The hidden secrets of the Pink Sweets infinite lives trick
........................................................................Version 1.0 | Oct. 6, 2012........................................................................
This discussion assumes you already have a basic understanding of the game. To review key points about the trick, when you get the 4th 1UP without having died, it triggers the infinite lives trick. When you destroy 2500 enemies or destructive bullets with your main shot, the next item release is a 1UP and there are also some fixed ones. There is one fixed 1UP in the middle of stage 3 when you cripple a tank's wheels and then another at the end of stage 5 if you destroy all 12 towers and then there a couple in stage 7.
If you play the game trying to trigger the trick by blindly milking all you can without having a thorough understanding of what I'm about to teach you, your best case scenario will most likely be looking to trigger infinite lives at the end of a high ranked Nightmare at the 12 Towers
in stage 5. What you want to do ideally is trigger the trick much earlier - right after the stage 3 midboss.
If you turn on the 7th C menu in special mode (hold A and B and hit the service button to get to special mode, start a game, then hold down C and press up 7 times) you can see the hit counter for 1UP releases which is hidden when you play the game in its normal mode. The middle right set of 6 hex values is the 2500 counter for them (2500 is 9C4 in hex). You can see it circled in green in this picture.
When it passes 9C4 and then you hit an enemy that does an item release, it will release a 1UP and the counter resets*.
Herein lies the problem: The counter doesn't just release a 1UP and roll over after 9C4, it rolls over only after a 1UP is released when you kill an enemy that is an item releaser. So whatever amount you milk the counter up past 9C4 before killing an enemy that releases items is a waste/loss. You can even pass what should rightfully be 2 1UP release markers (5000 hits) before an item gets released, and if you do, you basically get screwed out of 1 of the 1UPs you are owed - only 1 is released.
This happens naturally on the stage 3 midboss. You kill off all the drones then he starts the massive end spray. Then during this final spray you pass what should be 2 1UP markers - 9C4 (2500) and 1388 (5000 hits) on the counter but only 1 1UP comes up after you finish him off and kill an enemy swarm. The key is to time it to where you leave 1 drone until after you have passed 9C4 (2500), then kill the drone and get the 1UP, then milk the final spread a bit and kill him and you will get a second 1UP soon after which will trigger infinite lives if you have done everything correctly prior to it (milking enough to have gotten a 1UP in stage 2, built up your counter a decent amount before facing him, and getting the fixed one at the tanks in stage 3).
You can go into special mode and turn on invincibility (in dips turn player counts to invincible) and then go plan out a route to memorize to get proof of concept where you can see the counter and make sure the run would trigger infinite lives in normal mode if you did it without getting hit, then go make it happen in the normal mode and you've beaten the game.
*The number is 3000 instead of 2500 in the xx/xx version and this figure probably subtracts however many things you have rose crackered before releasing it so if you use the cracker, plan to go over 9C4 a bit, but I'm not 100% sure about the specifics of the calculations if crackers are added as a variable
Pink Sweets 1CC (Kasumi Type B)http://youtu.be/8sjaSoQG7aARelated Tips
a) Use the service switch to bring the game in and out of test mode before each practice/run. This ensures that items will be in the same place every time you play and it can quickly reset the game if you mess up and are trying to practice a specific run. In special mode practicing you just need to remember to hold A and B first before hitting service. You can use alligator clips to temporarily route service to some other button on your control panel. I suggest one of player 2's buttons. The reset code trick won't work because it doesn't reset item order or beginning rank, it just jumps to attract mode. It's also a lot more work than hitting a single button.
b) If you have more than 2 buttons on your panel side, alligator clip your A button to 1 of them. This will allow you to easily jack up your shot frequency when you need to, or if you use rose hip flailing to raise rank, you could clip on a second B button for faster flailing. Tapping only 1 button rapidly, it is a hassle increase your A shot frequency. With multiple fire buttons you can tap them with both hands like Track and Field or if you don't want to let off the joystick, using 2 fingers alternating on them still gives you a much better chance of increasing frequency than dealing with just 1 button. With Track and Field slapping I can always get #20 and sometimes #30.
c) If you are using special mode to skip to stage 3 for practice, lay a rose cracker or 2 at the beginning to simulate the higher rank that would have happened if you get there in a normal game without dying. Otherwise you are practicing the level on too easy of difficulty and won't be prepared when you get there in a normal game.
d) If you want to see how close you are getting in areas to 1UP releases you can convert the hex with the programmer option in Windows Calculator, but you get used to the way it counts pretty quickly.
e) I'm not convinced there is such a thing as "max rank". It seems to just keep climbing indefinitely and you can watch its number in special mode. I've gotten the rank so high by the middle of stage 2 with constant rose crackers and hip flailing that I couldn't even destroy destructible bullets anymore, they had too many hit points.
f) Hahahahaha, doosa-doosa!