Difference between revisions of "Ibara"

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=== Rank ===
 
=== Rank ===
 
----
 
----
 +
 +
==== Rank System Overview ====
 +
 +
''Ibara'' features a dynamic difficulty, or [http://a6productions.com/hypercounter/index.php?title=Glossary_of_shmups "Rank"] system  similar to that found in [[Battle Garegga]]. Most actions taken by the Player will increase the Rank, which also continuously rises with every frame of play time. The only way to decrease the Rank is to die, either by accident or with planned suicides.
 +
 +
Almost every action taken in the game will increase the Rank:
 +
* Firing a bullet from the main weapon or Options
 +
* Collecting an item (all items, including Power-Ups, Options, Medals, and even the 1-UP item, will increase Rank)
 +
* Using a Bomb or Hadou
 +
* Sealing enemy bullets
 +
 +
''Ibara'''s Rank system is quite complex, but there are a few basic principles that can help new players:
 +
* The Rank will decrease ''more'' if you die with ''fewer'' lives in stock. In other words, if you have only 1 spare life and die (thus leaving you with 0 stock), it will decrease the difficulty ''twice as much'' as if you died with 2 lives in stock.
 +
* Partial Bombs will increase rank more rapidly than Full Bombs.
 +
* The Hadou Gun will increase rank even more rapidly than either kind of Bomb.
 +
* Collecting Power-Up and Option items will ''always'' increase Rank, even if the items do not impart a change to the Player (IE: collecting Power-Up items while at full shot strength will still raise rank).
 +
* Raising your autofire rate does ''not'' affect the per-frame Rank; however, since you are firing bullets more rapidly, it ''does'' still affect the rate at which Rank will build over time.
 +
 +
==== Rank System In-Depth ====
 +
 +
Rank value is stored internally as a hexadecimal value, which is actually 'inverted' compared to the Player's experience of it - as this value ''decreases'', the game gets harder. Because it is more consistent with the user experience, it is customary to refer to the increase in game difficulty as 'increasing the Rank', even though that is not technically accurate to the internal implementation.
 +
 
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.
 
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.
  
Depending on the number of runs played during one continuous session, the starting rank is gradually increasing. Starting rank can be resetted either by entering the test menu or by powering down the PCB. The values in the table below are taken from the first run after powering up the PCB.
+
Depending on the number of runs played during one continuous session, the starting rank is gradually increasing. Starting rank can be reset either by entering the test menu or by powering down the PCB. The values in the table below are taken from the first run after powering up the PCB.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Difficulty 1 (starting rank) !! in dec (hex)
+
! Difficulty 1 (starting rank) !! Decimal !! Hexadecimal
 
|-
 
|-
| Easy || 15,204,352 (E80,000)
+
| Easy || 15,204,352 || E80,000
 
|-
 
|-
| Normal [default] || 14,680,064 (E00,000)
+
| Normal [default] || 14,680,064 || E00,000
 
|-
 
|-
| Hard || 14,155,776 (D80,000)
+
| Hard || 14,155,776 || D80,000
 
|-
 
|-
| Very Hard || 13,631,488 (D00,000)
+
| Very Hard || 13,631,488 || D00,000
 
|-
 
|-
| Super Hard || 13,107,200 (C80,000)
+
| Super Hard || 13,107,200 || C80,000
 
|-
 
|-
| Unbelievable || 12,582,912 (C00,000)
+
| Unbelievable || 12,582,912 || C00,000
 
|-
 
|-
! Difficulty 2 (per frame rank) !!  
+
! Difficulty 2 (per frame rank) !! !!
 
|-
 
|-
| Slow || 12 (C)
+
| Slow || 12 || C
 
|-
 
|-
| Medium [default] || 16 (10)
+
| Medium [default] || 16 || 10
 
|-
 
|-
| Fast || 20 (14)
+
| Fast || 20 || 14
 
|-
 
|-
| Very Fast || 24 (18)
+
| Very Fast || 24 || 18
 
|-
 
|-
| Maximum Fast || 28 (1C)
+
| Maximum Fast || 28 || 1C
 
|-
 
|-
| Unforgettable || 32 (20)
+
| Unforgettable || 32 || 20
 
|}
 
|}
  
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Action !! Rank increase in dec (hex)
+
! Action !! Rank increase in decimal !! Rank increase in hexadecimal
 
|-
 
|-
| Death from 1 life > 0 lives || -2,097,152 (-200,000)
+
| Death from 1 life > 0 lives || -2,097,152 || -200,000
 
|-
 
|-
| Death from 2 lives > 1 life || -1,048,576 (-100,000)
+
| Death from 2 lives > 1 life || -1,048,576 || -100,000
 
|-
 
|-
| Death from 3 lives > 2 lives || -524,288 (-80,000)
+
| Death from 3 lives > 2 lives || -524,288 || -80,000
 
|-
 
|-
| Death from 4 lives > 3 lives || -262,144 (-40,000)
+
| Death from 4 lives > 3 lives || -262,144 || -40,000
 
|-
 
|-
| Death from 5 lives > 4 lives || -131,072 (-20,000)
+
| Death from 5 lives > 4 lives || -131,072 || -20,000
 
|-
 
|-
| Seal a bullet || 4,096 (1,000)
+
| Seal a bullet || 4,096 || 1,000
 
|}
 
|}
  
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Item !! Rank increase in dec (hex)
+
! Item !! Rank increase in decimal !! Rank increase in hexadecimal
 
