As I've done w/ the past few Cave shmups, I'm working on a FAQ now for Mushihimesama. I'd like to go over some of the scoring techniques and gameplay modes, was hoping some ppl here might chime in.
I hope this isn't too basic a guide. Specifically I'd like to get more info on scoring and how the counter works in Maniac/Ultra/Arrange modes.
Mode Pickups
Unlike other Cave games, you have only one ship to fly Reko through, but there are 3 different mode power-ups which affect you. Similar to their other titles however is the importance of speed and shot attributes. I've always had better luck with faster ships, so I steer clear of W-Mode entirely.
(Mode - Color - Ship Speed - Shot Width)
M-Mode (green)-----Medium----Medium
W-Mode (red)--------Slow-------Wide
S-Mode (blue)-------Fast-------Narrow
You will have the option to switch modes while playing, however it's important to choose your preference at the start of the game.
Each Mode and Option Icon that floats on the screen will be accompanied by a timer bar. After several seconds, the timer will run out thereby changing the kind of icon it is. In this case, the icon will cycle through all 3 kinds of modes. If by default you choose S-Mode, you can change to the other 2 whenever you pick up an icon, by allowing it to change colors. Upon dying though, your character will revert back to the default mode you chose before starting. For this reason, it is good to choose your mode carefully, and not rely on swapping power-ups. Unless of course you are a truly skilled player who rarely dies, that is!
Option Pickups
Options are helper ships that form next to your character. You can hold up to 4 of these in Arcade Mode, 6 in Arrange. These options will follow Reko as you navigate through the game and come in 2 forms, Trace and Formation.
Much like the Mode Icons listed above, these have a timer on them and will change attributes if you wait long enough. If you currently have Trace Options, you can switch to Formation by allowing the icon enough time to switch over. Beside each Options detail below is a description of what each icon looks like.
By holding down the fire button, your options will form around you to produce a more centralized, stronger attack. While in rapid-fire mode (either tapping the X button or holding down R1), they will return to your sides. How they act while firing in this manner is described below.
Trace Option (ship with small circles near it)
Each option you receive in this form will have a smaller ship follow you completely. These ships will be your shadow, if you move, they move, if you stop, they stop, if you go around in circles, they too will go around in circles.
This option is good as you can position yourself under an enemy and move slightly out of the way of the bullets while allowing the option ship to shoot where you were before.
Formation Option (ship with arrows pointing up to its left and right)
In formation your options will align themselves next to you, spread out. Your option ships will form to your left and right. This allows for a much wider range of firing and is good to clear out enemies across the screen.
Once again, you can change options when an icon appears. Be wary though! After dying, your option icons float around. These will disappear if you don't collect them immediately though. If you're in one mode and want to switch, now is not the time! Pick them up before they disappear and wait for the next power-up icon to appear before switching.
Normal Mode
This is pretty straightforward. It seems like enemies give generic numbers of 'Gems'. Unlike ESP Galuda, where defeating an enemy higher up on screen yielded more gold ingots, or the other modes in the game, I *believe* each enemy gives a set number.
Defeating specific larger enemies will clear the screen of bullets and change enemy bullets into gems. Strategy here suggests to wait to defeat said enemy until the screen has as many bullets as possible. The classic Risk vs. Reward theory holds true. This is somewhat similar to the scoring system in Progear.
So, high scoring seems to rely on
a) No Miss (don't die)
b) Kill everything and collect leftover gems
c) Defeat larger enemies while many bullets are on screen
You receive bonus points at the end of the level for picking up the 4 different types of gems.
I do not see that you are rewarded for not using bombs.
It seems kind of basic, but I don't think I'm missing anything major.
Maniac/Ultra Mode
These modes feature a Hit Counter in the upper left-hand portion of the screen. Very loosely similar to the system in DoDon Pachi, this counter goes up when you are killing or keeping your shots on enemies. Once you pause from firing and hitting your foes, this counter decreases. Using a bomb will also cause your counter to go down for a set amount of time.
In addition, each enemy has a number beside them as they appear on the screen. Each moment you fail to destroy them, the number decreases in red until it ultimately reaches zero.
The purpose here is to defeat all enemies as quickly as possible in order to yield the most gems. The longer you wait, the fewer gems you are rewarded for killing each enemy. If the counter drops to zero, you will receive 1 gem only. Larger enemies offer hundreds or even thousands of gems.
In this way I can truly liken this to the DDP games. With the numbers going down, keeping a proper strategy and order to your run is important.
By failing to continue a 'combo' your counter will go down. By failing to destroy enemies in a timely fashion will reduce their booty. Therefore one should have a specific order to increase the counter consistently, as well as defeating enemies quickly. I use the term 'combo' very loosely here.
Arrange Mode
The changes present in the Maniac/Ultra modes return here, with a counter as well as the gem reduction feature.
Differences to the system itself include:
a) Start with 6 options (max 4 in Arcade)
b) Switch between Modes (M/W/S) by pressing Square
c) Reko throws bombs if hit
Here, Reko will automatically throw a bomb if you are hit. With 3 bombs and 3 lives, you've essentially got 9 lives to start with. Getting bomb pick-ups is essentially the same as 1-Ups. The added benefit is that you can have this auto life saver and still get the No Miss bonus at the end of a level.
Scoring
I need more information on this and how the counter works in the Maniac/Ultra/Arrange modes.
Based on the gems you collect, you gain points. The counter is present in M/U/A modes, not in Original.
There are 2 different types of gems, coming in large and small sizes. These give points when you collect them and also at the end of the level. The scoring goes as follows:
100 - Diamond (small)
1000 - Diamond (large)
825 - Hexagon (small)
2000 - Hexagon (large)
Etc.
My latest FAQ can be
found here and I will be updating it to reflect any changes or discoveries.
Once again, I hope this isn't too basic a guide, but I thought it provided a fair overview.
Any thoughts?