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|Developer = Red Interactive Agency
|Developer = Red Interactive Agency
|Publisher = [[Ubisoft]]
|Publisher = [[Ubisoft]]
|US Date Released= July 23, 2009
|Released = July 23, 2009
|UK Date Released= July 23, 2009
|Genre = Point and click, typing, interactive web site
|Genre = Point and click, typing, interactive web site
|Game modes = Tweet Mode, Aggressive Mode
|Game modes = Tweet Mode, Aggressive Mode
|ESRB = Not rated by the ESRB
|ESRB = Not rated by the ESRB
|Platform = PC, Phone
|Platform = PC, Phone
|Media =  
|Media =
|Website = http://assassinscreed.com/twitter
|Website = http://assassinscreed.com/twitter
}}
}}The '''''Assassin's Creed''''' '''Twitter Assassination Experience''' is a game developed by Red Interactive Agency, and was released on July 23, 2009. It featured two primary modes – Tweet Mode and Aggressive (Aggro) Mode - tied into a user-based profile page, a persistent leaderboard, and global visualizer.


'''The Assassin's Creed Twitter Assassination Experience''' was released on July 23, 2009. The game was developed by [[Red Interactive Agency]] and is sponsored by Verizon Wireless. The interactive game features two primary modes - Tweet Mode and Aggressive (Aggro Mode).
==Game modes==
Two game modes, designed for different play styles, were made available to players as they attempted to acquire points. The Tweet mode was designed around a broad timescale, with significant point totals to indicate such. The Aggro mode, in contrast, was built for rapid, short-term arbitration of play.


==Games Modes==
===Tweet mode===
===Tweet mode===
[[Image:Tweet Mode Interface.jpg|thumb|left|A screenshot of the Tweet Mode Interface.]]
[[Image:Tweet Mode Interface.jpg|thumb|250px|right|A screenshot of the Tweet Mode Interface.]]


Tweet mode is a mode that uses the social networking tool [http://www.twitter.com| Twitter]. In this mode, network members are randomly assigned to be either a target or an assassin. Once you are in a match, messages appear on your mentions page (@ reply). You engage in combat through "reply tweets." Additional key words are unlocked as player's skill level goes up.
Tweet mode used the social networking tool [http://www.twitter.com Twitter] to facilitate the game communication. In this mode, network members were randomly assigned to be either a target or an assassin. Once in a match, messages appeared on the users' mentions pages (@ reply). Players engaged in combat through "reply tweets". Additional keywords were unlocked as player's skill level advanced. During a match, players had to tweet replies to the attacking network member. The replies included keywords for weapons and the target, used for either escapes or counterattacks. Any additional content could be included as long as it followed this structure.
 
*Issuing an attack used the available weapon keywords:
<br><br><br><br>
**''@assassins_rome slice @ target''
 
*Issuing an escape used the escape keywords available for player's level:
====Tweet mode controls====
**''@assassins_rome run @ target''
[[Image:Taunt Feature.jpg|thumb|right|A screenshot of the Tweet Mode Taunt Feature.]]
*Issuing a counter used counter keywords but was available only after reaching Level 3 and being attacked. The player had five hours to issue a counterattack.
 
**''@assassins_rome poison @target''
During a match, players must tweet replies to the network member who is attacking them. The replies must include keywords for weapons, escape, or counter attacks. Messages also must include the target. Any additional content can be included as long as it follows this structure.
 
*Issuing an attack: Attack with weapon keywords from your available weapons using this format:  
** @assassins_rome slice @ target
 
*Issuing an escape: Escape using escape keywords available for your level:
** @assassins_rome run @ target
 
*Issuing a counter: Counting using counter keywords (Available after reaching Level 3). You can only counter after an attack.  
** @ assassins_rome poison @target
 
*'''Important note:''' When you receive a tweet message, you have '''5''' hours to respond to it.


===Aggro mode===
===Aggro mode===
[[Image:Aggro Mode Interface.jpg|thumb|A screenshot of the Aggro Mode Interface.]]
[[Image:Aggro Mode Interface.jpg|250px|right|thumb|A screenshot of the Aggro Mode Interface.]]
 
In aggressive mode, or aggro mode, is played exclusively within the [http://assassinscreed.com/twitter| Twitter Assassination Experience site]. Aggro mode is a quick and easy way to earn points and kills. Aggro mode is a player vs. player mini-match, where you can simultaneously attack and be attacked by five players.
 
<br><br><br>
 
====Aggro mode controls====
<center>
{|border="1" cellpadding="2" style="text-align:center"
!width="64"|Icon
!width="300"|Information
|-
|[[File:Green Cube.jpg]]
!You are displayed as a green cube with color outlines.
|-
|[[Image:Red Cube.jpg]]
!Available players to attack are displayed as a red cube.
|-
|[[Image:Purple Cube.jpg]]
!Players attacking you are displayed as a purple cube.
|-
|[[Image:Blue Cube.jpg]]
!Players you already attacked are displayed as a blue color.
|}
</center>
 
*'''Important Note:''' In this mode, you have '''5''' minutes to attack, but be aware that the quicker you make a move, the better chance of success you have.
 
