Sanae is VERY VERY RARE. Ive put the full abuse mode and she hasnt appeared after 10 minutes. Patche realizes that you are gonna hurt her if you keep the hammer near. She asks you to stop it... Meiling also does this but she cries instead. Sanae also does this but she tells you that Sanae is a good girl. She never puffs up.
That's what the Gensokyo Population is made of. Nothing is what it looks like, Nothing is what you think it is like, Nothing is what others say it's like, It just a bunch of lies and slander that doesn't make sense.
Not even lacking common sense will help you there.
Kiri said: so...what's the purpose of the game? Just smashin' them and racking points? Not that I'm complaining...
You have to smash trash manjuus (usually low quality Reimyus and Marisas) to keep up the mothers' stress level (below the red bar), producing higher quality baby manjuus. But don't max it out or she'll die. If the red bar (anko/bean paste) reaches zero, she'll also die. You can briefly enter Turbo mode by pressing a certain button (Ctrl? Alt? Shift? I forget), but her stress will get erratic once it wears off. Also, it's possible to control the birthing speed, but again, I forget what keys you'd have to press.
Downloaded and extracted, but it says I'm missing a file named "d3dx9_30.ddl". Had a similiar problem with the yukkuriarium game's latest updates. Solutions?
yeah, google for d3dx9_30.dll and download it, this can be applied in general dll and other kind of files missing, I think its because this was made on japanese/chinese/whatever and they use things we dont.
Okay, here's my best shot at instructions. A month late, but hopefully it helps future viewers.
The red gauge is anko (bean paste), as mentioned, and the blue gauge is stress. The Reimu loses a little anko every time she births, but regenerates it gradually. You can configure the birthing speed with the up/down arrow keys. The current speed is shown in the 1-5 gauge. At speed 2, she recovers exactly enough anko between births to keep her current amount more or less stable, fluxuating between her just-gave-birth low and about-to-birth high. At speed 1, she actually gets enough time between births to regain anko. At 3 and faster, she suffers a net loss (the more frequent the births, the more rapid the loss). Managing birth rate and anko loss is one of the three major game mechanics. If she runs out of anko, you lose.
The sign with the yukkuri types shows point values for each yukkuri. Simple enough. When a koyukkuri reaches the end of the line intact, you get the indicated amount of points (doubled or tripled if they were born with a multiplier - see below).
The blue stress gauge is where the mallet comes in. Every time you hit (not necessarily kill) a koyukkuri, the Reimu's stress gauge climbs. The gauge reduces again fairly rapidly over time. If at any time it maxes out, however, you lose. There are two 'notches' on the gauge, x2 and x3. You can tell when you've passed a notch as it changes color past that point. While her stress is at these levels, the ko's she births gain a point multiplier, shown floating next to them. These ko's retain their multiplier even if her stress level drops.
Smashing ko's (left click) is the main mechanic of the game. A ko who has even been damaged will not yield any points when they reach the end of the line. Most of the time you can hit any given koyukkuri at least twice. They are only fully "dead" and no longer smashable when they become completely flattened. Thus, it's better to re-smash a partially smashed koyukkuri when possible, rather than ruining a new one (unless that's all you're here for). Sometimes a blow smashes them more partially. This is the one mechanic I remain unsure of. I do not know if it is purely luck based or if the placement of your swing has anything to do with it. A ko that is only partially smashed can take two more swats before it's flattened. Every time you hit a ko, the mother's stress gauge jumps upward, helping to boost you toward multipliers.
Lastly, the pinkish/purplish fluid can be injected into the Reimu with a right click. You get three doses per game. While it is in effect, she gains a similar colored overcast and her stress gauge no longer depletes. It will still increase if you smash ko's, however. The downside to using this is that when its effect wears off, her stress gauge destabilizes slightly, wavering more erratically up and down. Having it go up at all instead of just down may sound like a good thing, but if it climbs unexpectedly while you're already on the edge, it can cost you the game. This "wavering" effect disappears if she is injected again, but when the injection wears off, it comes back even stronger.
So, you have three things to manage: Which koyukkuri you smash (and when), birthing rate, and use of the purple fluid. The main strategy involves keeping her birthing in as high a stress mode as you can manage, without killing her off. It might be advantageous, if you want to go for a major point grab, to dose her up with the purple fluid, max out her stress to the x3 level, and max out birthing rate, thus causing her to rapidly birth x3-multiplier ko's. One of the most frequent judgment calls you'll have to make is which to smash. While x1-quality Reimus are the obvious choice, being the lowest scoring, at some point you might have a Youmu and Chen on the belt and be just one smash away from x3 multiplier. Do you swat that relatively high-scoring Youmu on the chance that she'll pop out an equal or higher quality koyukkuri at a higher multiplier? Is it worth it to use the purple stuff to stabilize her stress once you get it up there? Will this swat push her stress too high and kill her?
Surprising amount of depth for a sadism-exorcising game, isn't it?
Oh, three other things. When you run out of time or anko, or max out Reimu's stress gauge, you go to the score board. Here, you get your percentage of yukkuri scored (vs. smashed) (lower left), how many of each type you scored (upper right), and your final score (middle right) and letter grade (bottom right). I admit I am not sure what middle left number reflects or what the upper left comment means.
I think the "finality" of your smash depends on elevation. If you just barely hit the top of the ko, it's only slightly smashed. If you hit more toward the middle, it's mostly smashed. And if you hit near the bottom, it's instantly fully smashed. Each ko has three phases of damage. Lower hits just skip to a specific phase. This means it's most efficient to try to hit them as "shallowly" as possible, getting up to three hits out of each ko. That way you can get the most stress increase with the fewest ko's sacrificed. So there's a fourth game mechanic of precision as well.
Lastly, after the title screen, you can choose either a regular game (top option, blue text) or what I completely unofficially dub "sadism mode", wherein you have no time limit or lose conditions. Enjoy!