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    Score Attack Mode Guide by Hiryu_no_Ken

    Version: 1.1 | Updated: 07/03/14 | Printable Version | Search Guide | Bookmark Guide

    Score Attack Mode Guide
    by Hiryu no Ken
    The information contained in this FAQ is intended to be free to read 
    and use. However, please do not plagiarize my writing - if you need to
    reproduce this information elsewhere, do it with your own words. If 
    for some reason you still find it necessary to copy my words, please 
    provide the proper credit.
    Table of Contents
    A. Opening
    A1. Version History
    A2. Thanks
    B. Differences from Adventure Mode
    B1. Goal
    B2. System
    B3. Scoring and Chaining
    B4. Getting Hurt
    C. Movement
    C1. Falling
    C2. Hit Stun
    D. Using the Kusari
    D1. Lift
    D2. Speed
    D3. Floating on Release
    D4. Using Enemies
    E. Power-Up
    E1. Power-Up Canceling
    E2. Collecting Scrolls
    F. Hyper Power-Up
    F1. Gaining and Losing
    F2. Canceling Properties
    This guide assumes some familiarity with the basics of the main part
    of the game, the Adventure Mode. If you haven't completed that yet,
    go do so - it teaches you fundamentals you'll need in this mode too.
    Many of the principles mentioned here can also be helpful if you're
    trying to reduce your stage times in Adventure Mode - just remember
    the elements that don't apply in each (you have to worry about things
    like spikes, switches, etc. in Adventure, but not here).
    A. Opening
    A1. Version History & Thanks
    06/02/2014: Version 1.1
    Almost two years after I first noticed I made a mistake, I'm finally
    remembering to update this - F2. has been changed from "No Canceling"
    to "Canceling Properties", as the Hyper Power-Up can actually be 
    cancelled if you get hit by a reaper. Do not know how I overlooked 
    this one. Nin2-Jump does have a Ver. 1.00 and a 1.01 after a patch, 
    but it's the same in both.
    02/12/2012: Version 1.0
    I don't fancy myself to be any kind of expert at this game, but with
    the lack of anything about how it works on GameFAQs or...anywhere,
    for that matter, I felt compelled to get something out there.
    Plus, I'm hoping that should there be someone out there that knows
    of things I'm missing, perhaps my blindness to this or that will
    encourage them to come forward and correct me.
    A2. Thanks
    - Zargon (Jean Rene Broe) - Being willing to double check some things
    and not throttling me for laughing at him for forgetting to finish the
    game at every opportunity.
    B. Differences from Adventure Mode
    The basics remain the same - jump, slow your jump by pressing the
    button again, use the kusari to latch onto things and propel yourself,
    kill enemies using Power-Up. The differences are big enough to
    require a different mindset though:
    B1. Goal
    Survive for as long as possible and rack up a big score along the way.
    Since the regular enemies are killable and as dumb and slow as ever,
    your main enemy here are the reapers, who are still invincible no
    matter what and will follow you around. They will appear periodically
    and up to three can appear at a time.
    (Although you can't kill them, you can push them away - see
    E1. Power-Up Canceling)
    B2. System
    -Hyper Power-Up: There's now a counter below your power meter that, 
    once it reaches 1,000 will say STANDBY - press the Power-Up button 
    during this and Hyper Power-Up will activate instead (see: F. Hyper 
    ---It works exactly the same way as Power-Up does, only it can't be
    canceled manually or by getting hit, and you get a more points.
    -Scrolls are not finite - they will regenerate once all on the stage
    have been collected (see: E2. Collecting Scrolls).
    -There are also things you can do in Adventure Mode, but never really
    needed to to get through it that are now essential here, chief among
    them being Power-Up Canceling (see: E1.).
    B3. Scoring and Chaining
    -You now collect food when killing enemies - onigiri (rice balls) when
    bumping into them while in super mode, shrimp tempura when attacking
    them from the chain weapon, and sushi when in Hyper Mode.
    At base, the groups of food you get are worth:
    Onigiri = 100 Points
    Shrimp Tempura = 300 Points
    Sushi = 1000 Points
    -Chaining: You now have a HIT counter whenever you kill an enemy. The
    higher the HIT counter is when you kill an enemy, the more food (and
    the more points) you get.
    ---It will slowly decrease when time passes between kills. 
