place any other Jellies in whatever groupings you like. Just keep in mind, multiple hits are counted as one.
The Round begins when you initiate a maneuver.
A Drop is when you stow the glider while stationary. A Dive is when you drop while moving. You must be moving for a minimum of 1 second.
Badges:
Lance - close range Drop or dive 1 sec or under + 50
Drop Lance - Drop 1 sec or more + 150
Gravity Slam - Drop 3 sec + 200
Strike - Throw while standing + 100
Drop Strike - Throw during a Drop + 150
Skyward Strike - Strike a mark from below during a Drop + 200
Air Strike - Throw during a Dive + 200
Gravity Spear - Throw during a 2 second Dive + 250
Dive Bomb - Dive 1 sec or more +250
Gravity Lance - Dive 2 sec + 300
--Penalties are called for the latest or more severe infraction. The greater penalty will override the lesser.
Crash - Take fall damage -50
Grounded - Land and recharge stamina -50
Dunked - Fall into water -50
Tumble - Go Ragdoll -100
Empty - Run out of weapons -100 and Round Over!
Terminal Fall - Lose all hearts in a Crash -200 and Round Over!
Sunk - Sunk into the water -200 and Round Over!
Wiped - Run out of stamina -200 and Round Over!
--Earn Bonus Points for exceptional work
Chain - hit targets with the same attack - 100
Combo - hit targets with a different attack +150
Safe Return - End the round on the Launch Pad +50
Slam Finish - Gravity Slam the Shrine Platform +100
Perfect Perch - Slam the top of the peak without slipping +150
Gravity Lancer - Gravity Lance the Shrine Platform +200
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