Xbox 360: Akai Katana Shin (May 2011)
Re: Xbox 360: Akai Katana Shin (May 2011)
I've heard that there is no 1-up in arcade, who knows about Zetsu or Shin, I doubt it though.
I got the 1CC (Zetsu) tonight, you really only need a few health and bombs to spam the heck out of Stage 7.
I got the 1CC (Zetsu) tonight, you really only need a few health and bombs to spam the heck out of Stage 7.
"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
Re: Xbox 360: Akai Katana Shin (May 2011)
Which mode was that in the demo?Special World wrote:Man, Zetsu is the fucking bees knees. Definitely one of Cave's best.
Re: Xbox 360: Akai Katana Shin (May 2011)
The one that isn't Arcade or Shin, I didn't get the demo so I'm just taking a wild guess on this one.Which mode was that in the demo?
"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
Re: Xbox 360: Akai Katana Shin (May 2011)
I'm just playing the default red background mode. I'm guessing that's Shin?
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Re: Xbox 360: Akai Katana Shin (May 2011)
I just read through every page of this thread, so I think I'm ready...
First off, I was having a conversation with Cave's internal PR yesterday about something totally separate (I almost had an Asada E3 interview slot. Now he's not going
) when I learned a small piece of trivia about Aka Katana. I said I was enjoying the Akai Katana Shin package, to which the guy at Cave said something like 'its quality is thanks to the efforts of our new game development director Hiroyuki Kimura, and the refinement of scoring done by our programmers.
Perhaps that's knowledge that's deep inside EOJ's site, or utterly uninteresting, but I thought I'd share it with those of us that like to gobble every morsel from feast Cave.
Onto the game - I was surprised to learn that there was disappointment with regard to the fullscreen 4:3 setting in Arcade mode. It turns out that with my Sony PVM CRT's settings as they were, the fullscreen Arcade mode happened to fit fine, and to me it looks lovely. I would offer this advice to those still struggling to get Arcade mode to display nicely: See if your TV has a 'secret service menu'. Most CRT TV's do (I just know nothing about flatscreens - maybe they do to). It's a menu for engineers that often offers extra settings like picture zoom and so on, and it is usually accessed by a secret button combo on the remote. Just type in your TV's make and model number into that newfangled cyberspace with the words 'secret service menu' and you never know, you might be lucky. BUT! Be warned! Secret service menu tinkering can apparently ruin your TV for good. I take no responsibility if it breaks your TV. I've never had a problem, but if you do access the secret service menu, do so at your own risk
Or buy a PVM, have access to all the screen tweaks that our superior cab-owning brethren enjoy, and have a TV that makes your living room look like that of a late 1980's mafioso with more money than taste.
Back on to the game. I adore Arcade mode, and have given that all my effort since I got the game on Friday. I'll tackle Shin for sure soon, but right now Arcade is where it's at. I put up a general discussion of strategy for arcade mode over here in the strategy section.
Help me turn it from a load of nonsense into something good and useful!
And finally, I understand Zetsu Mode is like Arcade 1.5 in 16:9, but does anybody know yet – is Zetsu Mode related to the consumer PCB version? Actually - I'll try and ask my contacts at Cave.
First off, I was having a conversation with Cave's internal PR yesterday about something totally separate (I almost had an Asada E3 interview slot. Now he's not going

Perhaps that's knowledge that's deep inside EOJ's site, or utterly uninteresting, but I thought I'd share it with those of us that like to gobble every morsel from feast Cave.
Onto the game - I was surprised to learn that there was disappointment with regard to the fullscreen 4:3 setting in Arcade mode. It turns out that with my Sony PVM CRT's settings as they were, the fullscreen Arcade mode happened to fit fine, and to me it looks lovely. I would offer this advice to those still struggling to get Arcade mode to display nicely: See if your TV has a 'secret service menu'. Most CRT TV's do (I just know nothing about flatscreens - maybe they do to). It's a menu for engineers that often offers extra settings like picture zoom and so on, and it is usually accessed by a secret button combo on the remote. Just type in your TV's make and model number into that newfangled cyberspace with the words 'secret service menu' and you never know, you might be lucky. BUT! Be warned! Secret service menu tinkering can apparently ruin your TV for good. I take no responsibility if it breaks your TV. I've never had a problem, but if you do access the secret service menu, do so at your own risk
Or buy a PVM, have access to all the screen tweaks that our superior cab-owning brethren enjoy, and have a TV that makes your living room look like that of a late 1980's mafioso with more money than taste.