    ---The chain will end instantly if you get hurt.
    B3. Getting Hurt
    You have three hearts just as in Adventure Mode, but getting hurt
    sucks a lot more for reasons beyond the obvious:
    -You lose a big chunk off your Hyper Power-Up counter. (About 200)
    -Your HIT chain will end instantly.
    -The damage animation you go into (see: C2. Hit Stun) may end up
    getting you stuck in a situation difficult to recover from.
    Most of your score comes from the Hyper Power-Up (how well you do 
    revolves around how many times you get this activated) and amped up 
    even further by Chaining. So whereas getting hit might be a "whatever"
    situation in Adventure, you don't want to get hurt in this. At all.
    C. Movement
    C1. Falling
    This is an important factor when you're running around. Consider:
    -When you're falling, you go very fast. Important for getaways.
    -Although there aren't any spikes, because you're going so fast, it's
    easy to fall on top of an enemy without time to move away. You have
    two basic options to deal with this:
    1) Press the jump button (multiple times even) to slow your descent.
    2) Activate Power-Up to kill anything you land on.
    -Since you're not going to want to lose your speed and it's good
    for keeping up a chain anyway, you'll almost always want to go with
    the second option, save for situations where you have no Power-Up
    -This does mean activating your Power-Up blind, which may seem like
    a waste, but see E1. Power-Up Canceling - you can just turn it off
    afterwards and not lose much meter.
    -Because the game hints at the location of reapers with the little
    cloud bubble, you'll always know where they are, so this scenario
    shouldn't be happening with them.
    C2. Hit Stun
    When you get hurt, you'll switch into a stunned frame of animation,
    during which you can move around. You'll also generally get bumped
    in one direction or another somewhat (similar to D3. Floating on 
    Release when using the kusari).
    This will also happen if you try to use the kusari on a shield which
    some enemies have or the shell enemy (see: D4. Using Enemies).
    The difference between the situations is after being hurt, you'll be
    invincible for the duration of the frame, but after a failed kusari
    toss you'll remain vulnerable.
    Things to keep in mind:
    -All normal actions do work during this animation - you can activate
    Power-Up, slow your descent with the jump button, and use the kusari.
    -You lose any momentum you may have had, since you're getting
    slightly bounced off the enemy instead.
    -This makes getting cornered especially bad, as that speed reduction
    coupled with getting bumped into a direction you may not want to go
    in can result in you getting stuck.
    -Post damage, although you're invincible for a time, it only last so
    long, meaning you need to use this opportunity to move away from 
    enemies so you won't just get hit again when it's finished.
    -It's easy to get flustered and change your mind on which direction
    you want to fall in, but not committing one way if you're right on top
    of enemies might waste the invincibility time while you end up not far
    from where you started.
    D. Using the Kusari
    Pressing X throws the kusari either forward or whatever of eight
    directions you're pressing. It connects with walls and anchors and
    sends you flying in that direction.
    Normally, it ignores enemies and will pass right through them. When 
    Power-Up or Hyper Power-Up are activated, it latches on to them, and
    you will kill them on contact (resulting in Shrimp Tempura for more
    points in Power-Up - you still get Sushi as expected in Hyper 
    You move much faster than usual when flying around using the kusari,
    making it an essential tool.
    D1. Lift
    Of course, you need this to lift yourself higher to navigate each
    stage and to get away from enemies. Things to keep in mind:
    -The anchor symbols all over the place may seem unnecessary, but
    using them instead of walls when you can is much faster. This is
    because you don't bounce off the wall once your body reaches it
    (see also: D3. Floating on Release).
    -In Adventure Mode, it often works fine just to mash the button to
    send out the kusari multiple times in order to scale a wall without
    having to go in any other direction. This is still sometimes handy in
    a pinch, but you'll want to avoid doing this for the most part as it's
    much slower than a clean swoop from a single wall/anchor connection.
    -This means it's worth your while to explore stages and find more
    efficient ways to lift yourself up in certain sections you'll need to.
    For instance, from the bottom of the Winter stage, if you have to go
    up and to the right, there's an anchor you can use, but then it seems 
    the only way to go further up is to latch onto the walls, a bit awkward
    and maybe requiring multiple throws. In fact, if you just throw it 
    straight up, you'll latch onto the ceiling just off screen and go right
    D2. Speed
    -As mentioned before, you move a lot faster when using the kusari, so
    remember you can use it not only to lift yourself up, but also 
    forward and even down.
