whisper2053
Shigen's Fitness Trainer


- Joined
- Feb 20, 2013
- Posts
- 1,640


Score List:
ST-V, Saturn, and Emulation:
Settings: Difficulty Normal/2, Team Players 3, Initial Changes 2, no XYZ on Saturn ports (or we can do a separate scoring table).
Scoring Format: Name - Score - Stage - Max Chain - Max Hit - Platform
Code:
1) pulstar - 4,456,600 - Stage 5 - 101 Chain - 32 Hit - ST-V
2) Beelzebub - 3,750,300 - Stage 4 - 102 Chain - 313 Hit - Saturn
3) Jeneki - 2,381,600 - Stage 5 - 41 Chain - 56 Hit - STV
4) BerryTogart - 1.084.800 - Stage 3 - 27 chain - 31 hit - SSV/ST-V Emulation
5) whisper2053 - 1,079,000 - Stage 2 - 43 Chain - 3 Hit - ST-V
6) Neodogg - 851,700 - Stage 2 - 29 chain - 13 hit - Saturn
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I figure a few people (myself include) might not be too terribly familiar with the inner mechanics of this one, so I've been doing a lot of research in order to put up a tutorial of sorts here. Bear with me please

TUTORIAL:
Spoiler:
Layout: Stick + 3 buttons (A shoot, B grab/punch, C change/bomb)
Probably one of the most (if not THE most) important aspects of the game is the seal button. You use it to capture enemies (of potentially *any* size) in a bubble (the seal), which can then be picked up by your character.
While holding the seal press shoot to throw it forward, hold the seal button to put it in front of you. This seal can be used in two different ways: (1) defeat and seal further enemies by hitting them with the current seal, thus increasing the chain value for progressively higher rewards; (2) release the seal and hit it with regular shots in what’s called “pursuit” to increase a shot counter for more bonuses.
The seal disappears/expires if it’s left untouched for too long or if it hits an enemy that’s too strong (bosses and mid-bosses), in which case a huge ball whose size varies according to the chain value will be created and flown towards your current position.
The catch with the seals is that they behave according to the current element/shot type (dictated by your current character choice). Wind and light seals tend to drift up, ice seals plummet heavily and fire seals fall slower. Therefore, optimal seal types are preferred in certain situations – pursuit of an ice seal in open space is extremely difficult, for example. Furthermore, response to shots during pursuits varies depending on the element type. Ice seals are also heavier to carry, and it's easy to notice how the character goes down faster while holding one.
Command Moves
Cotton Boomerang is similar in some respects to Ai Cho Aniki in that it mixes Fighter-esque command moves into the mix that can be quite powerful/useful. Some examples:
These command moves contribute to increased chaining as well, and can greatly affect your overall scoring.
There are others as well, but I am still trying to find them. If anyone has links to a complete move list for CB (not C2) on the net, shoot me a pm please!
Details of Scoring
Enemies
Small: 100
Mid-Boss: 50,000
Boss: 100,000
Boss Part: not sure
Shot (punched): 100
Formation Bonus: see below
You get a formation bonus of several k points for shooting up certain enemy formations. You get the bonus only if you destroy the last enemy in the formation with normal shot or (Idol/Change) bomb (not command shot or seal).
Chains
Chain Bonus (per 10th step): 500 x step# (up to 100k)
Quick Chain: 1,000 per step
Technical Bonus (end of stage): 1,000 per step
Pursuit
Hit: 100
Pursuit Bonus (per 10th hit): 100 x hit# (up to ??)
Items
Idol Bomb: 10,000 + 1,000 per hit
(thrown) Crystal Hit: 10,000
Level Bonus: 10,000
Excess Barrier: 10,000
Excess Change: 10,000
Willow: 1,000 per Chain step + 100 per Pursuit hit
Change Bonus (end of stage): 10,000 each
Tea Time
Get Grey/Red (Attack Bonus): 1,000
Shoot Grey: 500
Shoot Red: 1,000
Get White: Revival or 50,000
Shoot White: not sure
Secret Bonus: (stage# + 1) x 50,000
Probably one of the most (if not THE most) important aspects of the game is the seal button. You use it to capture enemies (of potentially *any* size) in a bubble (the seal), which can then be picked up by your character.
While holding the seal press shoot to throw it forward, hold the seal button to put it in front of you. This seal can be used in two different ways: (1) defeat and seal further enemies by hitting them with the current seal, thus increasing the chain value for progressively higher rewards; (2) release the seal and hit it with regular shots in what’s called “pursuit” to increase a shot counter for more bonuses.
The seal disappears/expires if it’s left untouched for too long or if it hits an enemy that’s too strong (bosses and mid-bosses), in which case a huge ball whose size varies according to the chain value will be created and flown towards your current position.
The catch with the seals is that they behave according to the current element/shot type (dictated by your current character choice). Wind and light seals tend to drift up, ice seals plummet heavily and fire seals fall slower. Therefore, optimal seal types are preferred in certain situations – pursuit of an ice seal in open space is extremely difficult, for example. Furthermore, response to shots during pursuits varies depending on the element type. Ice seals are also heavier to carry, and it's easy to notice how the character goes down faster while holding one.
Command Moves
Cotton Boomerang is similar in some respects to Ai Cho Aniki in that it mixes Fighter-esque command moves into the mix that can be quite powerful/useful. Some examples:

These command moves contribute to increased chaining as well, and can greatly affect your overall scoring.
There are others as well, but I am still trying to find them. If anyone has links to a complete move list for CB (not C2) on the net, shoot me a pm please!
Details of Scoring
Enemies
Small: 100
Mid-Boss: 50,000
Boss: 100,000
Boss Part: not sure
Shot (punched): 100
Formation Bonus: see below
You get a formation bonus of several k points for shooting up certain enemy formations. You get the bonus only if you destroy the last enemy in the formation with normal shot or (Idol/Change) bomb (not command shot or seal).
Chains
Chain Bonus (per 10th step): 500 x step# (up to 100k)
Quick Chain: 1,000 per step
Technical Bonus (end of stage): 1,000 per step
Pursuit
Hit: 100
Pursuit Bonus (per 10th hit): 100 x hit# (up to ??)
Items
Idol Bomb: 10,000 + 1,000 per hit
(thrown) Crystal Hit: 10,000
Level Bonus: 10,000
Excess Barrier: 10,000
Excess Change: 10,000
Willow: 1,000 per Chain step + 100 per Pursuit hit
Change Bonus (end of stage): 10,000 each
Tea Time
Get Grey/Red (Attack Bonus): 1,000
Shoot Grey: 500
Shoot Red: 1,000
Get White: Revival or 50,000
Shoot White: not sure
Secret Bonus: (stage# + 1) x 50,000
Anyways, now that the text wall is out of the way, Game on!
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