Back on to the game. I adore Arcade mode, and have given that all my effort since I got the game on Friday. I'll tackle Shin for sure soon, but right now Arcade is where it's at. I put up a general discussion of strategy for arcade mode over here in the strategy section.
Help me turn it from a load of nonsense into something good and useful!
And finally, I understand Zetsu Mode is like Arcade 1.5 in 16:9, but does anybody know yet – is Zetsu Mode related to the consumer PCB version? Actually - I'll try and ask my contacts at Cave.
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BPzeBanshee
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Re: Xbox 360: Akai Katana Shin (May 2011)
Not that I own nor will be owning Akai Katana anytime soon short of it getting a PAL release, but I've already tried this with my CRT TV's brandname with no success. Not even so much as a company page showed up so I doubt a model number would do any good either.spadgy wrote:Onto the game - I was surprised to learn that there was disappointment with regard to the fullscreen 4:3 setting in Arcade mode. It turns out that with my Sony PVM CRT's settings as they were, the fullscreen Arcade mode happened to fit fine, and to me it looks lovely. I would offer this advice to those still struggling to get Arcade mode to display nicely: See if your TV has a 'secret service menu'. Most CRT TV's do (I just know nothing about flatscreens - maybe they do to). It's a menu for engineers that often offers extra settings like picture zoom and so on, and it is usually accessed by a secret button combo on the remote. Just type in your TV's make and model number into that newfangled cyberspace with the words 'secret service menu' and you never know, you might be lucky. BUT! Be warned! Secret service menu tinkering can apparently ruin your TV for good. I take no responsibility if it breaks your TV. I've never had a problem, but if you do access the secret service menu, do so at your own risk.
Helpful advice though, too bad it doesn't seem to apply for every TV. Also not exactly a great excuse for a game to not get basic zoom support done right, people talk crap about Guwange's screen problems but at least it actually responds to zoom commands.
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evil_ash_xero
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Re: Xbox 360: Akai Katana Shin (May 2011)
I've been playing this for a while, and will give some goods and bads about it.
For one, thank god the lolis are gone, and we have a (more)manly looking game.....despite the J-Pop look of the protagonists. I hope hope hope they stick with this(unless, of course, there's a DS III). I couldn't get into poor MMP because of all the....cuteness. Sad, since it was pretty fun.
Shin is definitely the one that I like. The arcade mode and Zetsu feel too much like the Arrange Modes on some of their other releases, with all the bullet reflecting and whatnot. The big katanas that shoot out remind me a bit of the big lasers that you shoot in G-Darius and Border Down.
The graphics are really good overall, but look like pretty much any Cave game for the last number of years. That's not a bad thing though. They're clearer, due to the high res backgrounds. Designs are a bit bland. I'm all for the more serious look, but they could have had some cooler looking buildings or something in the background. The menus are boss, and I love the little blossoms that float around the screen on pause. Music is OK, but could be more catchy.
Problems I have, other than the blander designs, is that the game is too easy. This is my number one complaint. They REALLY need to have more modes on these games, if they continue to make easier games to get new players. Like instead of a Novice mode, give us a Maniac mode, for each of these releases. Futari knew how to do it, and DS did also, with the difficulty selects for each stage. I don't like being able to almost 1CC a game in the first 2 days of owning it. And the extra stage was a GREAT idea. Without it, this game really would have been too short, and would have seemed too slight.
Overall, this is definitely a step up from DDP DFK(I haven't played BL), and DS II, which I thought was a pretty low point for the company. But we still aren't on the level of the Galuda II, Futari, and DS trifecta of just a few years ago. And of course it's not in the same league as most of their older games either. Also, this is a return to Progear style side-scrollers, instead of DS style. I prefer DS, because it actually feels like it was designed as a side-scroller, with more intricate level design, and walls and stuff in the way, you could hide behind. This has none of that, and like I said, is a return to Progear(which is better than AK, due to being a harder game).
It is different, and has some style, so that makes it pretty fresh and worth having. But it's DYING to have a Galuda II style make over, where the game's difficulty is beefed up, and the designs are shot through the roof(compared to the original Galuda). Like on steroids, you know? But if they do make a sequel, go with the Shin mode style of play, guys.
