Pink Sweets: Ibara Sorekara
Title screen
Developer: | CAVE |
---|---|
Program: | Shinobu Yagawa Yuji Inoue |
Art: | Tomoyuki Kotani |
Release date: | Arcade JP: April 21, 2006 Xbox 360 JP: February 24, 2011 |
Previous game: | Ibara Kuro: Black Label |
Next game: | Mushihimesama Futari |
Pink Sweets: Ibara Sorekara (ピンクスゥイーツ ~鋳薔薇それから~, Pinku Suītsu: Ibara Sorekara, abbreviated: PS) is a bullet hell shoot-em-up developed by CAVE in 2006. In terms of story, this game is a sequel to Ibara.
Pink Sweets was later ported to the Xbox 360 in 2011, included in a double-pack with Muchi Muchi Pork!.
Contents
Gameplay Overview
Controls
Pink Sweets is a 2-button game in normal play, with an 8 directional joystick for movement.
- Not shooting will build up your Shield and charge your Rose Cracker. 142 frames after the last regular Shot from your ship, the Rose Cracker Gauge is fully charged.
- A: 1) Fires your Shot & Rose Hips. However, pressing the button fast enough will raise the internal autofire rate; 2) In case your Rose Cracker Gauge is fully charged, you will additionally release a Rose Cracker.
- B (press): Cycles through your Rose Hip Formations, if you have any collected on your current life. Cycling between: Forward, Wide, Back, Reverse & Turn in that order.
- B (hold): Fires your Rose Hips only.
- A+B (press): 1) Changes your speed; 2) The current charge of the Rose Cracker Gauge is cancelled.
In-Game HUD
1) Rose Cracker Gauge. When fully charged you'll be able to release a Rose Cracker
2) Speed meter. There are 4 different levels of speed
3) Internal auto-fire rate (#10, #12, #15, #20, #30)
Characters
Each character has 4 different sub-types to choose from. These types usually have slightly different attacks from Shot Level 1 onwards. Shot Level 0 is the same for each type. The types are decided by which button you press when you select a character: A, B, A+B, and Start.
The 4 types of each character and their Rapid Shot as well as their Wide Shot at Shot Level 3 are as follows.
Speed
There are four levels of speed you can switch to by pressing A+B anywhere in the game. In terms of speed, Meidi&Midi and Shasta are both faster than Kasumi and Lace. The speed values in the table below are measured by counting the frames it takes to cross the screen horizontally. Therefore, a high value corresponds to a slower speed and a low value to a faster speed.
Speed 0 | Speed 1 | Speed 2 | Speed 3 | |
---|---|---|---|---|
Meidi&Midi | 140 | 105 | 71 | 53 |
Shasta | ||||
Kasumi | 171 | 128 | 86 | 64 |
Lace |
Items
Rose Items
100 | 200 | 400 | 800 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Rose Medals
100 | 200 | 300 | 400 | 500 | 600 | 700 | 800 | 900 | 1,000 | 2,000 | 3,000 | 4,000 | 5,000 | 6,000 | 7,000 | 8,000 | 9,000 | 10,000 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Item Drop Order
Generally speaking, ground enemies drop Rose Items in a fixed appearance while airborne enemies drop regular items determined by the item drop order below. Moreover, a couple of ground enemies, e.g. the laser towers in stage 2 or the trains in stage 5 are also guaranteed to drop regular items.
As for airborne enemies, under normal circumstances, every eighth popcorn enemy destroyed will drop an item. Airborne enemies with more than 1 hp will always drop an item. These kills do not contribute to the popcorn enemy count.
When a popcorn enemy is destroyed in the deadzone, it will neither drop an item nor does it contribute to the kill count of 8 (it does, however, still contribute to the ZAN counter). On the other hand, airborne enemies with more than 1 hp will always drop an item, even in the deadzone or when they are off screen. In this case, if the spawned item happens to be a medal, it will immediately break your medal chain.
The items are determined according to a specific order, governed by the following table.
Drop Number | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|
Item |
- If you fulfil the conditions for a Special Power Up, it appears as the next Shot Power Up, Rapid Shot, or Wide Shot item. As a visual key, this item is blinking rapidly.
- If you fulfil the conditions for a Search Rose Hip, it appears as the next Rose Hip item. As a visual key, this item is blinking rapidly.
- If you fulfil the conditions for a 1 Up item, it appears before the next item drop. Succeeding this, the regular item drop order then continues. The 1 Up item will not replace a regular item.
Rank
There are two separate difficulty settings affecting the rank in Pink Sweets. Difficulty 1 determines the starting base rank as well as the minimum rank cap. After the player has started a run, the rank is then gradually increasing determined by difficulty 2, which is the per frame rank increase. Under normal circumstances the game always starts with a base rank 1,048,576 (100,000 in hex) higher than the minimum rank cap. Starting a game in Special Version always begins at minimum rank.
