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Highly Responsive to Prayers/Gameplay: Difference between revisions
(*Extremely long* Mostly complete, lacking Japanese in places, random terminology and whatnot. Requires verification here and there. Seems a bit messy too.) |
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== Gameplay == | == Gameplay == | ||
=== Controls === | |||
The game must be played using the keyboard. | |||
Keyboard controls are as follows: | |||
*The Left and Right '''Arrow Keys''' move Reimu around | |||
*'''Z''' causes a single shot (properly, ''Ofuda'') to be fired toward the top of the screen | |||
*'''X''' swings Reimu's wand (''Gohei'') back and forth | |||
*Combinations of the '''Arrow Keys''' and the '''Z''' and '''X''' keys may be used to perform '''Special Moves''', detailed below. | |||
*'''Esc''' pauses the game and brings you to the in-game menu | |||
=== Basic Gameplay === | === Basic Gameplay === | ||
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There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by enemies, rate of fire, variations in the bullets' pattern of movement, and chiefly, the difficulty of boss encounters. When playing on the Easy difficulty, stage enemies will not fire bullets. On Lunatic, each overturned card fires a single bullet at Reimu's position. | There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by enemies, rate of fire, variations in the bullets' pattern of movement, and chiefly, the difficulty of boss encounters. When playing on the Easy difficulty, stage enemies will not fire bullets. On Lunatic, each overturned card fires a single bullet at Reimu's position. | ||
The player will traverse 20 increasingly harrowing stages through the course of a regular game. Boss encounters occur every five levels, or at Stages 5, 10, 15, and 20. After completing Stage 5, the player is offered a choice between two distinct routes to follow for the remainder of the game: the Demon World (''Makai'') Route, or the Hell (''Jigoku'') Route. Each features different stages and boss encounters, as well as different ending sequences. | The player will traverse 20 increasingly harrowing stages through the course of a regular game. Boss encounters occur every five levels, or at Stages 5, 10, 15, and 20. After completing Stage 5, the player is offered a choice between two distinct routes to follow for the remainder of the game: the Demon World (''Makai'') Route, or the Hell (''Jigoku'') Route. Each features different stages and boss encounters, as well as different ending sequences. | ||
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Highly Responsive to Prayers does not have an Extra Stage. (''VERIFY?'') | Highly Responsive to Prayers does not have an Extra Stage. (''VERIFY?'') | ||
=== | === The Yin-Yang Orb === | ||
The | The [[Hakurei Yin-Yang Orb]] is your only true weapon against the powerful enemies in Highly Responsive to Prayers. However, Reimu lacks the training to be able to fully control it. As such, she must avoid contact with it at all times, and instead manipulate it with her various tools and abilities. Should the orb impact Reimu, she will be hit, and a life will be lost (see: '''Lives'''). | ||
When the orb passes over a card in the field, the card is considered to be ''hit'' (though no actual collision occurs). In most cases, a single hit is enough to overturn a card and eliminate it from the field, though in later stages, occasional cards will require multiple hits to overturn. Additionally, when the orb impacts a boss's weak point, the boss takes damage and loses a single notch from it's health bar. Furthermore, the orb can dispel small white bullets (but nothing greater) as it passes through them. | |||
==== Shot ==== | ==== Shot ==== | ||
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===== Bomb ===== | ===== Bomb ===== | ||
Reimu's Spirit Attack, or "bomb", is the player's limited-use method of getting out of difficult situations. When activated, the bomb cancels out all bullets on the screen, and ''hits'' every card one time. Reimu becomes invincible during and for a short time after the bomb's effect wears off. At the beginning of the game and any time Reimu respawns, you will | Reimu's Spirit Attack, or "bomb", is the player's limited-use method of getting out of difficult situations. When activated, the bomb cancels out all bullets on the screen, and ''hits'' every card one time. Reimu becomes invincible during and for a short time after the bomb's effect wears off. At the beginning of the game and any time Reimu respawns, you will receive 1 bomb. Your bomb stock is not reset when Reimu is hit. Bomb Extend items will increase your current stock by one. You can carry up to a maximum of 6 bombs at a time. If you receive a bomb when you already have the maximum, that bomb will be lost. | ||
The bomb can ''only'' damage boss enemies when you have 0 lives remaining in reserve. | The bomb can ''only'' damage boss enemies when you have 0 lives remaining in reserve. | ||