    -Learning how much distance the kusari actually has is important for
    this reason - you'll get the hang of it just by messing around, so
    make sure to take the time learning the stages and don't be afraid
    throw it out in different ways to see how it sticks.
    -When you find yourself using it so often, it may seem like you're
    just flipping out of control - remember you can keep using it over and
    over to reposition yourself, but spamming it to scale a single wall
    is slow (and once again, see D3. Floating on Release).
    -Throwing it down is, of course, a great way to make quick escapes
    and quickly crash into enemies below you while Power-Up is active
    (often better than just letting gravity slowly drop you on them).
    You also won't bounce off the floor, as mentioned below in D3.
    D3. Floating on Release
    -When a zip along the kusari ends with your body hitting a wall,
    you'll bounce off the wall a little and briefly float.
    -This is of course excellent for getting over walls, allowing you to
    do so with only one throw. It also gives you some time to reposition
    yourself for another throw if necessary.
    -If you're just using it against a wall to move in that direction
    rather than get over the top of that wall though, it's a different
    -The time you're floating in the air, you're moving very slow and
    generally staying in the same place. Potentially dangerous. This is
    also why you'll usually want to use anchors instead of walls.
    -Throwing out the kusari again can make up for this, but this is
    another reason why anchors are preferable - they're positioned so
    when you use them, you'll be going in the same direction rather than
    having to reposition after a bounce. Plus, there's somewhere to go,
    which may not be the case from any random solid wall.
    -You'll still need to do single throws against walls to get around
    of course, so try to figure out where you can go during that post
    bounce float that'll get you moving faster.
    -If you find you really need to scale a wall using multiple throws,
    riding the bounce float between each throw will make it a bit faster.
    -It actually does not happen when throwing down and latching a floor,
    or throwing up an latching onto a ceiling. Something to keep in mind 
    when you need to make a clean escape.
    D4. Using Enemies
    -While Power-Up is active, you can latch on to enemies - not only
    effective for quicker killing, but also rushing around the screen
    and making snappy escapes that normally aren't possible.
    -Once again, remember, the reaper is invincible and the kusari will
    not work on them for latching either.
    -Three types of regular enemies cannot be latched on to: Ones with 
    shields on their top and bottom, ones with shields on their left and 
    right, and turtle shells. You cannot latch onto the shields on those
    enemies, but you can latch on to their body from the open part.
    Turtle shells cannot be latched onto at all.
    -When attempting to latch onto ones of the above enemies and
    failing, you won't take damage, but will go into a hit stun frame
    (see: C2. Hit Stun). 
    -Because of the shadow puppet aesthetic, every active sprite in the
    game (characters and scrolls) have a little handle sticking out at
    the bottom. In situations where you need to pop up quick, you may 
    only be able to see a handle above you, expect an enemy, and try to
    latch on to them. 
    Since you can't determine what exactly you're going to
    get, this can be risky should you be trying to make a desperate
    escape and end up hitting a shell. Be prepared to correct yourself
    and remember where the scrolls are. Otherwise, try to get a little
    higher before committing to another throw at whatever it is or
    rely on the stage itself and knowledge of it instead.
    There's generally no risk of running into a repear this way though,
    as after all the game hints where they are with the little cloud
    E. Power-Up
    When Power-Up is active, you will kill all regular enemies your body
    comes in contact with, yielding Onigiri for points. When you make
    contact while latching onto an enemy with the kusari, you get
    Shrimp Tempura for more points. Once again, reapers are invincible.
    Power-Up functions as it does when you have all your tools at the end
    of the main game:
    -Your power gauge slowly fills up on its own, but you get loads
    more by collecting scrolls.
    -Once active, the background will turn blue and the meter will 
    decrease. The blue background, actually a circle, will decrease in
    size around Nin-Ja as well to indicate you're running out of time.
    -It does not have to be full to activate, although you need a 
    minimum for it to turn on (and obviously it won't last long then).
    -You can actually cancel it by pressing the button again (see E1.
    You activate it two ways:
    1) Pressing the Power-Up button.
    2) Getting hit by a regular enemy who can be killed (not reapers)
    while you have the minimum meter to turn it on. This will happen
    instead of taking damage. It also carves off a huge chunk of the
    meter if you had a decent amount, though.
