FBNeo Mushihime-Sama Futari
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Mushihime-Sama Futari

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Synopsis

Like Mushihime-sama, its sequel immediately offers 3 different game modes and 2 different scoring systems.
The Original mode which can be compared to the “easy” mode (we remain in the presence of a Cave shoot, we will not overcome it by chance), this mode is accessible to beginners, the first 2 courses being affordable for someone who does not necessarily master danmaku.
Maniac mode is the normal mode of the game, there the patterns are much denser and reaching the end in 1 credit is not given to everyone. The patterns in this mode are really interesting and the scoring mode (I'll come back to it later) make it the most interesting mode.
Finally, Ultra mode, which is only aimed at experienced players who play the game blindfolded, offers an incredible challenge.

Regarding the characters, we find Reko (heroine of the first Mushihimesama) and a new addition: Palm, for each character we have the choice between two different shooting modes: Normal or Abnormal, thus offering the equivalent of 4 different characters (the differences between them are between width of the shot, speed, power of the shot, very classic).

In terms of controls:
-The A button allows you to shoot, when you leave it pressed the shot becomes concentrated (A-Shot) and the character slows down (with the exception of Abnormal Reko who speeds up!)
-Button B launches the bomb
-The C button corresponds to an autofire (C-Shot)

As for scoring, we are dealing with two distinct systems depending on the mode chosen at the start:

In Original / Ultra, to score you have to accumulate gems, which increase a counter. The higher the counter, the more points the gems absorbed (with a simple press of button A) earn. The counter decreases when you bomb or lose a life, so you are encouraged not to bomb.
To have a maximum of gems, the counter can take 2 different colors (every 500 gems accumulated for Original mode, 2000 for Ultra mode): Green or Blue.
When the meter is green you have to kill the enemies in C-Shot and when it is blue in A-Shot, a simple but effective system because it encourages you to take risks (killing a big enemy in C-Shot can be quite rock'n roll), you also obtain more gems by killing an enemy in close combat, further reinforcing risk-taking.

In Maniac, we find a counter which can go up to 9999, under this counter we find a combo bar which rises by chaining enemies in C-Shot (it goes up quickly), when this bar is at full strength it flashes red (a red halo also envelops the player's sprite, practical when you are in the middle of a very dense pattern so as not to have to look away towards the combo bar and stupidly take a pellet), that's when you have to kill the enemies in A-Shot in order to collect many more yellow gems and quickly increase the meter to the maximum. Then to convert this nice counter into points you have to kill an enemy (preferably a big one) in A-Shot when the combo bar is empty, and all the pellets he has fired are then transformed into blue gems whose value will be multiplied by the current counter (ideally 9999), a bit like E.S.P. Galuda but without slowing down the game. Blue gems reduce the value of the counter (as well as bombing / losing a life). The principle is therefore to raise the meter as high as possible and let a big enemy flood the screen with pellets before killing him with A-Shot.

Comment jouer à Mushihime-Sama Futari ?
Il te faut FinalBurn Neo pour émuler FBNeo — on t'explique l'installation pas à pas.
See the guide

Developer

Cave

Publisher

AMI

Players

1-2

Taille

41.17 MB

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Available versions

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futari15a.7z
Base game Internet Archive MAME
41.2 MB ZIP
futari15.7z
Base game Internet Archive MAME
41.2 MB ZIP
futari10.7z
Base game Internet Archive MAME
41.17 MB ZIP
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