Shootout Showdown is the newest side game in the Altador Cup. The goal of the game is to get the Yooyuball past the goalie five times in under sixty seconds. The final score is based on both accuracy and the amount of time it took for you to score all of the goals. Score at least 35 points (1 goal) in a game, and your score will contribute to increasing your rank!
You must score at least 35 points to earn rank points.
Each qualifying submission earns you 1 rank point.
You can submit up to 301 scores per day of Shootout Showdown.
Controls and Gameplay
On desktop, the left and right arrow keys (or clicking with the left mouse button) make the ball move back and forth. Holding the spacebar or left mouse button charges the Power Meter, while releasing it shoots the ball. By default the ball will shoot forward, but you can make it shoot at an angle by holding one of the arrow keys while charging with the spacebar or by placing the cursor at an angle before charging with the mouse.
On mobile, you can move the ball by sliding it with your finger. Pressing down on the ball charges the Power Meter, while releasing it shoots the ball. To shoot at an angle, begin your press at an angle from where the ball is located on the screen.
The Power Meter determines how quickly the Yooyuball moves towards the goal. A full Power Meter will have the ball at the goal almost instantly, while a nearly empty one will have the Yooyuball taking as long as 2-3 seconds. There is a cooldown of ~1 second after each shot you take, regardless of if you make a goal or not.
If you hold the Power Meter at full for longer than about 1 second, it will restart from empty.
Although the instructions state that shots with higher power will "earn you some extra points," this is not true.
The time you have left is displayed prominently above the goal, as well as the goals you've made so far and how many attempts you've made.
Your score is broken up into three different categories:
- Goals Scored: Each goal you make is worth 35 points, so you'll have a total of 175 points if you make all five goals. You get these points even if you end the game early.
- Time Bonus: The time remaining on the clock (including hidden fractions of a second) multiplied by 14. You do not receive these points if you end the game early.
- Accuracy: 300 points for finishing in 5 shots (no misses), 100 points for finishing within 9 shots (as many as 4 misses), and 0 points for finishing with 10 or shots (5+ misses). You do not receive these points if you end the game early.
This makes the theoretical maximum score
35*5 + 60*14 + 300 = 1,375.
In order for your score to count towards your Altador Cup rank, you must send a score of at least 35 points, which is 1 goal.
These strategies are useful regardless of whether you are playing on desktop or mobile.
The goalie moves around randomly; he does not react to your placement of the ball or your Power Meter. Because of this, the corner pocket is probably the most accurate strategy. To set this shot up, simply move the ball to the side (left or right, doesn't matter) until you reach the corner of the goal. Wait until the goalie is far to the other side, then make your shot with as close to maximum power as you can.
This strategy is generally ineffective, but will work well if you're trying to play the game mindlessly. Just shoot into the goal from your starting position. You don't even need to worry about power; since the goalie moves randomly, there's no telling whether or not he'll be in the center when you ball makes it to the net, no matter if the ball got there quickly or slowly. It will probably make it in less than half the time, but at least you don't have to think!
Changes From Flash Version
Recently returning players may notice some substantial changes from the Flash version. It is unknown which of these are bugs, oversights, or intentional changes.
- The goalie moves smoothly. In the Flash version, the goalie had five discrete positions he would fluctuate between. In the HTML5 version, he moves smoothly around the goal.
- There is no score cap. In the Flash version, any scores above 1,200 would be capped down to 1,200 upon sending your score. In the HTML5 version, there is no such score cap in place.
This game guide was written by: Sirius