For one, thank god the lolis are gone, and we have a (more)manly looking game.....despite the J-Pop look of the protagonists. I hope hope hope they stick with this(unless, of course, there's a DS III). I couldn't get into poor MMP because of all the....cuteness. Sad, since it was pretty fun.
Shin is definitely the one that I like. The arcade mode and Zetsu feel too much like the Arrange Modes on some of their other releases, with all the bullet reflecting and whatnot. The big katanas that shoot out remind me a bit of the big lasers that you shoot in G-Darius and Border Down.
The graphics are really good overall, but look like pretty much any Cave game for the last number of years. That's not a bad thing though. They're clearer, due to the high res backgrounds. Designs are a bit bland. I'm all for the more serious look, but they could have had some cooler looking buildings or something in the background. The menus are boss, and I love the little blossoms that float around the screen on pause. Music is OK, but could be more catchy.
Problems I have, other than the blander designs, is that the game is too easy. This is my number one complaint. They REALLY need to have more modes on these games, if they continue to make easier games to get new players. Like instead of a Novice mode, give us a Maniac mode, for each of these releases. Futari knew how to do it, and DS did also, with the difficulty selects for each stage. I don't like being able to almost 1CC a game in the first 2 days of owning it. And the extra stage was a GREAT idea. Without it, this game really would have been too short, and would have seemed too slight.
Overall, this is definitely a step up from DDP DFK(I haven't played BL), and DS II, which I thought was a pretty low point for the company. But we still aren't on the level of the Galuda II, Futari, and DS trifecta of just a few years ago. And of course it's not in the same league as most of their older games either. Also, this is a return to Progear style side-scrollers, instead of DS style. I prefer DS, because it actually feels like it was designed as a side-scroller, with more intricate level design, and walls and stuff in the way, you could hide behind. This has none of that, and like I said, is a return to Progear(which is better than AK, due to being a harder game).
It is different, and has some style, so that makes it pretty fresh and worth having. But it's DYING to have a Galuda II style make over, where the game's difficulty is beefed up, and the designs are shot through the roof(compared to the original Galuda). Like on steroids, you know? But if they do make a sequel, go with the Shin mode style of play, guys.
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Thjodbjorn
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Re: Xbox 360: Akai Katana Shin (May 2011)
The demo was Shin mode.chempop wrote:The one that isn't Arcade or Shin, I didn't get the demo so I'm just taking a wild guess on this one.Which mode was that in the demo?
Re: Xbox 360: Akai Katana Shin (May 2011)
Hmm, and people seem to have very different thoughts on Zetsu mode. Considering I was never able to adapt with the system in the demo, I know I'm definitely not getting the game for Shin mode.
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Special World
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Re: Xbox 360: Akai Katana Shin (May 2011)
I hate the bullet canceling and reflecting of Futari and Espgaluda II arrange, but I think Zetsu mode is amazing. One of the best things Cave has ever made, even.Shin is definitely the one that I like. The arcade mode and Zetsu feel too much like the Arrange Modes on some of their other releases, with all the bullet reflecting and whatnot. The big katanas that shoot out remind me a bit of the big lasers that you shoot in G-Darius and Border Down.
I find Deathsmiles to be easier than this, even playing all level 3s.Futari knew how to do it, and DS did also, with the difficulty selects for each stage. I don't like being able to almost 1CC a game in the first 2 days of owning it.
I'd say this is probably Cave's best looking game to date. It may not be as stylish as Guwange, or as overwhelmingly colorful as Futari, but stages 3 and 4 are seriously THE most beautiful stages I've ever seen in a shooter. They're absolutely gorgeous. I thought Espgaluda II was one of Cave's uglier games, actually. A lot of the bosses and enemies are just abstractions, there's that salmon colored ship, etc.But it's DYING to have a Galuda II style make over, where the game's difficulty is beefed up, and the designs are shot through the roof(compared to the original Galuda).
Ah well. Different strokes.
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Re: Xbox 360: Akai Katana Shin (May 2011)
I wouldn't say it feels like an arrange mode, but I do somewhat see how you feel. Personally my favorite part of the game is charging head on into enemies and letting the madness ensue.
