Difference between revisions of "Ibara"

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== References ==
 
== References ==
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# Rank info from an unpublished document written by Archer (dated September 17th 2011)
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</small>

Revision as of 10:44, 25 June 2020

Ibara 鋳薔薇

Ibara Title.png

Gameplay Overview

Controls


Ships


Weapons


Items


Rank


There are two separate settings determining the rank in Ibara. Difficulty 1 determines only the starting rank and has no further effect on the gameplay. After the player has started a run, the rank is then gradually increasing determined by difficulty 2, which is the per frame rank increase.

Difficulty 1 (starting rank) in dec (hex)
Easy 15,204,352 (E80,000)
Normal [default] 14,680,064 (E00,000)
Hard 14,155,776 (D80,000)
Very Hard 13,631,488 (D00,000)
Super Hard 13,107,200 (C80,000)
Unbelievable 12,582,912 (C00,000)
Difficulty 2 (per frame rank)
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 Harder mode is 8,808,032 (866,660 in hex) on default settings.
  • Starting rank for Extended mode is the same as on Normal mode on default settings.


Rank is 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 1 lives > 0 lives -2,097,152 (-200,000)
Death from 2 life > 1 lives -1,048,576 (-100,000)
Death from 3 lives > 2 life -524,288 (-80,000)
Death from 4 lives > 3 lives -262,144 (-40,000)
Death from 5 lives > 4 lives -131,072 (-20,000)
Seal a bullet 4,096 (1,000)

Notes:

  • Cancelling bullets turning them into rose items has no effect on rank.
  • Grazing enemy bullets has no effect on rank.


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)
Shot Power Up (small) 4,096 (1,000)
Shot Power Up (large) 65,536 (10,000)
Bomb Item (small) 8,192 (2,000)
Bomb Item (large) 131,072 (20,000)
Option Item 65,536 (10,000)
1-Up Item 524,288 (80,000)

Notes:

  • Dropping a medal has no effect on rank.
  • Collecting excess items for score has no additional effect on rank.
  • Powering up with with a Shot Power Up (small or large) has no effect on rank.
  • Reaching the next full bomb with a Bomb Item (small or large) has no effect on rank.
  • Triggering any of the Special Options has no effect on rank.


Attack (per full burst) Rank increase in dec (hex)
Regular Shot (Shot Level 0~2) 30 (1E)
Regular Shot (Shot Level 3) 40 (28)
Regular Shot (Shot Level 4~5 and Special) 50 (32)
Machine Gun 15 (F)
5-Way 75 (4B)
Gatling 15 (F)
Homing 40 (28)
Rocket 100 (64)
Burner 32 (20)
Napalm 50 (32)
Bomb (fragment) 20,480 (5,000)
Bomb (full) 8,192 (2,000)
Activating a Hadou Gun 69,632 (11,000)

Notes:

  • The values for Regular Shot have been tested for Dyne (A). They may or may not differ for Bond and the different sub types.
  • While activating a Hadou Gun has an effect on rank as indicated, actually releasing it has no effect on rank.

Scoring


Strategy

References

  1. Rank info from an unpublished document written by Archer (dated September 17th 2011)