Crash Penalties - Speed Risk in MachineGunner3
MachineGunner3 makes speed risky: too much speed causes crashes and penalty score. Managing the crash boundary, sourced and marked.
Too much speed crashes, and crashes cost score — that is the official risk system. “More speed means faster stage time and more score. But too much speed can cause crash, which means penalty score.” Speed is a loan; crashes are the interest. (Source: Steam store page)
What Is Confirmed?
- Crashes exist and are caused by excessive speed.
- Penalty score is the consequence — direct score subtraction, not just lost time.
- The efficient speed range per Type is the system’s intended safety band. (all: official page)
What constitutes a crash (walls? enemies? hazards?) is in-game knowledge we will not guess.
Managing the Boundary (community estimates)
- Find the edge once, on purpose. In a low-stakes stage, push until you crash — knowing the boundary beats fearing it. (community estimate)
- Ride the top of the efficient band, not past it. The band’s upper edge is where score lives; beyond it is where penalties live. (community estimate)
- Crash budget, not crash free. If chasing a best time, decide in advance how many penalties a run can afford — see our scoring guide.
- Slow into clusters. If hazards are enemy-related, deceleration (official verb) through clusters trades a little time for a lot of safety. (community estimate)
Related Guides
FAQ
Does crashing end the run? Not documented — “penalty score” implies continuing. (community note)
Is there a shield or recovery? Not documented.
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