To me Shin is lacking this element, it'll take some getting used to playing a bit more strategically.
Definitey digging the art style a whole lot, but nothing will ever top galuda2 in that department, this comes close though.
To me Shin is lacking this element, it'll take some getting used to playing a bit more strategically.
Definitey digging the art style a whole lot, but nothing will ever top galuda2 in that department, this comes close though.
"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
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Special World
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Re: Xbox 360: Akai Katana Shin (May 2011)
To me, it seems like Shin is much too reliant on cuddling your katanas. I didn't play much of it, but it seemed like that was the prime factor in whether I did well or not. I still like the mode, though. It does make the bosses more annoying, and they're my least favorite part of the game in general, but the aesthetic of the katanas crashing through enemies and making gold is amazing.
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Re: Xbox 360: Akai Katana Shin (May 2011)
Lolwhat? Compared to Futari?!Special World wrote:I thought Espgaluda II was one of Cave's uglier games, actually.

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Special World
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Re: Xbox 360: Akai Katana Shin (May 2011)
Compared to Futari, Guwange, Deathsmiles, Pink Sweets, Akai Katana, and Dodonpachi.Skykid wrote:Lolwhat? Compared to Futari?!Special World wrote:I thought Espgaluda II was one of Cave's uglier games, actually.
I guess that makes it middle of the road rather than one of the worst, but still. A lot of the colors seem very muted, and most of the enemy designs are kinda lame.
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Re: Xbox 360: Akai Katana Shin (May 2011)
You sure you're not thinking Gradius on NES or something?
Actually, one part of Galuda2's graphics that always bothered me was the final boss fight, the mountains and sky there are indeed drab as hell, rest of the game is ace though.
I am sorta underwhelmed with the Final Boss in AKS as well, it's a but cliche for lack of better words. <SPOILER ALERT>. I was thinking to myself "why am I shooting a giant ruby?", wait on second thought it fits with the bizarre nature of giant flying Samurai... Or does it?
Actually, one part of Galuda2's graphics that always bothered me was the final boss fight, the mountains and sky there are indeed drab as hell, rest of the game is ace though.
I am sorta underwhelmed with the Final Boss in AKS as well, it's a but cliche for lack of better words. <SPOILER ALERT>. I was thinking to myself "why am I shooting a giant ruby?", wait on second thought it fits with the bizarre nature of giant flying Samurai... Or does it?
"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
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Special World
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Re: Xbox 360: Akai Katana Shin (May 2011)
93% certainty.You sure you're not thinking Gradius on NES or something?
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Re: Xbox 360: Akai Katana Shin (May 2011)
Because Treasure, Stone-Like, etc.chempop wrote:I was thinking to myself "why am I shooting a giant ruby?"

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Re: Xbox 360: Akai Katana Shin (May 2011)
It's the weakest finale in memory. Not even any build-up like Bloody Jitterbug. Just... Boom! Ruby Vortex battle!chempop wrote: I am sorta underwhelmed with the Final Boss in AKS as well, it's a but cliche for lack of better words. <SPOILER ALERT>. I was thinking to myself "why am I shooting a giant ruby?", wait on second thought it fits with the bizarre nature of giant flying Samurai... Or does it?
FULL LOCK is BOMB
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DragonInstall
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Re: Xbox 360: Akai Katana Shin (May 2011)
I thought the last boss was pretty awesome... Some guy with two red katanas, while you're in some vortex of japanese symbols.
The true last boss was pretty intimating to me, especially with that evil laugh he does at the beginning and the huge contrast in color schemes.
The true last boss was pretty intimating to me, especially with that evil laugh he does at the beginning and the huge contrast in color schemes.
Espgaluda III needs to happen.
Re: Xbox 360: Akai Katana Shin (May 2011)
I'm certainly finding this harder than Level-3'd up Deathsmiles. I'm still almost only playing Arcade mode, but playing that for score I've only managed the level 5 boss.
My problem is that I prefer the first ship for scoring, but I've never been good with quicker vehicle.
Oh - and i love the way this looks. Sure the colours are less than gaudy at times, but that doesn't stop this being a neat twist on traditional military stuff seen previously.
My problem is that I prefer the first ship for scoring, but I've never been good with quicker vehicle.
Oh - and i love the way this looks. Sure the colours are less than gaudy at times, but that doesn't stop this being a neat twist on traditional military stuff seen previously.
