Author Topic: Mushihimesama Futari ver 1.01 differences  (Read 2537 times)

Offline EOJ

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Mushihimesama Futari ver 1.01 differences
« on: December 28, 2009, 12:14:00 AM »
This lists the differences in ver 1.01 (X360 port) as compared to ver 1.5 (PCB/X360 port). Also noted is the difference between ver 1.0 (PCB) and ver 1.01.

ALL MODES:

-Can't suck in ground gems by pressing laser.
-Current multiplier number doesn't flash-and-fade near your character when you absorb gems
-Bombs do close to no damage (they act mainly as a temporary bullet cancel)
-No (worthwhile) score increase from destroying the lanterns in Stage 5 (they are also grey, whereas in 1.5 they are blue).
-Many different bullet patterns throughout the stages & on the bosses
-Bullets are faster overall.
-Location of the stage 5 1UP is different (it's in a house before the house it's in in ver 1.5).


ORIGINAL

-Green gems aren't worth more than normal gems (i.e. there's no proximity effect).
-No rank [that increases with your overall multiplier]
-Death reduces overall counter by 50%, but stage counter by 30%

MANIAC
-You can't spawn large gems by hitting laser when the chaining bar is flashing red (this is a pretty huge gameplay difference)
-Gem values are different (takes longer to build up the multiplier, but also longer for it to go back down)
-Chaining bar takes longer to reduce to zero
-Can't milk the stage 2 boss

ULTRA
-Green gems aren't worth more than normal gems (i.e. there's no proximity effect).
-Change shot type every 500 on the counter
-Death reduces overall counter by 50%, but stage counter by 30%

CHARACTER DIFFERENCES IN 1.0/1.01
-Abnormal Palm is weaker, and moves slower
-Normal Palm is stronger
-Normal Reco is slightly weaker

DIFFERENCE BETWEEN 1.0 and 1.01
-Ver 1.01 adds 2 bomb carriers (one at the end of stage 2, the other at the end of stage 3).
-Ver 1.01 fixes a hit detection bug during the final pattern of the stage 4 boss in Original mode.
-Ver 1.01 adds lifebar notches during the boss fights, to indicate the end of boss phases (just like ver 1.5)
« Last Edit: January 02, 2010, 01:45:53 PM by EOJ »
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Offline EOJ

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Re: Mushihimesama Futari ver 1.01 differences
« Reply #1 on: January 02, 2010, 01:45:15 PM »
Added the fact that ver 1.01 adds lifebar notches (to indicate the end of boss phases) just like 1.5. This was pretty surprising when I saw it, it makes boss milking easier.
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Offline necpmf

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Re: Mushihimesama Futari ver 1.01 differences
« Reply #2 on: January 04, 2010, 03:03:02 PM »
In 1.01, shot is fired upon pressing A. The result is that if you stop firing, then try to laser, you will release a burst of shot before the laser starts. In 1.5, this is changed so that you can go straight to laser without firing any shot, because shot isn't fired until you release A.

Offline EOJ

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Re: Mushihimesama Futari ver 1.01 differences
« Reply #3 on: January 06, 2010, 10:21:24 PM »
Quite true. Thanks for the contribution.  :righton:

Two other changes I've noticed:
-End of stage 5 enemy layout is different
-First large bug after the stage 2 midboss doesn't appear (well, sometimes it does, not sure why it doesn't appear for me most of the time).
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