Difference between revisions of "My Little Pegasus: Kizuna DoPonyPachi"
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|title = My Little Pegasus: Kizuna DoPonyPachi | |title = My Little Pegasus: Kizuna DoPonyPachi | ||
|background = #f8f8f8 | |background = #f8f8f8 | ||
− | |image = MLPegasus-KizunaDoPonyPachi_title. | + | |image = MLPegasus-KizunaDoPonyPachi_title.png |
|width = 555px; | |width = 555px; | ||
|imagecaption = | |imagecaption = | ||
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When the Hit count timer runs out, the max combo will be set. | When the Hit count timer runs out, the max combo will be set. | ||
+ | |||
+ | When a stage is cleared with 2 bombs, 1 bomb or no bombs, the stock will be set back to 3 on the next one. | ||
== Controls == | == Controls == | ||
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|- | |- | ||
{{!}} colspan="6" rowspan="1" | [[File:MLPegasus-KizunaDoPonyPachi_Fluttershy.png|200px|frameless|left]]<br> | {{!}} colspan="6" rowspan="1" | [[File:MLPegasus-KizunaDoPonyPachi_Fluttershy.png|200px|frameless|left]]<br> | ||
− | • '''Shot type: ''' | + | • '''Shot type: '''Wide'''<br> |
• '''Bomb: ''' Rage Butterfly Cannon<br> | • '''Bomb: ''' Rage Butterfly Cannon<br> | ||
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{| class="wikitable" style="width:100%;" | {| class="wikitable" style="width:100%;" | ||
|- | |- | ||
− | | [[MLPegasus-KizunaDoPonyPachi_Items.png|center]] | + | | [[File:MLPegasus-KizunaDoPonyPachi_Items.png|center]] |
|- | |- | ||
|} | |} | ||
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The game has two types of 2nd loop, Tsuujou and Ura, and here are the requirements: | The game has two types of 2nd loop, Tsuujou and Ura, and here are the requirements: | ||
*Tsuujou: 1cc 1st Loop. | *Tsuujou: 1cc 1st Loop. | ||
− | *Ura: No-Miss 1st Loop | + | *Ura: No-Miss 1st Loop. |
+ | |||
+ | Tsuujou 2nd loop makes patterns harder, while Ura is way more harder and potentially leads to the TLB. | ||
== References & Contributors == | == References & Contributors == |
Latest revision as of 23:07, 7 February 2025
My Little Pegasus: Kizuna DoPonyPachi is a fanmade shmup by Giest118 in GameMaker. It´s a CAVE styled shmup based on Generation 4 of the My Little Pony franchise.
For replay videos, visit the Video Index.
Contents
Gameplay Overview
Features almost similar gameplay style like Trigonometry Wars. The game combines some mechanics, the Ketsui chip system (with a little taste of the Blue Wish item stystem) and the DDP Hit system.
During boss fights, the item counter will start to go down.
When the Hit count timer runs out, the max combo will be set.
When a stage is cleared with 2 bombs, 1 bomb or no bombs, the stock will be set back to 3 on the next one.
Controls
If playing with controller and want to use d-pad, make sure to use Joytokey to map the d-pad with the directional keyboard keys
- Z key / A button: Normal shot
- X key: Focus shot
- C key / X button: Bomb
- Esc key / Y button: Pause
Characters
Rainbow Dash | |||||
---|---|---|---|---|---|
• Shot type: Narrow |
Fluttershy | |||||
---|---|---|---|---|---|
• Shot type: Wide |
Scoring
Scoring is divided in many parts:
- Creating a Hit count.
- Collecting items based on proximity.
- Boss phase bonus multiplied by max Hit count ╳ item count.
- Lives multiplied by ╳10,000
- Item count multiplied by ╳100
- Max Hit count multiplied by ╳100
- No-Miss´d a stage: 100,000
Item values
Loops
The game has two types of 2nd loop, Tsuujou and Ura, and here are the requirements:
- Tsuujou: 1cc 1st Loop.
- Ura: No-Miss 1st Loop.
Tsuujou 2nd loop makes patterns harder, while Ura is way more harder and potentially leads to the TLB.
References & Contributors
Contributors:
- Images and most info provided byJSAV2006STG(ABC)