Re: Xbox 360: Akai Katana Shin (May 2011)
Based on the display I'm playing this on, I'm not really playing arcade mode. I'm going back and forth between Zetsu and Shin. I'm really liking Shin. Zetsu, not so much. I don't think I quite know how to play it well. I've noticed that I do way better in Shin for both score and survival. The flow just works better for me. Maybe Zetsu will click with me as some point but for now, Shin is the main event for me.
As far as ships go, B-type is the best ship imo. I can use A-type but I need to get a feel for the options since otherwise I'm all over the screen trying to line up shots because the fire range is so narrow. C-type is too slow for me to use at all.
As far as ships go, B-type is the best ship imo. I can use A-type but I need to get a feel for the options since otherwise I'm all over the screen trying to line up shots because the fire range is so narrow. C-type is too slow for me to use at all.
Re: Xbox 360: Akai Katana Shin (May 2011)
Has anybody else found it hard to view there Xbox Live 'friends' scores in the various game modes' leaderboards. I'm sure I'm trying the right technique (switching the 'tab' at the top-right of the scoreboard to 'on') but not getting a thing. I can't believe none of the Shmups Forum crew I'm linked with on Xbox Live aren't playing this yet.
Probably I'm just doing the wrong thing.
Probably I'm just doing the wrong thing.
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DragonInstall
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Re: Xbox 360: Akai Katana Shin (May 2011)
I can't seem to figure out how to view your friends scores either.
On another note... I'm surprised that so many of the members here prefer arcade mode over shin. I'm guessing most played it on a pcb before so you're used to that mode? I just find shin so much more exciting and just fun to score in over arcade.
On another note... I'm surprised that so many of the members here prefer arcade mode over shin. I'm guessing most played it on a pcb before so you're used to that mode? I just find shin so much more exciting and just fun to score in over arcade.
Espgaluda III needs to happen.
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Thjodbjorn
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Re: Xbox 360: Akai Katana Shin (May 2011)
I'm having no problems viewing friends' scores. I only have two friends with the game, but they're there.
If you want, add me (Thjodbjorn), and test. I have crappy scores in both Shin and Zetsu.
If you want, add me (Thjodbjorn), and test. I have crappy scores in both Shin and Zetsu.
Re: Xbox 360: Akai Katana Shin (May 2011)
Has anyone found a way, in Shin, to bridge the chain gap going into the mid-boss in stage 2? Drives me nuts to watch 900+ fade away while I wait for that train/tank to show up. I've tried to keep the little popcorn helicopters alive ala DDP, and tried switching into Ninja mode, but no luck. No other stage has this problem it seems.
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Re: Xbox 360: Akai Katana Shin (May 2011)
I've never touched the PCB version, sadly. Arcade mode just has a rawness I like.DragonInstall wrote: On another note... I'm surprised that so many of the members here prefer arcade mode over shin. I'm guessing most played it on a pcb before so you're used to that mode? I just find shin so much more exciting and just fun to score in over arcade.
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DragonInstall
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Re: Xbox 360: Akai Katana Shin (May 2011)
You have the right idea. Just make sure to tap kill the last popcorn before the train tank shows up. I never had a problem with that.8 1/2 wrote:Has anyone found a way, in Shin, to bridge the chain gap going into the mid-boss in stage 2? Drives me nuts to watch 900+ fade away while I wait for that train/tank to show up. I've tried to keep the little popcorn helicopters alive ala DDP, and tried switching into Ninja mode, but no luck. No other stage has this problem it seems.
The parts that are hard to keep chain for me is Stage 4 coming out the water to the mid boss. The timing on the last sub you have to kill is pretty strict to keep the chain going. Also stage 6 with all the falling battleships and then going to the mid boss is tough also.
Espgaluda III needs to happen.
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Special World
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Re: Xbox 360: Akai Katana Shin (May 2011)
Zetsu destroys the other two, imo. Much more flexibility in the scoring system, I think. Shin requires you to fill your ninja meter and then fill your spheres, so it seems like there's less opportunity to cash in. As for arcade, Zetsu just feels like a faster paced version with higher scoring limits, widescreen, and an extra level. The more I play Zetsu, the more it feels like everything was accounted for perfectly.DragonInstall wrote:I can't seem to figure out how to view your friends scores either.
