DOPA DASH

How to play / Guides

Power-ups and scoring

Every number on the DOPA DASH results card comes from a handful of rules. Knowing them is the difference between one star and three.

Power-ups and scoring in DOPA DASH

Where points come from

Every friend you boop is worth points, and booping several in a single dash is worth much more than the same friends one by one. Your party line multiplies everything: the longer it is, the higher the party level, from HANGOUT up to WORLD PARTY. Dashing on the beat keeps your energy full and builds the groove meter. Shinies are worth a lot, and chubby friends pop into three more.

Drops and PARTY TIME

Dashing on the beat fills the groove meter. When it is full the song builds, counts down three beats in yellow and hits the DROP. Tap exactly on the drop beat to start PARTY TIME: for a few seconds you cannot be bumped, points are doubled, paint floods the floor and you get one vibe back. Missing the drop beat wastes the groove, so drops are worth watching for.

Time bonus and stars

Each level has three stars: one for clearing it and two more for reaching the scores shown on its level card. If you meet the goal before the clock runs out, the seconds left turn into bonus points, so a fast clear is often the three star one.

The five power-ups

Power-ups first appear in Jersey Club and drop onto the floor for you to dash through. Bubble shield blocks one bump. Rainbow roller doubles your reach for eight seconds. Star wand makes every boop zap two more friends for seven seconds. Ice pop freezes everyone for three seconds. Party popper makes every boop burst for six seconds. The roller and the wand together, used on a big crowd, make the biggest single dashes in the game.

Timing and fairness

PERFECT is a window of about 60 milliseconds either side of the beat, and GOOD about 110. If PERFECT feels impossible, your device probably plays sound a little late: Beat School in Settings measures the delay and fixes it.

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