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 Post subject: Re: ST: Pink Sweets
PostPosted: Sun May 11, 2014 4:15 am 


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I noticed that when you power up or gain a rose hip you release a tiny orange burst that destroys enemies and their shots; not sure how useful that is, but it's a mechanic I've never heard mentioned before.
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 Post subject: Re: ST: Pink Sweets
PostPosted: Sun May 11, 2014 4:16 pm 


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Ibara did something similar. It's probably less helpful in PS since the shield is a much more reliable method of canceling bullets (and powerups drop when you die, unlike in PS).
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 Post subject: Re: ST: Pink Sweets
PostPosted: Sun Jul 20, 2014 2:31 pm 


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Some juicy stuff from adversity1 in the 1.01 HS thread:

adversity1 wrote:
Big post by YOSK today.

https://twitter.com/YOSKQ/status/490857206225444864

"With regards to my only standing world record Pink Sweets, for that score I dropped medals and I think if a scorer really tried hard they could beat it. However to a certain extent they'd need some info. This is the only game I know for which the timing of when you insert a coin is really important."

Next tweet 20 min later:

https://twitter.com/YOSKQ/status/490862055470006272

"This is the timing for when you insert a coin. When the Harder Mode score rankings are on screen, insert a coin and start the game. For some reason the bullet count of certain enemies in the game will about double."
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 Post subject: Re: ST: Pink Sweets
PostPosted: Mon Jul 21, 2014 3:23 pm 


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Icarus wrote:
Some juicy stuff from adversity1 in the 1.01 HS thread:

adversity1 wrote:
Big post by YOSK today.

https://twitter.com/YOSKQ/status/490857206225444864

"With regards to my only standing world record Pink Sweets, for that score I dropped medals and I think if a scorer really tried hard they could beat it. However to a certain extent they'd need some info. This is the only game I know for which the timing of when you insert a coin is really important."

Next tweet 20 min later:

https://twitter.com/YOSKQ/status/490862055470006272

"This is the timing for when you insert a coin. When the Harder Mode score rankings are on screen, insert a coin and start the game. For some reason the bullet count of certain enemies in the game will about double."


WHAT?!


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 Post subject: Re: ST: Pink Sweets
PostPosted: Tue Jul 22, 2014 3:45 pm 



Joined: 15 Apr 2014
Posts: 20
Gaia wrote:
Icarus wrote:
Some juicy stuff from adversity1 in the 1.01 HS thread:

adversity1 wrote:
Big post by YOSK today.

https://twitter.com/YOSKQ/status/490857206225444864

"With regards to my only standing world record Pink Sweets, for that score I dropped medals and I think if a scorer really tried hard they could beat it. However to a certain extent they'd need some info. This is the only game I know for which the timing of when you insert a coin is really important."

Next tweet 20 min later:

https://twitter.com/YOSKQ/status/490862055470006272

"This is the timing for when you insert a coin. When the Harder Mode score rankings are on screen, insert a coin and start the game. For some reason the bullet count of certain enemies in the game will about double."


WHAT?!


GIGALOL.
how a gamer could ever find out this source of tricks?!?!? now i'm understanding why i'm a lvl 5 with less than 4ml points... :shock: :cry: :oops:


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 Post subject: Re: ST: Pink Sweets
PostPosted: Mon Aug 18, 2014 2:03 am 



Joined: 15 Aug 2014
Posts: 22
Icarus wrote:
Some juicy stuff from adversity1 in the 1.01 HS thread:

adversity1 wrote:
Big post by YOSK today.

https://twitter.com/YOSKQ/status/490857206225444864

"With regards to my only standing world record Pink Sweets, for that score I dropped medals and I think if a scorer really tried hard they could beat it. However to a certain extent they'd need some info. This is the only game I know for which the timing of when you insert a coin is really important."

Next tweet 20 min later:

https://twitter.com/YOSKQ/status/490862055470006272

"This is the timing for when you insert a coin. When the Harder Mode score rankings are on screen, insert a coin and start the game. For some reason the bullet count of certain enemies in the game will about double."


Is this more than likely a bug? I find it hard to see this as intentional??


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 Post subject: Re: ST: Pink Sweets
PostPosted: Tue Aug 19, 2014 8:03 pm 


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It's probably not intended, but what's more important is that we can now exploit this.
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 Post subject: Re: ST: Pink Sweets
PostPosted: Tue Aug 26, 2014 6:12 pm 


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So I'm a little confused. Is this only for the PCB or will this work with 1.01 and the port?
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 Post subject: Re: ST: Pink Sweets
PostPosted: Tue Aug 26, 2014 7:58 pm 


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ratikal wrote:
So I'm a little confused. Is this only for the PCB or will this work with 1.01 and the port?


PCB-only.
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 Post subject: Re: ST: Pink Sweets
PostPosted: Thu Aug 28, 2014 9:51 pm 


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Icarus wrote:
ratikal wrote:
So I'm a little confused. Is this only for the PCB or will this work with 1.01 and the port?


PCB-only.


