* You can store more supers.
* Dropping a chain does not punish your counter
* Bombing and dying however - do. (By different amounts)
* Shooting enemies with the c-shot results in more coins being produced
* Point blanking still allows you to shave coins
* While your chain meter is above 50% - the value of coins goes up
* While hypering, the value of coins is the best
Chain < 50% = Small Gold Coins
Chain > 50% = Platinum Coins (Big blue N's)
Using Super = Giant gold coins
Using hypers will drive your rank up, no-miss will also drive your rank up. In addition, your counter will contribute to rank... which brings me to:
Your counter carries between stages - as it originally did, hence the massive gap between extends that I basically forgot to fix for the last build - however you no longer receive the 9999 bonus at the end of a stage
* Small gold adds +1 to your counter
* Platinum adds +2 to your counter
* Big Gold adds +3 to your counter
Bomb costs: 30% of counter (so 10,000 drops to 7,000).
Death costs: 45% of counter (so 10,000 drops to 5,500).
Examples:
At 10,000 counter - if you bomb you sacrifice 1.5m, but keep your no-miss bonus. As your counter drops to 7000, you still have 3.5m of score left and you can recover. Good trade.
At 10,000 counter - if you die you sacrifice 2.25m and lose the no miss bonus aswell as reduce life stock score by 1. Dying is never a good trade.
Using normal mode as an example with a counter of 10,000 earned per stage... (ignores the bomb stock and life stock bonus which are quite small)
(so stage 1: 10,000 - stage 2: 20,000 - stage 3: 30,000 and so on)
I'm planning to put the extends as follows - based on peoples performance in the old version (Keep in mind that collection was still the largest source of score):
1st Extend - 100,000,000 - Standard Extend
2nd Extend - 600,000,000 - Taitoaplan Extend
3rd Extend - 1,250,000,000 - Emuser Extend