    Although it acts as a handy back up should you screw up, the meter
    reduction is bad news, so you always want to activate it manually.
    E1. Power-Up Canceling
    There are three ways to turn off Power-Up:
    1) Get hit by a reaper.
    2) Run out of meter, as it depletes naturally when active.
    3) Press the Power-Up button again to cancel it.
    Number 3 is what this section is about - it's a hugely important tool.
    -When canceling Power-Up manually, all enemies are pushed back away
    from your position. That includes reapers.
    -This can keep reapers away from you when they get too close to 
    escape from or are otherwise difficult to escape from.
    Very very very important.
    -You will find situations where doing it multiple times will keep 
    them at bay. However, they move fast enough that it will do that 
    and no more, and you still need to come up with a way to increase 
    the distance between you (usually by taking advantage of the kusari's
    speed boost).
    -It saves meter to turn it on to kill enemies, turn it off, then
    turn it on again when you need it. Although you'll be constantly
    pumped full of meter by scrolls (see: E2. Collecting Scrolls),
    not having meter just when you need it to keep reapers away can
    make all the difference in the world.
    -Before you become too cancel happy, remember that this blowback 
    works on all normal enemies. Although it's usually not far enough to
    adversely effect your chaining ability, turning it on and off over
    and over keeps them away from you, and may screw with perfectly
    good enemy kusari latching situations. It will knock ground based 
    enemies off of ledges.
    E2. Collecting Scrolls
    Although you do gain meter over time, it's very little, and so you
    need to be collecting scrolls to keep it up.
    -Scrolls do regenerate, but only after all in the stage have been
    picked up. Miss even one and the others will not reappear.
    -For this reason, you should be picking up all the scrolls you come
    -In order for this to work, this means you'll end up making laps
    around the stage in a big circle. This is also actually helpful in
    avoiding the reapers, as this'll keep them in the center of that
    big circle.
    F. Hyper Power-Up
    Exclusive to Score Attack Mode, you now have a Hyper Power-Up. Under
    your Power-Up gauge is a counter you'll see is usually in the 
    hundreds - when this reaches 1,000, it'll say STANDBY, and when you
    press the Power-Up button, it will instead activate Hyper Power-Up.
    This mode functions the same as Power-Up, except for the multi-color
    background and how killed enemies now yield Sushi, which grant many
    more points than usual. The bulk of your score will generally come
    from when you've activated Hyper Power-Up.
    Because of this, the game basically revolves around how often you're
    able to activate Hyper Power while alive and how big of a chain you
    have when you do.
    F1. Gaining and Losing
    -Your Hyper Power-Up counter increases when you kill enemies.
    -You lose a big chunk of it if you get hit.
    -When enough time passes and it's over, you will return to your
    regular state with nothing activated. Do note that because you'll
    actually still be gaining Power-Up meter during Hyper Power-Up,
    you'll be able to activate a normal Power-Up immediately afterwards
    should the situation call for it.
    F2. Canceling Properties
    -You cannot cancel Hyper Power-Up manually.  
    -The lack of the Power-Up canceling push back option (see: E1. 
    Power-Up Canceling) means you have to rely on other methods to
    escape from reapers, making life that much more difficult.
    -Since you can't control the rate you gain numbers on Hyper Power-Up's
    counter (short of not killing enemies, which means you'll just be 
    getting nowhere), this means you may find yourself in a situation 
    where you want to do a cancel but can't because it'll just activate 
    Hyper Power-Up instead. Be mindful to see how much you have on it and
    look out for when it says STANDBY (which fortunately they make
    hard to miss from the way it flashes).
    -While active, if you get hit by a reaper, it'll be cancelled, and a
    chunk of the Hyper Power-Up counter will be depleted (about 200-300).
    The counter will still continue to go down all the same, however. If
    you press to acivate it again while it's still going, the mode will
    resume. That means regardless of whether you opt to continue it, the
    counter will still deplete.
    If you have any questions, comments, or possible additions, feel
    free to e-mail me at hiryunoken7@yahoo.com. Make sure to mention
    the FAQ in the title.
    Copyright 2012 Hiryu no Ken
    All trademarks and copyrights referred to in this document are owned
    by their respective trademark and copyright holders.