*'''Issuing an attack:''' To attack a player, click on their red cube to bring up the attack menu. Select your weapon of attack. Upon completion, the target is placed in a match against you.
**As you attack players, they will be added to the victim column where you can see their twitter icon and the time left for them to reply
 
 
[[Image:Victims.jpg|thumb|center|A screenshot of the Victims column.]]


*Match outcomes are then displayed on the left side under match status and resolution column.
Aggressive mode, or "Aggro" mode, was played exclusively within the [http://assassinscreed.com/twitter%7CTwitter Assassination Experience site]. Aggro mode was a fast-paced way to earn points and kills. A player vs. player mini-match, the player could simultaneously attack and be attacked by five players. The player had five minutes to make a move, but the speed with which he or she responded was directly proportional to higher chances of success. The Aggro mode used a radial-generation HUD similar to the weapon wheel, both for player connections and weapon selection, a match status column showing the most recent results, and a recent-victims column tracking recent combat.


[[Image:Match status.jpg|thumb|center|A screenshot of the Match outcomes.]]
<table><tr><td>&nbsp;</td><td>'''Visual Key for Aggro Mode'''
</td></tr><tr><td>[[File:Green Cube.jpg]]</td><td>The player was displayed as a green cube with color outlines related to the other categories. This cube was connected by thin fibers to all related cubes on the "field."</td></tr><tr><td>[[Image:Red Cube.jpg]]</td><td>Available players to attack were displayed as a red cube.</td></tr>


*'''Defending against attacks:''' When you are attacked, a purple cube with create a match against you. Click up the purple cube to bring up your attack menu. Select your weapon of defense.
<tr><td>[[Image:Purple Cube.jpg]]</td><td>Incoming attacks were displayed as a purple cube.</td></tr>


**As you defend, players will be added to the hostiles column where you can see their twitter icon and time left for you to respond.
<tr><td>[[Image:Blue Cube.jpg]]</td><td>Outgoing attacks were displayed as a blue color.</td></tr>
</table>


[[Image:Hostiles.jpg|thumb|center|A screenshot of the Hostiles column.]]


*Attack warning and defense outcomes are displayed on the match status and resolution outcome.
*Issuing an attack was done by clicking on an available red cube to bring up the attack menu. Selecting a weapon issued the attack against the other player.
**Attacked players would be displayed as both a blue cube and an entry in the recent-victim column on the right side of the Aggro interface.
*Match outcomes were then displayed on the left side under the match status and resolution column.
[[Image:Match status.jpg|thumb|250px|right|A screenshot of the match outcomes.]]
*When attacked, a purple cube was created to represent the match. This cube could be clicked to choose a weapon with which to defend. Attackers are also added to the victims column, revealing the time remaining to defend.


[[Image:Defense outcomes.jpg|thumb|center|A screenshot of the Attack warning and defense outcomes.]]
===Point values===
While Aggro successes were worth less than Tweet successes, this was compensated the rate with which Aggro mode points could be accumulated.


==Point Values==
====Tweet mode====
===Tweet Mode===
*Successful attack: a kill and 100 points.
*Successful attack: yields a kill and 100 points.
*Successful escapes: 50 points.
*Successful escapes: 50 points.
*Successful counters: yields a kill and 150 points.
*Successful counters: a kill and 150 points.


===Aggro Mode===
====Aggro mode====
*Successful attack: 10 points.
*Successful attack: 10 points.
*Successful defense/counter-attack: 10 points.
*Successful defense/counter-attack: 10 points.


==Other features==
==Profile==
===Profile===
[[Image:Twitter profile.jpg|thumb|250px|right|A screenshot of the Profile page.]]
[[Image:Twitter profile.jpg|thumb|left|A screenshot of the Profile page.]]
The profile displayed a player's weapons, escapes, counters, and achievements - both those currently unlocked and hints at available unlockable items as the player progressed. The profile kept track of a ratio of deaths, kills, and escapes. A large number to the lower left tracked the player's position on the leaderboard.
 
{{-}}
The '''profile''' allows you to see what weapons, escapes, counters, and achievements you have unlocked. It also allows you to see your statistics for deaths, escapes, kills, and current ranking.
==Leaderboard==
 
[[Image:Twitter Leaderboard.jpg|thumb|250px|right|A screenshot of the leaderboard page.]]
<br><br><br><br>
 
===Leaderboard===
[[Image:Twitter Leaderboard.jpg|thumb|left|A screenshot of the leaderboard page.]]
 
'''The leaderboard''' allows you to see the all-time top players.
 
<br><br><br><br><br><br><br><br><br>
 
===The Visualizer===
[[Image:Visualizer.jpg|thumb|left|A screenshot of the '''Visualizer''' in action.]]
 
With the '''visualizer''', a person can see all of the latest game activity as it happens. View all of the action of the Twitter matches and the current stats on number of players, matches, assassinations, escapes, and counters.
 