So when its showing the high score rankings for the harder mode I want to insert a coin and start the game?


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 Post subject: Re: ST: Pink Sweets
PostPosted: Fri Apr 17, 2015 1:35 pm 


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So if Pink sweets v1.00 is borderline impossible, is v1.01 a reasonable 1cc?
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 Post subject: Re: ST: Pink Sweets
PostPosted: Thu May 05, 2016 11:36 am 


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Joined: 31 Jan 2005
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Location: England
Icarus wrote:
Some juicy stuff from adversity1 in the 1.01 HS thread:

adversity1 wrote:
Big post by YOSK today.

https://twitter.com/YOSKQ/status/490857206225444864

"With regards to my only standing world record Pink Sweets, for that score I dropped medals and I think if a scorer really tried hard they could beat it. However to a certain extent they'd need some info. This is the only game I know for which the timing of when you insert a coin is really important."

Next tweet 20 min later:

https://twitter.com/YOSKQ/status/490862055470006272

"This is the timing for when you insert a coin. When the Harder Mode score rankings are on screen, insert a coin and start the game. For some reason the bullet count of certain enemies in the game will about double."


So I just tested this out, and holy crap, YOS.K was right. There's only one caveat, however: rank has to be at around 75% for it to be noticeable. As I was using Demul, I was saving states and playing with my regular route, and it only started to be noticeable once I got to the stage 3 boss where her large bombs on her last form ("BOMBA!") launched a ring of bullets when they detonate off the ground, and her sword bombs had twice the attack density. The stage 4 medal boats acted like they were on Harder Mode after you destroyed the main turret.

This is actually really interesting, and I'm wondering if at absolute max rank (which I would usually hit once I get to the stage 4 midboss), Harder Mode suicide bullets come into play. I haven't tested that far yet, but I can see how this could lead to a few million extra points when combined with the Rapid-A&B rank boosting trick to max rank as early as stage 2.

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 Post subject: Re: ST: Pink Sweets
PostPosted: Thu May 05, 2016 11:13 pm 


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paulITA wrote:
GIGALOL.
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 Post subject: Re: ST: Pink Sweets
PostPosted: Fri May 06, 2016 12:17 am 


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wr when
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 Post subject: Re: ST: Pink Sweets
PostPosted: Fri Dec 30, 2016 7:07 pm 


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Joined: 10 Jun 2005
Posts: 548
Location: Suburbs of Detroit
So I have started playing this game and I am enjoying it quite a bit. I had a question if anyone can help.

Does increasing fire rate matter for Shasta? She is my preferred ship and I don't know if increasing shot frequency helps her lasers or not.


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 Post subject: Re: ST: Pink Sweets
PostPosted: Thu Jan 05, 2017 4:40 am 


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Posts: 351
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I tested this before and I believe the autofire rate doesn't affect Shasta's lasers, but it's been so long since I've played this game and I don't really play Shasta so I don't 100% remember to be honest. If you're playing on the 360 port you can test this yourself using the training mode - just set the rank to max and test how long it takes to kill certain enemies with different autofire rates. You can probably do a similar test in Mame, although controlling the rank in that case will be more difficult.
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 Post subject: Re: ST: Pink Sweets
PostPosted: Tue Sep 12, 2017 9:19 am 


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Anyone seen this: http://archerstg.web.fc2.com/pinksweets/bitterrank.htm

Exact numbers for Pink Sweets rank. Pretty neat stuff.
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 Post subject: Re: ST: Pink Sweets
PostPosted: Tue Sep 12, 2017 9:27 am 


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Yeah I saw that back when I went through pretty much all the pages on Archer's site looking for cool stuff. I find it interesting that it suggests that dying lowers rank and pressing buttons doesn't increase rank (though changing speed and formation does), despite every English reference I've seen saying otherwise.
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 Post subject: Re: ST: Pink Sweets
PostPosted: Sun Nov 26, 2017 8:28 pm 


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Anyone know if the zan counter resets when the extend is released (or picked up) during the tank rollover in stage 3?
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 Post subject: Re: ST: Pink Sweets
PostPosted: Mon Nov 27, 2017 1:40 am 


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Triggering the tank extend has no effect on the zan counter.
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 Post subject: Re: ST: Pink Sweets
PostPosted: Sat Jul 06, 2019 12:26 pm 


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Ah why is it deleted? Was there drama? I just wanted the info :cry:
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 Post subject: Re: ST: Pink Sweets
PostPosted: Sun Jul 07, 2019 10:04 am 


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I wanted to rework the whole guide. I will try to work harder to finish it soon.
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 Post subject: Re: ST: Pink Sweets
PostPosted: Tue Jul 09, 2019 12:32 am 


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It’s still up on cave-stg while plasma reworks:

http://cave-stg.com/forum/index.php?topic=66.0
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 Post subject: Re: ST: Pink Sweets
PostPosted: Thu Jul 18, 2019 8:40 pm 


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Thanks guys ! and Big THANKS to Plasmo for the guide in the first place 8)
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