Mushihime-Sama Futari
Synopsis
Like Mushihime-sama, its suite immediately offers 3 different game modes and 2 different scoring systems.
The Original mode that we can assimilate to the "easy" mode (we stay in the presence of a Cave shoot, we will not come to end by chance), this mode is accessible to beginners, the first 2 courses are affordable for someone who does not necessarily master the 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 of this mode are really interesting and the scoring mode (I will come back to it later) make it the most interesting mode.
Finally, the Ultra mode, which is only for confirmed players who return the game blindfolded, offers a mind-blowing challenge.
Regarding the characters, we find Reko (hero of the first Mushihimesama) and a small new: Palm, for each character we have the choice between two different shooting modes: Normal or Abnormal, offering the equivalent of 4 different characters (the differences between them are between width of the shot, speed, power of the shot, very classic).
At the level of controls:
-The A button allows you to shoot, when pressed the shot becomes concentrated (A-Shot) and the character slows down (except Abnormal Reko who accelerates!)
The B button throws the bomb.
-The C button corresponds to an autofire (C-Shot)
As for scoring, there are two distinct systems depending on the mode chosen at the start:
In Original / Ultra, to score you have to accumulate gems, which come to increase a counter. The more important the counter, the more points the absorbed gems (with a simple press of the A button) earn. The meter decreases when you bomb or lose a life, so you are pushed not to bomb.
To have a maximum of gems, the counter can take 2 different colors (all 500 gems accumulated for the Original mode, 2000 for the Ultra mode): Green or Blue.
When the counter is green it is necessary to kill the enemies in C-Shot and when it is blue in A-Shot, a simple but effective system because it pushes to the risk taking (killing a big enemy in C-Shot can be quite rock 'n' roll), we also get more gems by killing an enemy hand to hand, reinforcing the risk taking.
In Maniac, we find a counter that can go up to 9999, under this counter we find a combo bar that goes up by chaining enemies in C-Shot (it goes up fast), when this bar is full it flashes in red (a red halo also envelops the sprite of the player, practical when you are in the middle of a very dense pattern so as not to have to turn your gaze towards the combo bar and take a dumbball), it is then that you have to kill the enemies in A-Shot in order to harvest many more yellow gems and quickly climb the counter to the maximum. Then to convert this nice counter into points it is necessary to kill an enemi (preferably a big one) in A-Shot when the combo bar is empty, and all the pellets that it has drawn then turn 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 decrease the value of the counter (as well as bomber/lose a life). The principle is therefore to raise the counter as high as possible and let a big enemy flood the screen with pellets before killing him in A-Shot.
Developer
Cave
Publisher
AMI
Players
1-2
Taille
49.35 MB
Format
ZIP
Available versions
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