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With default settings, you will start off with 3 lives. You can lose a life by getting "hit" by an enemy attack. | With default settings, you will start off with 3 lives. You can lose a life by getting "hit" by an enemy attack. | ||
The [[hit box]] for Reimu is approximately the same size as her sprite. If Reimu's hit box comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit. | The [[hit box]] for Reimu is approximately the same size as her sprite. If Reimu's hit box comes into contact with the hit box of her Yin-Yang Orb, an enemy bullet, laser, or the enemy itself, then you have been hit. | ||
The player is awarded extra lives upon reaching certain score totals. For the regular game, extra lives are awarded every 400,000 points, up to seven times. You can carry up to a maximum of 6 extra lives at a time. If you receive an extra life when you already have the maximum, that life will be lost. | |||
Upon losing all their lives, the player is given the choice to continue from the beginning of the stage. However, if you do continue, your current score will be reset back to 0 and you will reach the "Bad Ending" if you finish the game. | |||
==== Items ==== | |||
===== Point Items ===== | |||
[[Image:Th01pointitem.gif]] | |||
Point items appear when certain (that is, random) cards are overturned and eliminated by the Yin-Yang Orb. The first point item collected is worth only 1000 points. Each additional point item collected is worth more than the previous one collected, up to a maximum of 65530 points per item. However, if you fail to reach and collect a point item before it disappears from the field, the values of the items will reset, and the next point item collected will only be worth 1000 points again. Losing a life does not reset the sequence. | |||
===== Bomb Extend Items ===== | |||
[[Image:Th01bombitem.gif]] | |||
Bomb extend items appear when certain (that is, random) cards are overturned and eliminated by the Yin-Yang Orb. Bomb Extend items will increase your current stock by one. You can carry up to a maximum of 6 bombs at a time. If you collect an extend item when you already have the maximum, that bomb will be lost. | |||
==== Field Objects ==== | |||
===== Cards ===== | |||
[[Image:Th01card.gif]] | |||
In order to clear a regular stage, the player must overturn every card in the play field through the (often haphazard) manipulation of Reimu's Yin-Yang Orb. As the orb passes over cards, they are considered to be ''hit''. In early stages, cards only require one hit to be overturned and eliminated from the field, however, in later stages, cards may require as many as three hits to overturn. | |||
As the Yin-Yang Orb flies through the air, it can and often will pass over and eliminate multiple cards consecutively. This is considered to be a ''combo''. When the orb touches the ground, however, the combo is reset. The Combo Counter (See: '''Regular Stage Screen Layout''') tracks these instances and reflects them numerically, displaying both your present combo and the highest combo attained in the stage. These values contribute to the '''Regular Stage Clear Bonuses'''. | |||
===== Bumpers ===== | |||
[[Image:Th01bumper.gif]] | |||
These objects repulse the Yin-Yang Orb when it comes in contact with them, rather like the [http://en.wikipedia.org/wiki/Pinball#Machine_Layout bumpers of a pinball table]. Bumpers can not be destroyed. | |||
===== Bumper Bars ===== | |||
[[Image:Th01bumperbar.gif]] | |||
Bumpers, in horizontal or vertical bar form. | |||
===== Portals ===== | |||
[[Image:Th01portal.gif]] | |||
When the Yin-Yang Orb enters one of these objects, it is instantly transported to another Portal on the field and fired out of it at high speed. On some occasions, the exit Portal will simply drop the orb rather then fire it; on others, the exit Portal will direct and fire the orb at either a card (in situations when there are few cards remaining in the field) or at Reimu. | |||
===== Turrets ===== | |||
[[Image:Th01turret.gif]] | |||
These objects fire small white bullets in pre-set patterns at regular intervals, often directly at Reimu. Turrets can not be destroyed. On Easy difficulty, these do not fire at all. | |||
=== Regular Stages === | === Regular Stages === | ||
In order to clear a regular stage, the player must overturn every card in the play field through the (often haphazard) manipulation of Reimu's Yin-Yang Orb. As the orb passes over cards, they are considered to be ''hit''. In early stages, cards only require one hit to be overturned and eliminated from the field, however, in later stages, cards may require as many as three hits to overturn. | |||
Each regular stage is accompanied by a timer. When time runs out, the message ''HURRY UP'' appears and a flurry of small white bullets begins raining down from above, and continues until the stage is cleared, you are hit and more time is added, or you run out of lives. | |||
==== Regular Stage Screen Layout ==== | |||
[[Image:th01screenLayouta.jpg|frame|center]] | |||
#Reimu | |||
#The Yin-Yang Orb | |||
#Cards | |||
#Player Status | |||
#*Lives remaining | |||
#*Bombs remaining | |||
#Player Score | |||
#*HI (High Score): Displays your highest score for the difficulty | |||
#*得点 (Score): Your current score | |||
