This isn't a guide to scoring in Deathsmiles, nor is it a review of Deathsmiles. It's just an attempt to reconstruct the scoring system as a big picture that is neither as cryptic as the manual nor as prescriptive as a guide.
When it comes to score in modern arcade shooters, the classic question is always "does it really need that many zeroes?". When I started playing Deathsmiles, I was reaching the final boss with scores around 3 million, wondering why the extends were sitting up at 20 and 45 million. After taking a few minutes to read the manual, I was instantly able to adjust my play such that I was grabbing both extends and reaching that same finale with scores over 50 million. What's odd about this is that it didn't at all involve dying less or killing more enemies, and barely even affected my routes on screen - the initial change was completely orthogonal to the core survival challenge of the game.
Scoring in Deathsmiles is driven entirely by the collection of point items dropped by enemies; drastic variability in scoring derives from the player's ability to determine how many points each item is worth. This stems from a transformation dynamic; in Normal state, the player will be collecting items worth hundreds of points, and thus only total a six- or seven-digit score (hundreds of thousands or millions). In the transformed state, aka Power-Up Mode, the same items are worth thousands and tens of thousands, and will thus accumulate to eight- or nine-digits (tens or hundreds of millions). Therefore, scoring in a Normal state will be completely drowned out by Power-Up scoring and ultimately does not matter. A single 30-second burst of Power-Up at the beginning of stage 2C (the volcano) can score twenty times as much as an entire single-credit playthrough without it, and serves as a good illustration of how useful this technique can be (incidentally, the manual points out this location explicitly).
Anyway, the way it works is that you have an Item Counter, 0-1000. Picking up point items dropped by killing enemies increases the counter; when it reaches 1000*, press B to go into Power-Up Mode. While powered up, the counter gradually decreases, and at 0 the player returns to Normal. There is no way to prematurely exit the state, but it (and the counter value) do carry over between levels (i.e., if the player kills a boss in Power-Up with their counter at 350, they will start the next stage in Power-Up with their counter decreasing from 350). The Power-Up state lasts about 30 seconds, during which: 1.) player shot coverage and damage is substantially increased 2.) collecting items will not increase the Item Counter, and 3.) the score value of items is compounded with an additive modifier (Overall Counter) which continues to increase as more items are collected, thus creating an exponential effect (each item increases the score AND increases the value of the next item). The modifier, Overall Counter, doesn't exist outside Power-Up and is reset to 0 each time Power-Up ends*; it's therefrom implied that this modifier, and thus the quantity of items collected during Power-Up, is the key to scoring.
As long as the Item Counter sits at full (waiting to be deployed for Power-Up), the player character will be in Fever Mode. In this state, all enemies drop crowns (the most valuable point item). The Overall Counter also becomes active, but builds very slowly. Fever Mode does not affect any gameplay aspect outside of score, and will continue indefinitely as long as the player doesn't Power-Up or take damage. It mostly acts as a way to prime the Overall Counter while waiting for a planned transformation opportunity; there isn't any strong incentive to stay in Fever (it scores worse and leaves the character weaker than Power-Up), and the incentive to reach it is redundant with the incentive to reach Power-Up*. That said, supposedly the proest of the pros play the entire game in Fever and never use Power-Up, benefiting off the long-term Overall Counter growth.
The type and number of point items dropped by an enemy is determined by the enemy type and which weapon it's killed with - rapid, focus, or lock-on shot. Each enemy has a defined 'weakness' that has to be discovered via experimentation; that is, a specific shot type that generates extra items (rather than doing extra damage). You'll usually see dozens of instances of each enemy in its given habitat, so deducing weaknesses isn't too hard until things get frantic at the end (actually remembering them can be a bit tougher - and I would swear a few enemies have different drops for different player characters). Of course, there are also practical/survival incentives for using different shot types, so this sets up a balancing act for the player. (Mushihimesama Futari has a similar, simpler system: when the item counter is Blue, use focus fire to get the most items, when it's Green, use rapid fire; the color alternates at fixed counter values).
There are three types of point items of increasing value: skulls, tiaras, and crowns, the last of which only appear in Fever or Power-Up modes. Items fall to the ground from the point where they're spawned; upon landing, the larger items break into a multitude of skulls. Each item collected adds to two independent sums simultaneously: the player's score and the Item Counter (in Normal state) or the Overall Counter (in Fever or Power-Up)*. Probably the most confusing aspect of the game is that a collected item adds a different value to each of the aforementioned sums, e.g. a skull adds (+1) to the Item Counter, (+100+OverallCounter) to score, and something like (+log(OverallCounter)) to the Overall Counter, while a tiara adds (+5) to the Item Counter, (+800+OverallCounter) to score, and the same (+log(OverallCounter)) to the Overall Counter. So at an Overall Counter value of 250, three skulls = 3*(100+250) = 1050 are worth the same amount of points as a single tiara = 1*(800+250) = 1050, and are worth three times (3*(log(250) compared to 1*(log(250))as much to the Counter itself, which will increase the value of the next pickup. Since a tiara breaks into three skulls upon hitting the ground, this means that in Fever or Power-Up, it's better to let it break apart before collection - i.e., the highest quantity of items drives the highest score.
It's definitely complicated, but it's not AS complicated as it at first seems, due to the confusing presentation. The Item Counter should just be a super meter, because presenting a number so prominently suggests that the numerical value matters, which it does not (all the player needs to know is whether it's full and how soon it will be); the Overall Counter should be named something like Item Bonus, because it does not count anything "overall", in fact doesn't really count (the rate at which it increases is exponential), and sounds too much like Item Counter; the Overall Counter should be displayed where the Item Counter* is such that the player can actually read it (presently it's displayed as a +XXXX next to the item acquired, meaning it's in the middle of the gameplay area and somewhat hard to track), and enemies should somehow indicate that you killed them with the correct weapon (e.g. in MushiF, using the right weapon generates large gems and the wrong one small gems. In Deathsmiles it's more like the weakness gives you 3 crowns and 2 skulls, and the wrongness gives you 5 tiaras, so you need to mentally track your expected reward while determining weapon choice).
Overall it's well done, if maybe a little too meta-level for my tastes. It all comes down to deploying Power-Up at the right time, something that carries over between levels and therefore creates suspension (especially with a level select in play), yet also is self-contained enough that the barrier for entry to experimentation is low (you can totally butcher or totally ace the early stages and still get consistent results later). Contrary to my first impression, the counters do tie survival strategies to scoring, both because they can be exchanged for weapon power and because the type-weakness aspect of enemies is a counterpoint to which weapon might seem practically useful. The stage design is a bit monotonous and the bosses are too easy until they're too hard, but turning up the rank helps a little. Still, it's the abstract systems that drive a game like this, not the design.
*See MBL
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