Difficulty 1 (base rank) | Starting rank in dec (hex) | Minimum rank in dec (hex) |
---|---|---|
Super Easy | 15,204,352 (E80,000) | 16,252,928 (F80,000) |
Very Easy | 14,680,064 (E00,000) | 15,728,640 (F00,000) |
Easy | 14,155,776 (D80,000) | 15,204,352 (E80,000) |
Normal [default] | 13,631,488 (D00,000) | 14,680,064 (E00,000) |
Hard | 13,107,200 (C80,000) | 14,155,776 (D80,000) |
Very Hard | 12,582,912 (C00,000) | 13,631,488 (D00,000) |
Super Hard | 12,058,624 (B80,000) | 13,107,200 (C80,000) |
Unbelievable | 11,534,336 (B00,000) | 12,582,912 (C00,000) |
Difficulty 2 (per frame rank) | in dec (hex) |
---|---|
Minimum Slow | 4 (4) |
Very Slow | 8 (8) |
Slow | 12 (C) |
Medium [default] | 16 (10) |
Fast | 20 (14) |
Very Fast | 24 (18) |
Maximum Fast | 28 (1C) |
Unforgettable | 32 (20) |
Notes:
- Rank maxes out at 00,000,000 (000,000 in hex) regardless of the difficulty settings.
- Starting rank for Score Attack mode is the same as on Normal.
- Minimum rank cap for Extended mode is 11,010,048 (A80,000 in hex) on loop 1 and 8,257,536 (7E0,000 in hex) on loop 2 on default difficulty settings.
Both the overall rank and the per frame rank are influenced by certain actions of the player, e.g. firing your Shot or picking up an item. All of the actions that have an effect on rank are listed in the tables below. Even though, an increase in difficulty is actually measured by a decreasing rank counter, the numbers below are listed as if the rank counter would count up. This is simply to make things easier to follow.
Action | Rank increase in dec (hex) |
---|---|
Death from 0 lives > Game Over | -2,097,152 (-200,000) |
Death from 1 life > 0 lives | -1,048,576 (-100,000) |
Death from 2 lives > 1 life | -524,288 (-80,000) |
Death from 3 lives > 2 lives | -262,144 (-40,000) |
Death from 4 lives > 3 lives | -131,072 (-20,000) |
Death from 5 lives > 4 lives | -65,536 (-10,000) |
Death while on infinite lives | -1,048,576 (-100,000) |
Death during Score Attack mode | -524,288 (-80,000) |
Speed Change | 16,384 (4,000) |
Formation Change | 4,096 (1,000) |
Absorb a bullet w/ Shield or RC | 16 (10) |
Shoot a destructible bullet | 16 (10) |
Seal a bullet | 1,024 (400) |
Notes:
- Simply pressing the A or B button has no effect on rank. It is only the action that counts.
- Grazing enemy bullets has no effect on rank.
- Absorbing enemy lasers with your Rose Cracker has no effect on rank.
Action | Per Frame Rank increase in dec (hex) |
---|---|
Shot Special Power Up | 1 (1) [permanent] |
Search Formation | 1 (1) [permanent] |
Rose Hip equipped (per Rose Hip) | 10 (A) |
Rose Cracker Gauge fully charged | 64 (40) |
Notes:
- The per frame rank increase from activating Shot Special Power Up and Search Formation stays even after the player dies or unequips them.
Item | Rank increase in dec (hex) |
---|---|
100~900 Medals | 256 (100) |
1,000~9,000 Medals | 1,024 (400) |
10,000 Medal | 4,096 (1,000) |
100pt. Rose Item | 256 (100) |
200pt. Rose Item | 512 (200) |
400pt. Rose Item | 768 (300) |
800pt. Rose Item | 1,024 (400) |
Power Up Item | 16,384 (4,000) |
Rose Hip Item | 16,384 (4,000) |
1-Up Item | 524,288 (80,000) |
Notes:
- Dropping a medal has no effect on rank.
Attack | Rank increase in dec (hex) |
---|---|
Any character, Shot (power Level 0) | 5 (5) |
Rose Hip Shot | 10 (A) |
Rose Cracker | 32,768 (8,000) |
Meidi&Midi, Twin Shot | 5 (5) |
Kasumi, Napalm | 20 (14) |
Kasumi Homing | 15 (F) |
Shasta, Laser (per frame) | 6 (6) |
Lace, Lightning (per beam) | 60 (3C) |
Scoring
Lace specific scoring / strategies but generally applies
Stage 1 Boss: Caramel & Maple Pink
- Damage distribution strategy in favor of getting Shot Kill when the boss times out which includes the score gain from reaching Time Out.