#Combo Counter | |||
#*MAX: Displays the highest combo achieved thus far in the current stage | |||
#*''Insert Japanese'' (Combo): Your current combo | |||
#''Insert Japanese'' (Timer): Displays how much time remains before the ''HURRY UP'' message appears et. al. | |||
#The current stage and difficulty setting | |||
=== Boss Battles === | === Boss Battles === | ||
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The main challenge and the main attraction. Each boss has a notched health bar that represents their current status. In most cases, bosses can only harmed by Reimu's Yin-Yang Orb, which removes one notch from the bosses' health bars whenever it contacts the bosses' weak points, which are not visually indicated. | The main challenge and the main attraction. Each boss has a notched health bar that represents their current status. In most cases, bosses can only harmed by Reimu's Yin-Yang Orb, which removes one notch from the bosses' health bars whenever it contacts the bosses' weak points, which are not visually indicated. | ||
Each boss battle is accompanied by a timer. When time runs out, a flurry of small white bullets begins raining down from above, and continues until the boss is defeated, you are hit and more time is added, or you run out of lives, in | Each boss battle is accompanied by a timer. When time runs out, the message ''HURRY UP'' appears and a flurry of small white bullets begins raining down from above, and continues until the boss is defeated, you are hit and more time is added, or you run out of lives. | ||
==== Boss Stage Screen Layout ==== | |||
[[Image:th01screenLayoutb.jpg|frame|center]] | |||
#Reimu | |||
#The Yin-Yang Orb | |||
#Boss Enemy | |||
#Player Status | |||
#*Lives remaining | |||
#*Bombs remaining | |||
#Player Score | |||
#*HI (High Score): Displays your highest score for the difficulty | |||
#*得点 (Score): Your current score | |||
#Boss Health Bar | |||
#Combo Counter | |||
#*MAX: Displays the highest combo achieved thus far in the current stage | |||
#*''Insert Japanese'' (Combo): Your current combo | |||
#''Insert Japanese'' (Timer): Displays how much time remains before the ''HURRY UP'' message appears et. al. | |||
#The current stage and difficulty setting | |||
== Scoring == | |||
=== Cards === | |||
Each card that the Yin-Yang Orb passes over and eliminates before touching the ground rewards the player with an incremental point value — the first card eliminated has a worth of 100 points; each additional card eliminated ''before the orb touches the ground'' is worth more than the previous, up to a maximum of 25600 points per card. However, when the orb touches the ground, the values of the cards reset, and you will have to begin the process over again. | |||
=== Point Items === | |||
As the name implies, point items are the major source of points in the game. The first point item collected is worth only 1000 points. Each additional point item collected is worth more than the previous one collected, up to a maximum of 65530 points per item. However, if you fail to reach and collect a point item before it disappears from the field, the values of the items will reset, and the next point item collected will only be worth 1000 points again. Losing a life does not reset the sequence. The progression is as follows: 1000, 2000, 3000, ... 10000, 20000, 30000, 40000, 50000, 65530. In other words, it takes 15 point items to get from a value of 1000 to 65530. | |||
=== Regular Stage Clear Bonus === | |||
At the end of each regular stage, the player is awarded a point bonus based on their performance throughout the stage. <br/>The bonus is calculated as follows: | |||
Time Remaining x 30 | |||
Continuous (Highest Combo) x 1000 | |||
Bomb & Player (Players remaining x 2000 + Bombs remaining x 1000) | |||
This combined total is then added to a Stage Bonus that is dependant upon the stage cleared. | |||
Stage 1 = 0 | |||
Stage 2 = 2,000 | |||
Stage 3 = 4,000 | |||
Stage 4 = 6,000 | |||
Stage 6 = 10,000 | |||
Stage 7 = 12,000 | |||
Stage 8 = 14,000 | |||
Stage 9 = 16,000 | |||
Stage 11 = 20,000 | |||
Stage 12 = 22,000 | |||
Stage 13 = 24,000 | |||
Stage 14 = 26,000 | |||
Stage 16 = 30,000 | |||
Stage 17 = 32,000 | |||
Stage 18 = 34,000 | |||
Stage 19 = 36,000 | |||
The end result is then added on to your score. | |||
=== Boss Stage Clear Bonus === | |||
At the end of each boss battle, the player is awarded a point bonus based on their performance during the stage. <br/>The bonus is calculated as follows: | |||
Time Remaining x 50 (''This might vary with stage...'') | |||
Continuous (Highest Combo) x 1000 (Always 0?) | |||
MIKOsan (Players remaining x 5000 + Bombs remaining x 2000) (''This might vary with stage...'') | |||
This combined total is then added to a Stage Bonus that is dependant upon the stage cleared. | |||
Stage 5 = 50,000 | |||
Stage 10 = 100,000 | |||
Stage 15 = 150,000 | |||
Stage 20 = ???,??? | |||
The | The end result is then added on to your score. | ||
---- | |||
* Return to [[Highly Responsive to Prayers]] |
Revision as of 05:28, 30 October 2005
- Return to Highly Responsive to Prayers
Gameplay
Controls
The game must be played using the keyboard.
