Undefined Fantastic Object/Геймплей/Стратегия

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In a short way

Grab three same-coloured UFOs for a point-sucking main danmaku UFO of doom that multiplies shit when you destroy it, different colours have different effects.


More detailed strategy description

Small overview of chars

  • РеймуA: classic needle-reimu. High power, forward or focused-forward damage. Bomb = new one, sort of like the fist of an angry god - immense forward+backward damage, reduces her speed to crawling molasses.
  • РеймуB: classic homing-reimu. Mid power, can hit from anywhere. Focusing locks on the nearest foe in front of you. Bomb = classic fantasy spread seal, bigass damage homing on enemies, normal speed kept.
  • МарисаA: classic laser-marisa. High power, focused-forward or very-focused-forward damage, goes through enemies (and shields. take this, bitch). Bomb = classic w00t. Extreme forward damage, reduces speed to dead molasses.
  • МарисаB: new wide-range-marisa. Low power, very wide forward plus angled backwards damage, focusing reduces that to wide-forward damage. Bomb = taste the rainbow, hits everything, speed kept.
  • СанаеA: angle shot. Mid power, goes straight ahead until it reaches the vertical position of an enemy and turns 90° towards it. Focusing sacrifices high movement speed for major firepower increase. Bomb = serpent thingie... hits everything, speed kept.
  • СанаеB: missile mode. High power, splash area of effect. Very wide (not forward) + angled backwards damage, focusing reduces that to very-focused-forward damage. Bomb = hey fuck, i never used it.

Some scoring details

Think I got it pretty much cornered. The important point is that you can make the game as hard as you want (as easy as you want, less so). From shooting down enemies you can get these:

  • power (red): 1 square = 0.01 / 4.00. Yes, not 0.05. Also there aren't any big power squares worth 1.00 anymore, but you get literally flooded by the small ones at times. More on that later.
  • points (blue): 1 square = value indicated above your graze counter.
  • not-blinking ufo: enemies with ufos circling them / midbosses can spawn these. They never change colour, see strategy later.
  • blinking ufo: enemies with ufos circling them /midbosses can spawn these, and they circle through green/blue/red several times before leaving.
  • mini-points: almost invisible in this game - shots onscreen affected by your bomb, by beating a boss' attack, by summoning and/or destroying a big ufo.
Graze and mini-points directly increase point value.

Grabbing ufos will eventually summon a big ufo if you get the right combination: A big ufo will appear always at the same spot, turning the shots in a tiny area around it into minipoints. Then it'll suck in points and power squares, accumulating them (counters shows up under your graze counter to help you keep track). If it grabs enough squares, it gets filled to 100%. It's summoned for ~12 seconds. It's gonna move haphazardly, then leave -before- the counter hits zero. If you don't destroy it before that, you lose everything it has stored. If you explode it, you reap the multiplier (depends the type of big ufo and its filling %) times points inside, plus all the power squares (not multiplied).

Types of UFOs

  • 3 red: big red ufo. low multipliers (x1 - x2). spawns a life extend piece when you fill it up, and another piece + a red blinking ufo when you explode it.
  • 3 green: big green ufo. mid multipliers (x2 - x4). spawns a whole bomb extend when you fill it up, and a bomb extend piece + a green blinking ufo when you explode it.
  • red, green, blue (any order): big blinking ufo. SWAPS POWER AND POINTS ACCUMULATED (which means, when it absorbs 50 power squares, it has 50 point squares stored inside - see strategy). high multipliers (x3 - x6). spawns a random colour blinking ufo when you fill it up and when you explode it.
  • 3 blue: big blue ufo. very high multipliers (x4 - x8). spawns a blue blinking ufo when you explode it... i think it doesn't do jack when you fill it up (besides the crazy points, i mean).

Strategy - Highscoring 101

Pretty easy to see how to rack the score... and how to make the game less painful. Totally incompatible, btw. Playing safe destroys any chance of highscore you could have, and playing for highscore means you don't get many lives to pull crazy shit.

To train, still, it's better to play safe. Keep spawning red ufos and the game gets easy enough to clear without much effort, but your points will definitely suck even if you do everything correctly. You don't have to die if you can bomb your way through - spawning bombs is less secure (you get 2 bombs per life, plus if you have 7 bombs and fuck up once they're all lost, while losing a life is the worst you can do) but you'll get more points. And bombs are back to badass grade, so 1 bomb is enough to end most spellcards early.

The remaining options are for the highscorers. For max score you'll want to plan the exact time when to spawn big ufos for max efficiency - either blinking ones just before a major red rush, or blue ones just before a blue rush. Inbetween major waves, grab power to improve your damage and range, it's likely stages 4+ will need it. ^^;

Also, remember that bombs are back independant from power - you should always stay at max power if possible (death drops your power by 1.00 and you spawn a mere 5 tiny squares, peanuts compared to the loss). Each power level brings a major damage/range increase.

The same enemies always drop the same things : blinking ufos are always blinking, not-blinking ones never. Which means, the combinations available to you through a game are always limited in the same fashion. Planning, here again, what colour to grab when is essential for highscoring.