Difference between revisions of "Pink Sweets: Ibara Sorekara"
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| 5 lives > 4 lives || -65,536 (-10,000) | | 5 lives > 4 lives || -65,536 (-10,000) | ||
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− | | death while on infinite lives || | + | | death while on infinite lives || -1,048,576 (-100,000) |
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+ | | death during Score Attack mode || -524,288 (-80,000) | ||
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| Speed Change || 16,384 (4,000) | | Speed Change || 16,384 (4,000) |
Revision as of 06:39, 16 June 2020
Contents
Pink Sweets ピンクスゥイーツ
Pink Sweets (ピンクスゥイーツ abbreviated: PS) is a bullet hell shoot-em-up developed by CAVE in 2006. It was later ported to the XBox 360 in 2011, as a double-pack of Muchi Muchi Pork & Pink Sweets.
Story wise, this game is a sequel to Ibara
Gameplay Overview
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)
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.
Gameplay Elements
Ships / Characters
Meidi&Midi
- Info
- Rapid * Wide
- Bomb
- Speed
Speed Level | 0 | 1 | 2 | 3 |
---|---|---|---|---|
# of frames to move across screen | 140 | 105 | 71 | 53 |
Kasumi
- Info
- Rapid * Wide
- Bomb
- Speed
Speed Level | 0 | 1 | 2 | 3 |
---|---|---|---|---|
# of frames to move across screen | 171 | 128 | 86 | 64 |
Shasta
- Info
- Rapid * Wide
- Bomb
- Speed
Speed Level | 0 | 1 | 2 | 3 |
---|---|---|---|---|
# of frames to move across screen | 140 | 105 | 71 | 53 |
Lace
- Info
- Rapid * Wide
- Bomb
- Speed
Speed Level | 0 | 1 | 2 | 3 |
---|---|---|---|---|
# of frames to move across screen | 171 | 128 | 86 | 64 |
Rank
There are two separate settings determining the rank in Pink Sweets. 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) |
---|---|
Super Easy | 16,252,928 (F80,000) |
Very Easy | 15,728,640 (F00,000) |
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) | |
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.
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) |
---|---|
0 lives > Game Over | -2,097,152 (-200,000) |
1 life > 0 lives | -1,048,576 (-100,000) |
2 lives > 1 life | -524,288 (-80,000) |
3 lives > 2 lives | -262,144 (-40,000) |
4 lives > 3 lives | -131,072 (-20,000) |
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) |
References
- Primary info provided by Pearl and Plasmo
- Rank info from Archer's website: http://archerstg.web.fc2.com/pinksweets/bitterrank.htm