Keyboard controls are as follows:
- The Left and Right Arrow Keys move Reimu around
- Z causes a single shot (properly, Ofuda) to be fired toward the top of the screen
- X swings Reimu's wand (Gohei) back and forth
- Combinations of the Arrow Keys and the Z and X keys may be used to perform Special Moves, detailed below.
- Esc pauses the game and brings you to the in-game menu
Basic Gameplay
Highly Responsive to Prayers is unique within the Touhou series. Rather than being a Danmaku shooting game, it plays similar to Arkanoid, but allows the player a much greater variety of abilities, including multiple ways to influence the movement the ball. Highly Responsive to Prayers could be considered a Danmaku puzzle game.
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by enemies, rate of fire, variations in the bullets' pattern of movement, and chiefly, the difficulty of boss encounters. When playing on the Easy difficulty, stage enemies will not fire bullets. On Lunatic, each overturned card fires a single bullet at Reimu's position.
The player will traverse 20 increasingly harrowing stages through the course of a regular game. Boss encounters occur every five levels, or at Stages 5, 10, 15, and 20. After completing Stage 5, the player is offered a choice between two distinct routes to follow for the remainder of the game: the Demon World (Makai) Route, or the Hell (Jigoku) Route. Each features different stages and boss encounters, as well as different ending sequences.
Highly Responsive to Prayers does not have an Extra Stage. (VERIFY?)
The Yin-Yang Orb
The Hakurei Yin-Yang Orb is your only true weapon against the powerful enemies in Highly Responsive to Prayers. However, Reimu lacks the training to be able to fully control it. As such, she must avoid contact with it at all times, and instead manipulate it with her various tools and abilities. Should the orb impact Reimu, she will be hit, and a life will be lost (see: Lives).
When the orb passes over a card in the field, the card is considered to be hit (though no actual collision occurs). In most cases, a single hit is enough to overturn a card and eliminate it from the field, though in later stages, occasional cards will require multiple hits to overturn. Additionally, when the orb impacts a boss's weak point, the boss takes damage and loses a single notch from it's health bar. Furthermore, the orb can dispel small white bullets (but nothing greater) as it passes through them.
Shot
When the player presses the Z key, Reimu tosses a single Ofuda skyward. These shots can be used to manipulate the movement of the Yin-Yang Orb. Additionally, when a shot collides with a small white bullet fired by an enemy, both are cancelled out.
The shot can not damage boss enemies.
Wand
When the player presses the X key, Reimu swings her wand, or Gohei, back and forth. The wand too can manipulate the movement of the Yin-Yang Orb, as well as deflect small white bullets. If the wand contacts the orb on Reimu's first swing (clockwise), the Orb will be repulsed at a high rate of speed, however, if the wand and orb contact during Reimu's second swing (counter-clockwise), the Orb will only be repulsed lightly.
The wand can not damage boss enemies.
Special Moves
Slide
When pressing the Left or Right Arrow Keys in conjunction with the X key, Reimu performs a short distance slide that can be used to repel the Yin-Yang Orb, as well as move quickly across the screen. Also, while sliding, Reimu has a smaller than usual hit box, making the move useful for escaping difficult situations. Reimu will continue sliding for as long as the player continues tapping the X key while holding a directional key.
