Xbox Summary Images Similar Games Comments. Modes Muchi Muchi Pork! Arcade The original Muchi Muchi Pork!. Arcade Ver 1. Changes: The lard shot drains the lard gauge at a slower pace. The lard gauge fills faster. To reach the second loop, the player only needs to 1CC the the first loop instead of clearing it on one life. In the second loop, extends are given the same way as in the first loop.
Arrange A heavily altered version of Muchi Muchi Pork!. Changes: The hitbox is visible. The lard shot doesn't require lard meter, and slows down enemy bullets it touches.
Bombs turn bullets into gold medals instead of pigs. Like many other Cave games, simply letting up on the Lard attack button will suck in the medals like a vacuum, which might presumably make things too easy. But other enemies will randomly drop medals which will not be automatically obtained unless you fire your standard shot, fire a lard shot, then let go. Figuring out the best balance between the two weapons — how often and where to use the lard attack to build up medal values, and where to lay off so you can rebuild the lard meter — is the crux of the scoring system.
And if either one of your weapons is fully powered up, then any errant P-chips or pigs will give a substantial amount of points too. Bombs actually call out a gigantic robot, which rampages forward and converts bullets to power-ups, in addition to providing temporary invulnerability. There is also no visible hitbox, and bosses do not have life gauges, though they can be easily milked for higher scoring.
The bullet patterns are less dense than a typical Cave game barring some bosses and many projectiles are of the oblong, spear-type, another hallmark of a Raizing title. The game is decently paced with five levels overall, and expert players will find two more courses — Harahara, which is the second loop, and Manpuku, which is flooded with suicide bullets — which can be enabled in the Options menu.
But at least the theme is unique, in an odd way — the rest of the game resembles a generic cute-em-up, where you could change around a few sprites and call it a new TwinBee game… and merely an average one at that.
The only exceptions are some of the enemies, which mesh the animalistic designs with mechanical planes and tanks, with predictably strange results. Arcade Ver 1. Changes: The lard shot drains the lard gauge at a slower pace. The lard gauge fills faster. To reach the second loop, the player only needs to 1CC the the first loop instead of clearing it on one life. In the second loop, extends are given the same way as in the first loop. Arrange A heavily altered version of Muchi Muchi Pork!.
Changes: The hitbox is visible. The lard shot doesn't require lard meter, and slows down enemy bullets it touches. Bombs turn bullets into gold medals instead of pigs. There's a counter that fills as gold medals and pigs are collected. When the counter hits 10,, the player enters fever standby mode.
In this mode, the lard shot causes bullets it touches to split into multiple smaller bullets. The counter stays at 10, until the player is hit by a bullet or presses the bomb button.
When one of these two things happens, fever mode is activated, causing all on-screen bullets to turn into gold medals, and the counter to start dropping. When it reaches 0, fever mode is deactivated. Getting hit before the counter has reached 0 makes it instantly jump to 0. Changes: It is possible to activate a Rose Cracker before it's fully charged, but doing so will cause it to last shorter.
It is possible to have up to three Rose Hips instead of two.
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