|-
 
|-
| 100~900 Medals || 256 (100)
+
| 100~900 Medals || 256 || 100
 
|-
 
|-
| 1,000~9,000 Medals || 1,024 (400)
+
| 1,000~9,000 Medals || 1,024 || 400
 
|-
 
|-
| 10,000 Medal || 4,096 (1,000)
+
| 10,000 Medal || 4,096 || 1,000
 
|-
 
|-
| 100pt. Rose Item || 256 (100)
+
| 100pt. Rose Item || 256 || 100
 
|-
 
|-
| 200pt. Rose Item || 512 (200)
+
| 200pt. Rose Item || 512 || 200
 
|-
 
|-
| 400pt. Rose Item || 768 (300)
+
| 400pt. Rose Item || 768 || 300
 
|-
 
|-
| 800pt. Rose Item || 1,024 (400)
+
| 800pt. Rose Item || 1,024 || 400
 
|-
 
|-
| Shot Power Up (small) || 4,096 (1,000)
+
| Shot Power Up (small) || 4,096 || 1,000
 
|-
 
|-
| Shot Power Up (large) || 65,536 (10,000)
+
| Shot Power Up (large) || 65,536 || 10,000
 
|-
 
|-
| Bomb Item (small) || 8,192 (2,000)
+
| Bomb Item (small) || 8,192 || 2,000
 
|-
 
|-
| Bomb Item (large) || 131,072 (20,000)
+
| Bomb Item (large) || 131,072 || 20,000
 
|-
 
|-
| Option Item || 65,536 (10,000)
+
| Option Item || 65,536 || 10,000
 
|-
 
|-
| 1-Up Item || 524,288 (80,000)
+
| 1-Up Item || 524,288 || 80,000
 
|}
 
|}
  
Line 124: Line 146:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Attack (per full burst) !! Rank increase in dec (hex)
+
! Attack (per full burst) !! Rank increase in decimal !! Rank increase in hexadecimal
 
|-
 
|-
| Regular Shot (Shot Level 0~2) || 30 (1E)
+
| Regular Shot (Shot Level 0~2) || 30 || 1E
 
|-
 
|-
| Regular Shot (Shot Level 3) || 40 (28)
+
| Regular Shot (Shot Level 3) || 40 || 28
 
|-
 
|-
| Regular Shot (Shot Level 4~5 and Special) || 50 (32)
+
| Regular Shot (Shot Level 4~5 and Special) || 50 || 32
 
|-
 
|-
| Machine Gun || 15 (F)
+
| Machine Gun || 15 || F
 
|-
 
|-
| 5-Way || 75 (4B)
+
| 5-Way || 75 || 4B
 
|-
 
|-
| Gatling || 15 (F)
+
| Gatling || 15 || F
 
|-
 
|-
| Homing || 40 (28)
+
| Homing || 40 || 28
 
|-
 
|-
| Rocket || 100 (64)
+
| Rocket || 100 || 64
 
|-
 
|-
| Burner || 32 (20)
+
| Burner || 32 || 20
 
|-
 
|-
| Napalm || 50 (32)
+
| Napalm || 50 || 32
 
|-
 
|-
| Bomb (fragment) || 20,480 (5,000)
+
| Bomb (fragment) || 20,480 || 5,000
 
|-
 
|-
| Bomb (full) || 8,192 (2,000)
+
| Bomb (full) || 8,192 || 2,000
 
|-
 
|-
| Activating a Hadou Gun || 69,632 (11,000)
+
| Activating a Hadou Gun || 69,632 || 11,000
 
|}
 
|}
  

Revision as of 23:48, 25 June 2020

Ibara 鋳薔薇

Ibara Title.png

Gameplay Overview

Controls


Ships


Weapons


Items


Rank


Rank System Overview

Ibara features a dynamic difficulty, or "Rank" system similar to that found in Battle Garegga. Most actions taken by the Player will increase the Rank, which also continuously rises with every frame of play time. The only way to decrease the Rank is to die, either by accident or with planned suicides.

Almost every action taken in the game will increase the Rank:

  • Firing a bullet from the main weapon or Options
  • Collecting an item (all items, including Power-Ups, Options, Medals, and even the 1-UP item, will increase Rank)
  • Using a Bomb or Hadou
  • Sealing enemy bullets

Ibara's Rank system is quite complex, but there are a few basic principles that can help new players:

  • The Rank will decrease more if you die with fewer lives in stock. In other words, if you have only 1 spare life and die (thus leaving you with 0 stock), it will decrease the difficulty twice as much as if you died with 2 lives in stock.
  • Partial Bombs will increase rank more rapidly than Full Bombs.
  • The Hadou Gun will increase rank even more rapidly than either kind of Bomb.
  • Collecting Power-Up and Option items will always increase Rank, even if the items do not impart a change to the Player (IE: collecting Power-Up items while at full shot strength will still raise rank).
  • Raising your autofire rate does not affect the per-frame Rank; however, since you are firing bullets more rapidly, it does still affect the rate at which Rank will build over time.

Rank System In-Depth

Rank value is stored internally as a hexadecimal value, which is actually 'inverted' compared to the Player's experience of it - as this value decreases, the game gets harder. Because it is more consistent with the user experience, it is customary to refer to the increase in game difficulty as 'increasing the Rank', even though that is not technically accurate to the internal implementation.

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.

Depending on the number of runs played during one continuous session, the starting rank is gradually increasing. Starting rank can be reset either by entering the test menu or by powering down the PCB. The values in the table below are taken from the first run after powering up the PCB.

Difficulty 1 (starting rank) Decimal Hexadecimal
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 decimal Rank increase in hexadecimal
Death from 1 life > 0 lives -2,097,152 -200,000
Death from 2 lives > 1 life -1,048,576 -100,000
Death from 3 lives > 2 lives -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 decimal Rank increase in hexadecimal
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 decimal Rank increase in hexadecimal
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)