Moving Flip Kick
While sliding, Reimu occasionally lifts one of her legs into the air. If the player releases the directional key but continues to tap the X key at one of these moments, Reimu will perform a flip kick while moving forward. If timed correctly, up to three of these kicks can be done consecutively. The flip kick repels the Yin-Yang Orb with great force.
Stationary Flip Kick
While sliding, Reimu occasionally lifts one of her legs into the air. If the player presses the directional key opposite to the direction that Reimu is moving in while continuing to tap the X key at one of these moments, Reimu will perform a stationary flip kick. If timed correctly, up to three of these kicks can be done consecutively. The flip kick repels the Yin-Yang Orb with great force.
Rapid-fire Multishot
While Reimu is sliding, if the player presses the directional key opposite to the direction that Reimu is moving and the Z key at the same time, Reimu will cease her movement and rapidly fire 8 shots upward (at slight angles).
These shots can not damage boss enemies.
Bomb
Reimu's Spirit Attack, or "bomb", is the player's limited-use method of getting out of difficult situations. When activated, the bomb cancels out all bullets on the screen, and hits every card one time. Reimu becomes invincible during and for a short time after the bomb's effect wears off. At the beginning of the game and any time Reimu respawns, you will receive 1 bomb. Your bomb stock is not reset when Reimu is hit. Bomb Extend items will increase your current stock by one. You can carry up to a maximum of 6 bombs at a time. If you receive a bomb when you already have the maximum, that bomb will be lost.
The bomb can only damage boss enemies when you have 0 lives remaining in reserve.
Lives
With default settings, you will start off with 3 lives. You can lose a life by getting "hit" by an enemy attack.
The hit box for Reimu is approximately the same size as her sprite. If Reimu's hit box comes into contact with the hit box of her Yin-Yang Orb, an enemy bullet, laser, or the enemy itself, then you have been hit.
The player is awarded extra lives upon reaching certain score totals. For the regular game, extra lives are awarded every 400,000 points, up to seven times. You can carry up to a maximum of 6 extra lives at a time. If you receive an extra life when you already have the maximum, that life will be lost.
Upon losing all their lives, the player is given the choice to continue from the beginning of the stage. However, if you do continue, your current score will be reset back to 0 and you will reach the "Bad Ending" if you finish the game.
Items
Point Items
Point items appear when certain (that is, random) cards are overturned and eliminated by the Yin-Yang Orb. The first point item collected is worth only 1000 points. Each additional point item collected is worth more than the previous one collected, up to a maximum of 65530 points per item. However, if you fail to reach and collect a point item before it disappears from the field, the values of the items will reset, and the next point item collected will only be worth 1000 points again. Losing a life does not reset the sequence.
Bomb Extend Items
Bomb extend items appear when certain (that is, random) cards are overturned and eliminated by the Yin-Yang Orb. Bomb Extend items will increase your current stock by one. You can carry up to a maximum of 6 bombs at a time. If you collect an extend item when you already have the maximum, that bomb will be lost.
Field Objects
Cards
In order to clear a regular stage, the player must overturn every card in the play field through the (often haphazard) manipulation of Reimu's Yin-Yang Orb. As the orb passes over cards, they are considered to be hit. In early stages, cards only require one hit to be overturned and eliminated from the field, however, in later stages, cards may require as many as three hits to overturn.
As the Yin-Yang Orb flies through the air, it can and often will pass over and eliminate multiple cards consecutively. This is considered to be a combo. When the orb touches the ground, however, the combo is reset. The Combo Counter (See: Regular Stage Screen Layout) tracks these instances and reflects them numerically, displaying both your present combo and the highest combo attained in the stage. These values contribute to the Regular Stage Clear Bonuses.
Bumpers
These objects repulse the Yin-Yang Orb when it comes in contact with them, rather like the bumpers of a pinball table. Bumpers can not be destroyed.
Bumper Bars
Bumpers, in horizontal or vertical bar form.
Portals
When the Yin-Yang Orb enters one of these objects, it is instantly transported to another Portal on the field and fired out of it at high speed. On some occasions, the exit Portal will simply drop the orb rather then fire it; on others, the exit Portal will direct and fire the orb at either a card (in situations when there are few cards remaining in the field) or at Reimu.
Turrets
These objects fire small white bullets in pre-set patterns at regular intervals, often directly at Reimu. Turrets can not be destroyed. On Easy difficulty, these do not fire at all.
