RQ: MMP/PS 360 port - mode differences

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oboewan42
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RQ: MMP/PS 360 port - mode differences

Post by oboewan42 »

So I just picked up the MMP/PS double pack, and I'm wondering: what's the difference between the "1.00" and "1.01" modes of each game?

Also, can someone give me the lowdown on the Harahara/Manpuku/Extended/Advanced modes?
Currently, my understanding is:
  • MMP: Normal game is 2 loops. Harahara starts at the second loop. Manpuku is an alternate hard mode with suicide bullets.
  • PS: Normal game does not loop. Extended is identical to Normal except that it loops. Advanced starts at Extended's second loop.
Is this correct or do I have it completely wrong?

---

EDIT: Well what do you know, I came across a GiantBomb page that had the answer to my first question!
Looks like 1.00 is the arcade mode (minus some slowdown differences and the lack of PS's infinite lives glitch).
1.01 is an easier mode with the following changes:
MMP:
  • Lard gauge fills faster and lasts longer
  • Loop requirements are reduced (1CC rather than no-miss)
  • No longer stops awarding extends once you reach the second loop
PS:
  • You can fire a Rose Cracker before it's fully charged (it won't last as long)
  • Enemies have less health
  • You can have up to 3 Rose Hips instead of 2
  • You respawn faster after death
  • Rank doesn't increase as fast
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Plasmo
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Re: RQ: MMP/PS 360 port - mode differences

Post by Plasmo »

oboewan42 wrote:PS:
  • You can fire a Rose Cracker before it's fully charged (it won't last as long)
  • Enemies have less health
  • You can have up to 3 Rose Hips instead of 2
  • You respawn faster after death
  • Rank doesn't increase as fast
The two most important changes are missing:
  • After a death, you get some items back
  • You can lower the rank by missing 10k medals
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DEL
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Re: RQ: MMP/PS 360 port - mode differences

Post by DEL »

oboewan42 wrote:
Also, can someone give me the lowdown on the Harahara/Manpuku/Extended/Advanced modes?
Currently, my understanding is:

MMP: Normal game is 2 loops. Harahara starts at the second loop. Manpuku is an alternate hard mode with suicide bullets.
also:
MMP:

Lard gauge fills faster and lasts longer
Loop requirements are reduced (1CC rather than no-miss)
No longer stops awarding extends once you reach the second loop
Thanks, I didn't know that ver1.0 stops awarding extends on the 2nd loop.

There's also the Matsuri Mode that is unlockable. Its a fun ver1.01 mode that tags-on Pink Sweets Bosses after detroying the end stage Pork Bosses.

"Manpuku is an alternate hard mode with suicide bullets" - yes. Ver1.01 Manpuku Mode does loop upon the 1CC of the 1st loop, just like the ver1.01 Arcade Mode. Its 2nd loop incorporates everything you find in the Arcade Mode's 2nd loop, plus the suicide bullets, plus new extra-sick spreads coming from some mid-sized enemies.
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ACSeraph
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Re: RQ: MMP/PS 360 port - mode differences

Post by ACSeraph »

Interesting stuff, makes me want to pop this one in the 360 again.

We really need a detailed system guide that covers every mode and version of these games.
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DEL
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Re: RQ: MMP/PS 360 port - mode differences

Post by DEL »

Speaking of Strategy, I've found a way of maxing your medal chain on the first train. If you position correctly at the top of the righthand train and hold the lard laser down, your chain can zip to max within a second.
However, the position has to be exact. You can't let a spray of medals appear. So I think the correct position is one that does not clip the second train.
EDIT:- Yes, the correct position is directly on the white top of the right-hand train, then track right once you start your lard attack at the very top of the screen. You'll get at least a 3X increase in your medal chain.
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