On another note... I'm surprised that so many of the members here prefer arcade mode over shin. I'm guessing most played it on a pcb before so you're used to that mode? I just find shin so much more exciting and just fun to score in over arcade.
- System that rewards risk-taking while also helping along new players
- Bullet pushback upon exiting ninja mode can quickly recharge your energy meter
- Don't have to loaf around on bosses filling up your energy circle, bosses take way too long as it is
- Seems like the energy orb recharge is much faster than in arcade
- Removed item limit allows for ridiculous badassery
I'm just in love with the mode, really. Probably my favorite Cave game since Futari Black Label. I haven't played Arcade or Shin as much, but Shin seems overly reliant on katana cuddling, while arcade seems outdated compared to Zetsu mode. Shin also feels a little bloated in its various scoring mechanics, but I haven't played enough to say.
Does anybody know how the hit counter works in Shin? It doesn't seem like it acts as a straight multiplier, but I haven't actually looked at the scores I'm getting and tried to work it out.
Also, can somebody get in depth into the function of the blue orbs and the... uh... mini-katanas you get when you attack people in ninja mode? Not really sure what they're doing.
Also, how do you get the highest amount of gold on bosses? Is it entirely reliant on the bullets you canceled and your closeness to the boss when they die, or does it have to do with how long you've been hitting them with the katana, or what?
There's a lot I don't know about Shin mode, so maybe I'll eventually like it a lot more than I do (which is actually a good deal), but I remain skeptical that I'll ever like it as much as Zetsu.
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StarCreator
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Re: Xbox 360: Akai Katana Shin (May 2011)
The blue orbs do the same thing they do when you're in ship mode - the more you collect by killing enemies in defensive shot, the more hagane you acquire, you just see the hagane appear outright rather than filling up a meter around your ship. The small katana are similar - as you hit enemies with offensive shot, you collect small katana, which eventually build up into one of the big katana floating behind you. So, there's two ways of getting big katana - killing enemies with offensive shot, or shooting out hagane acquired either in ship mode or in ninja mode w/ defensive shot.Special World wrote:Also, can somebody get in depth into the function of the blue orbs and the... uh... mini-katanas you get when you attack people in ninja mode? Not really sure what they're doing.
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DragonInstall
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Re: Xbox 360: Akai Katana Shin (May 2011)
1. It acts like a multiplier, but not exactly sure by how much. It greatly effects your score though, so try not to drop it.Special World wrote:1. Does anybody know how the hit counter works in Shin? It doesn't seem like it acts as a straight multiplier, but I haven't actually looked at the scores I'm getting and tried to work it out.
2. Also, can somebody get in depth into the function of the blue orbs and the... uh... mini-katanas you get when you attack people in ninja mode? Not really sure what they're doing.
3. Also, how do you get the highest amount of gold on bosses? Is it entirely reliant on the bullets you canceled and your closeness to the boss when they die, or does it have to do with how long you've been hitting them with the katana, or what?
There's a lot I don't know about Shin mode, so maybe I'll eventually like it a lot more than I do (which is actually a good deal), but I remain skeptical that I'll ever like it as much as Zetsu.
2. C shot builds blue orbs and you get more the closer you are when destroying the enemy. You also build your orb meter faster when you have full ninja meter. The orbs create katanas fast while they're hitting enemies... and that's about it. Generally you want a good amount of these before throwing them to cash in on the Katanas.
The mini katanas create the big ones mainly by destroying enemies. They build katanas slowly when shooting something strong like bosses.
3. You get more gold depending on how many Katanas are hitting them while you use the A shot. I don't think it matters on how close you are, but you do cash in more from the explosions of golds when you're close to them.
Generally the amount of points you get is pretty minimal on bosses, whats important is to make sure you kill them with the katanas and A shot while they have lasers out. Those will explode into energy getting you ready for the next form / level. If you do it right and you haven't died much, you should get full ninja meter allowing you to get blue orbs quickly.
EDIT:
Also keep in mind, you get more points from the gold the closer you're when it explodes. You cash in the most when you're right on top of it only showing a yellow cloud when you cash in on it. Destroying enemies with the Katanas produce more gold then bullets you spawn.
Another thing is that the more Katanas you have before throwing, the higher the gold value will be.
Espgaluda III needs to happen.