Regular Stages
In order to clear a regular stage, the player must overturn every card in the play field through the (often haphazard) manipulation of Reimu's Yin-Yang Orb. As the orb passes over cards, they are considered to be hit. In early stages, cards only require one hit to be overturned and eliminated from the field, however, in later stages, cards may require as many as three hits to overturn.
Each regular stage is accompanied by a timer. When time runs out, the message HURRY UP appears and a flurry of small white bullets begins raining down from above, and continues until the stage is cleared, you are hit and more time is added, or you run out of lives.
Regular Stage Screen Layout
- Reimu
- The Yin-Yang Orb
- Cards
- Player Status
- Lives remaining
- Bombs remaining
- Player Score
- HI (High Score): Displays your highest score for the difficulty
- 得点 (Score): Your current score
- Combo Counter
- MAX: Displays the highest combo achieved thus far in the current stage
- Insert Japanese (Combo): Your current combo
- Insert Japanese (Timer): Displays how much time remains before the HURRY UP message appears et. al.
- The current stage and difficulty setting
Boss Battles
The main challenge and the main attraction. Each boss has a notched health bar that represents their current status. In most cases, bosses can only harmed by Reimu's Yin-Yang Orb, which removes one notch from the bosses' health bars whenever it contacts the bosses' weak points, which are not visually indicated.
Each boss battle is accompanied by a timer. When time runs out, the message HURRY UP appears and a flurry of small white bullets begins raining down from above, and continues until the boss is defeated, you are hit and more time is added, or you run out of lives.
Boss Stage Screen Layout
- Reimu
- The Yin-Yang Orb
- Boss Enemy
- Player Status
- Lives remaining
- Bombs remaining
- Player Score
- HI (High Score): Displays your highest score for the difficulty
- 得点 (Score): Your current score
- Boss Health Bar
- Combo Counter
- MAX: Displays the highest combo achieved thus far in the current stage
- Insert Japanese (Combo): Your current combo
- Insert Japanese (Timer): Displays how much time remains before the HURRY UP message appears et. al.
- The current stage and difficulty setting
Scoring
Cards
Each card that the Yin-Yang Orb passes over and eliminates before touching the ground rewards the player with an incremental point value — the first card eliminated has a worth of 100 points; each additional card eliminated before the orb touches the ground is worth more than the previous, up to a maximum of 25600 points per card. However, when the orb touches the ground, the values of the cards reset, and you will have to begin the process over again.
Point Items
As the name implies, point items are the major source of points in the game. The first point item collected is worth only 1000 points. Each additional point item collected is worth more than the previous one collected, up to a maximum of 65530 points per item. However, if you fail to reach and collect a point item before it disappears from the field, the values of the items will reset, and the next point item collected will only be worth 1000 points again. Losing a life does not reset the sequence. The progression is as follows: 1000, 2000, 3000, ... 10000, 20000, 30000, 40000, 50000, 65530. In other words, it takes 15 point items to get from a value of 1000 to 65530.
Regular Stage Clear Bonus
At the end of each regular stage, the player is awarded a point bonus based on their performance throughout the stage.
The bonus is calculated as follows:
Time Remaining x 30 Continuous (Highest Combo) x 1000 Bomb & Player (Players remaining x 2000 + Bombs remaining x 1000)
This combined total is then added to a Stage Bonus that is dependant upon the stage cleared.
Stage 1 = 0 Stage 2 = 2,000 Stage 3 = 4,000 Stage 4 = 6,000 Stage 6 = 10,000 Stage 7 = 12,000 Stage 8 = 14,000 Stage 9 = 16,000 Stage 11 = 20,000 Stage 12 = 22,000 Stage 13 = 24,000 Stage 14 = 26,000 Stage 16 = 30,000 Stage 17 = 32,000 Stage 18 = 34,000 Stage 19 = 36,000
The end result is then added on to your score.
Boss Stage Clear Bonus
At the end of each boss battle, the player is awarded a point bonus based on their performance during the stage.
The bonus is calculated as follows:
Time Remaining x 50 (This might vary with stage...) Continuous (Highest Combo) x 1000 (Always 0?) MIKOsan (Players remaining x 5000 + Bombs remaining x 2000) (This might vary with stage...)
This combined total is then added to a Stage Bonus that is dependant upon the stage cleared.
Stage 5 = 50,000 Stage 10 = 100,000 Stage 15 = 150,000 Stage 20 = ???,???
The end result is then added on to your score.
- Return to Highly Responsive to Prayers