BUTTONS |
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Normal fire button (shot), hold it down and you slow down. In addition the hitbox of Reco will be displayed. | |
Bomb. | |
Autofire, hold it and you move fast, tap it to bank child counters (explained below) . |
WEAPON TYPES |
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When a power up item is released it will have a small timer beside it, when the timer expires it changes to the next power up type. It will always start on the type selected at the beginning of the game. |
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Type |
Symbol |
Ship Speed |
Shot Width |
Medium |
Medium |
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Slow |
Wide |
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Fast |
Narrow |
OPTIONS |
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Options are small helper ships that follow your ship. Up to 4 may be carried at once. If you hold down the normal fire button the options will form around your ship and create a strong & centralized attack. If you use the autofire button (by holding it down or tapping it) they will act as described below. When an option is released it will have a small timer beside it, when the timer expires it changes type. |
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Symbol |
Type |
Description |
Trace |
Options follow your ship and your ship's movement. | |
Formation |
Options align themselves with your ship and spread out creating a wide range of fire. |
This mode is Toaplan style with fast aimed bullets. The main counter which appears next to Reco |
Maniac and Ultra share the same scoring method. Ultra is similar to Maniac except there are a lot more bullets!
The main counter is used as a score multiplier. The idea is simple -- keep it high. When you shoot enemies, it goes up. When you stop shooting them, it goes down, very fast. Destroying some enemies gives you a few frames to pick up the chain. Some drop immediately. Tap A slowly on large enemies such as midbosses to raise the overall counter faster than by just holding A or C. Each time you tap A the values of the child counters are added to the overall counter. The child counters will continue to increase as you do this. Tap C as fast as you can once the child counters are high enough to give a benefit (normally over 500 each). This enables the "skyrocket" effect, which adds the child counter values to the overall counter very quickly (much faster than tapping A), however the child counter values rapidly reduce in the process.The child counters act differently on the bosses. They effect the counter, and ultimately the score, but tapping autofire here here doesn't increase the main counter. You can still score, but it's a lot of work for almost zero reward in the big picture |
COUNTER TABLE |
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This table describes how the counter is incremented with respect to the different power modes. Close is point blank or on top of an enemy. Normal is everywhere else. The FirePower variable indicates how many power ups you have received. FirePower starts with a value of 1. StageNumber is the current stage you are on, it starts with a value of 1. |
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Type |
Symbol |
Proximity |
Formula |
Normal |
FirePower + 1 + (5 - StageNumber) |
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Close |
FirePower + 3 + (5 - StageNumber) |
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Normal |
FirePower + 0 + (5 - StageNumber) |
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Close |
FirePower + 1 + (5 - StageNumber) |
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Normal |
FirePower + 3 + (5 - StageNumber)
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Close |
FirePower + 18 + (5 - StageNumber)
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