Phase 1 (8 Cycles)
- Objective is to destroy both arms before the phase times out
- Every other attack is a Double-Pronged bullet attack that comes out in 4 volleys (if rank is raised, otherwise 3.) Use this attack for grazing on the side of the boss, inching out of the way for each volley.
- If this is not accomplished, you'll have a smaller window to launch full-scale scoring on Phase 2 as you'll still need to destroy the Middle Cannon in a cycle which replaces more lucrative patterns versus if it's destroyed.
- If the boss uses the arms for example 3 times in a row from the beginning, you can optimize the scoring on this phase by destroying one arm in one cycle with 9 shots (in respect to raised rank) which will destroy it in a single cycle.
- Then on the 2nd cycle, go 8 shots on the remaining arm and you may wait a few cycles to finish off the arm, in order to use the Double-Pronged attacks for extra graze score in the meantime. The boss tends to use the Missile Arms once every few cycles - though there is a certain amount of randomness.
- Probably by the 5th cycle, it's time to take the kill on the remaining arm, in fear of getting bad RNG where the arm isn't used again in that phase.
- When you kill the remaining arm with a single shot at the beginning of the cycle, you'll also have extra time to graze the front of the boss as this will prolong the phase shift "cutscene".
Phase 2 (10 cycles)
- Use the "3-Count" method for Phase 2 (after arms are destroyed)
- Count in your head: # of Cycles, then # of Additional Shots, then # of (point blank) RCs (0,0,0)
- The goal here is count your damage with this method so that you can consistently reach the time out, as well as earn the Shot Kill bonus (100k versus 10k for RC).
- The boss will be primed for the Shot Kill once your counter reads
- Example counts that work:
- (10,2,4) = 2 RC's during Time out. Shoot during your last RC.
- (10,8,3) = 1 RC during time out. (so wait for the boss to lower if feeling confident)
- The difference here is that 6 Laser Shots is the equivalent damage to one point blank RC (~23HP according to the MAME overlay). So because of the 8 additional shots, it's one less RC to finish.
- Additional Shots specifically refers to the number of Laser Shots you'll do while grazing the mandatory Double-Pronged bullet attack.
- OR for example: If you accidentally damaged the boss during phase 1 - which usually occurs if you don't get out of the way for the Missile Arms when you start shooting them. Usually can be identified if the boss flashes on damage.
- Go for RC Cancels on these patterns to get as much graze as possible.
- Typically only one cancel will occur, so you'll shoot instead of cancelling. Count these Laser volleys and add them and keep track in your "3-Count"
- The first goal is to destroy the Middle Cannon so you can then have the most dense bullet patterns to absorb with your RC. This enables the brunt of the scoring.
- Example: You're on the 4th Cycle, For 3 of those cycles the middle cannon appeared, when the Middle Cannon appears always shoot it 8 times as soon as its missiles are shot from the source. The middle cannon should be destroyed after 20 shots, but sometimes it varies an extra 2 or 3 shots on the 3rd cycle.
- You must add any additional shots on the middle cannons past 20 Shots (Any past 4 shots on cycle 3) to the '# of Additional Shots' count.
- Once the Middle cannon is destroyed, the boss can use a spammy green bullet attack that is perfect for RC'ing to absorb the bullets for big chunks of score.
- This RC usage will be counted in the "3-count" i.e. (5,1,1)
- The boss will typically use this at least 2 times. As the cycles get closer to 10, say, at cycle 7, if you haven't gotten any of the Green Spam, you'll have to make up the damage with 6 Laser volleys (equivalent to an RC) during the Double Pronged attacks. If you do 6 volleys, instead of adding it to '# of Additional Shots' just convert it into an a single RC count.
- So, ideal RNG here would be first 3 cycles it uses the Middle Cannon. Then you get 3 or 4 Green Spams + RC's before the 10th cycle.
- If you reach your damange quota early, you'll get a little extra score, especially if there is more Green Spam to block with your shield.
- If the boss times out around the middle of the screen, it's full time-out pattern will spread out on the screen. This is ideal in the scenario that you can do 2 RC's to finish the boss.
- When you unleash the final deathblow RC, commit to firing your Lasers and 95% of the time you'll be rewarded the Shot Kill 100K bonus. A convenient design choice!
- If you don't count your damage properly, you may not get the kill when you expect to. It's not the end of the world if you die from the Time Out pattern. You can still reach Max Stock lives later on.
Enemy point values
- Main article: Pink Sweets: Ibara Sorekara/Enemy list
Video References
References
- Primary info provided by Pearl and Plasmo
- All item sprites taken from CAVE's official website https://www.cave.co.jp/gameonline/pinksweets/system/item.html
- Rank info from Archer's website: http://archerstg.web.fc2.com/pinksweets/bitterrank.htm with additions by Serrara Mayfield