<br clear="left">


==See also==
The leaderboard allowed the player to see both the all-time top players and those players nearest them. If a player so desired, they could also search for their friends to compare their results.
*[[Twitter Assassination Experience Achievements]]
{{-}}
*[[Twitter Assassination Experience Weapons]]
==The Visualizer==
[[Image:Visualizer.jpg|thumb|250px|right|A screenshot of the Visualizer in action.]]


==External Links==
The Visualizer rendered all game activity in an easy-to-track HUD similar to that used by Aggro mode. A person could see all of the latest game activity as it happened. It tracked both the statistics on players, matches, assassinations, escapes, and counters and visually displayed the most recent Twitter actions between players.
{{-}}
==External links==
*[http://assassinscreed.com/twitter Twitter Assassination Experience]
*[http://assassinscreed.com/twitter Twitter Assassination Experience]
*[http://www.ubisoft.com Ubisoft.com]
*[http://www.ubisoft.com Ubisoft.com]
[[Category:Assassin's Creed Series]]
[[Category:Promotional media]]

Latest revision as of 18:23, 16 May 2020

The Assassin's Creed Twitter Assassination Experience is a game developed by Red Interactive Agency, and was released on July 23, 2009. It featured two primary modes – Tweet Mode and Aggressive (Aggro) Mode - tied into a user-based profile page, a persistent leaderboard, and global visualizer.

Game modes[edit | edit source]

Two game modes, designed for different play styles, were made available to players as they attempted to acquire points. The Tweet mode was designed around a broad timescale, with significant point totals to indicate such. The Aggro mode, in contrast, was built for rapid, short-term arbitration of play.

Tweet mode[edit | edit source]

A screenshot of the Tweet Mode Interface.

Tweet mode used the social networking tool Twitter to facilitate the game communication. In this mode, network members were randomly assigned to be either a target or an assassin. Once in a match, messages appeared on the users' mentions pages (@ reply). Players engaged in combat through "reply tweets". Additional keywords were unlocked as player's skill level advanced. During a match, players had to tweet replies to the attacking network member. The replies included keywords for weapons and the target, used for either escapes or counterattacks. Any additional content could be included as long as it followed this structure.

  • Issuing an attack used the available weapon keywords:
    • @assassins_rome slice @ target
  • Issuing an escape used the escape keywords available for player's level:
    • @assassins_rome run @ target
  • Issuing a counter used counter keywords but was available only after reaching Level 3 and being attacked. The player had five hours to issue a counterattack.
    • @assassins_rome poison @target

Aggro mode[edit | edit source]

A screenshot of the Aggro Mode Interface.

Aggressive mode, or "Aggro" mode, was played exclusively within the Assassination Experience site. Aggro mode was a fast-paced way to earn points and kills. A player vs. player mini-match, the player could simultaneously attack and be attacked by five players. The player had five minutes to make a move, but the speed with which he or she responded was directly proportional to higher chances of success. The Aggro mode used a radial-generation HUD similar to the weapon wheel, both for player connections and weapon selection, a match status column showing the most recent results, and a recent-victims column tracking recent combat.

 Visual Key for Aggro Mode
The player was displayed as a green cube with color outlines related to the other categories. This cube was connected by thin fibers to all related cubes on the "field."
Available players to attack were displayed as a red cube.
Incoming attacks were displayed as a purple cube.
Outgoing attacks were displayed as a blue color.


  • Issuing an attack was done by clicking on an available red cube to bring up the attack menu. Selecting a weapon issued the attack against the other player.
    • Attacked players would be displayed as both a blue cube and an entry in the recent-victim column on the right side of the Aggro interface.
  • Match outcomes were then displayed on the left side under the match status and resolution column.
A screenshot of the match outcomes.
  • When attacked, a purple cube was created to represent the match. This cube could be clicked to choose a weapon with which to defend. Attackers are also added to the victims column, revealing the time remaining to defend.

Point values[edit | edit source]

While Aggro successes were worth less than Tweet successes, this was compensated the rate with which Aggro mode points could be accumulated.

Tweet mode[edit | edit source]

  • Successful attack: a kill and 100 points.
  • Successful escapes: 50 points.
  • Successful counters: a kill and 150 points.

Aggro mode[edit | edit source]

  • Successful attack: 10 points.
  • Successful defense/counter-attack: 10 points.

Profile[edit | edit source]

A screenshot of the Profile page.

The profile displayed a player's weapons, escapes, counters, and achievements - both those currently unlocked and hints at available unlockable items as the player progressed. The profile kept track of a ratio of deaths, kills, and escapes. A large number to the lower left tracked the player's position on the leaderboard.

Leaderboard[edit | edit source]

A screenshot of the leaderboard page.

The leaderboard allowed the player to see both the all-time top players and those players nearest them. If a player so desired, they could also search for their friends to compare their results.

The Visualizer[edit | edit source]

A screenshot of the Visualizer in action.

The Visualizer rendered all game activity in an easy-to-track HUD similar to that used by Aggro mode. A person could see all of the latest game activity as it happened. It tracked both the statistics on players, matches, assassinations, escapes, and counters and visually displayed the most recent Twitter actions between players.

External links[edit | edit source]