Video Game Backlog

2023 · Rhythm · Dungeon Crawler · Music

How long isSUPER CRAZY RHYTHM CASTLE?

by Second Impact Games

5 hours

for the typical playerhalf of them between 2 hours and 13 hours

SUPER CRAZY RHYTHM CASTLE cover

SUPER CRAZY RHYTHM CASTLE among the 69 rhythm games here

The whole tier list
DPlayed tier

#60

of 69

ranked by owners here who played past two hours

3%
got past 2 hours
−46 on the kind's 49%
0%
past 20 hours
−8 on the kind's 8%
7%
launched it
−66 on the kind's 73%
30
libraries own it
1 in 82 of the 2,472 read here
SUPER CRAZY RHYTHM CASTLE ↓
#1 Beat Saber#69
93% of its owners here never launched it. More or fewer than the next game?Play higher or lower

Do the first two hours of SUPER CRAZY RHYTHM CASTLE tell you?

In the first two hours52%recommend it

After that90%recommend it

20 in 100 said no: 7 after the window had closed, 13 while a refund was still possible.

How this is counted

Half of its Steam reviewers had played 5 hours or less when they gave their verdict. The middle half sat between 2 hours and 13 hours.

One token is 1% of its Steam reviews, standing at the hours its author had played. Counted from about 540 Steam reviews, by the hours each author had played when they wrote theirs. It is not a time to beat.

26% of its reviews were written inside Steam's two-hour refund window, and 52% of those recommend it. After the window, 90% do. Of the players who gave it a thumbs-down, 36% were already past the window; the typical thumbs-down came 1.5 hours in.

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When would you get there?

5days

At an hour a night, you’d pass the typical player’s 5 hours on Wednesday, November 18.

Half of its reviewers had played between 2 and 13 hours: Nov 15 to Nov 26 at this pace.

How this is counted

The typical player's hours are the hours Steam reviewers had played when they wrote their review, not a time to beat. The days count from today, playing the hours the pace says on each day.

Where do players get filtered in SUPER CRAZY RHYTHM CASTLE?

The filter

The Mandatory Training

31 of every 100 players got to this one and no further.

They hold The Vegetable and never earned it.

  1. Launched it100% launched it
  2. The FallEnter the castle−1882% hold it
  3. The BeneathOpen the gate in the undergrowth−577% hold it
  4. The VegetableDefeat DJ Eggplant−1265% hold it
  5. The Mandatory TrainingComplete your demolition trainingFiltered −3134% hold it
  6. The FishDefeat Habanero−727% hold it
  7. The Thief−522% hold it
  8. The FearCalm the scared minim−517% hold it
  9. The End?Defeat King Ferdinand I−215% hold it
  10. The EndBanish King Ferdinand I−86.9% hold it
  11. The Demon−16.2% hold it
  12. The Game Ender5.6% hold it
How this is counted

82% of the players who launched SUPER CRAZY RHYTHM CASTLE hold The Fall, its first story achievement on Steam, and 5.6% hold The Game Ender, its last. The steepest drop comes between The Vegetable (65%) and The Mandatory Training (34%).

Steam's global achievement stats count everyone who ever launched the game, people still playing included. They are not a finish rate. The filter is the steepest drop between two story achievements; the players who never reached the first one barely started, and are never the filter.

Is SUPER CRAZY RHYTHM CASTLE worth it?

Is SUPER CRAZY RHYTHM CASTLE worth it? It depends.

  • Fair price

    About what a typical rhythm game charges: $4.00 an hour

  • Loved

    90% recommend it after the refund windowmost rhythm games: 93%

  • Often left unplayed

    7% of owners here have played itmost rhythm games: 77%

How this is counted

At Steam's US list price of $19.99, the typical player's 5 hours come to $4.00 an hour. Past the two-hour refund window, 90% of its Steam reviewers recommend it. An hour of SUPER CRAZY RHYTHM CASTLE costs about what the typical one of 114 rhythm games here charges $3.69.

The price is Steam's US list price for the game by itself: not a sale price, a bundle or what anyone paid. The hours are the ones its reviewers had played, not a time to beat. Its kind (rhythm games) is what the game is first, as a model that knows games named it once from a list of Steam's kinds (for a game it did not know, its strongest Steam tags name it), among the kinds with at least 20 priced games here; failing that, by its Steam genre. The going rate is the middle hourly cost of those games, and the receipt prices its typical hours at it. The words beside it compare it with its kind: loved is 90% recommending it or more, liked 80%, mixed 65%; it gets played when a quarter fewer of the owners read here never launched it than of its kind's typical game. Whether it holds up is drawn on the hours road above, and counts toward the one-word answer.

Where can I play SUPER CRAZY RHYTHM CASTLE today?

Almost anywhere

PC, PS5, Xbox Series, Switch and 2 more.

  1. todayXbox Series2023
  2. todayPS42023
  3. todayPC2023
  4. todayPS52023
  5. todayXbox One2023
  6. todaySwitch2023
How this is counted

From IGDB, found by its Steam app: the machines SUPER CRAZY RHYTHM CASTLE came out on and the year it first reached each, and the collections, ports, remasters and remakes that carry it. A machine counts for today while it, or the one after it, still plays its games and its store sells them: Switch, PlayStation 4 and 5, Xbox One and Series, PC and phones. A PC release from before 2005 counts as gone, unless Steam sells it. IGDB does not say when a store stopped selling a release, so a delisted one can still show here.

Would you like SUPER CRAZY RHYTHM CASTLE?

Give the ball your Steam profile link or name. It reads the games you own most like SUPER CRAZY RHYTHM CASTLE, how long each held you against the typical player, and how long SUPER CRAZY RHYTHM CASTLE would take you. Public profiles only. No account needed, and no library is saved.

How this is counted

It reads how long you tend to stay: across every game you've played whose typical hours it knows (free games left out), how often you went past the typical player and how often you left before half their hours. It glows when you often stay past them, dims when you often leave early, and needs five played games to read at all. Then it shows the games you own most like this one, by the same measure as the shelf of games like it, each with your hours against the typical player's.

Why not a forecast for this game: on 36,766 Steam libraries, how a player did on games like one told little beyond how long they stay in games at all, so those games are shown as evidence and never scored. Nothing of the library is kept.

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