Mushihime-sama Futari

Mushihime-sama Futari

released on Oct 27, 2006
by AMI

Mushihime-sama Futari

released on Oct 27, 2006
by AMI

Mushihime-sama Futari (虫姫さまふたり Mushihime-sama Futari?, lit. "Bug Princess Duo"), a bullet hell shooter by Cave, was released in arcades on October 27, 2006 and as a sequel to Mushihimesama. Mushihimesama Futari was released on the Xbox 360 in Japan on November 26, 2009. In April 2012, Cave released a port of the game on the iOS platforms, titled Bug Princess 2 (Mushihimesama was also released on the platforms titled Bug Princess).


Also in series

Mushihimesama Bug Panic
Mushihimesama Bug Panic
Mushihime-sama Futari: Black Label
Mushihime-sama Futari: Black Label
Puzzle! Mushihimetama
Puzzle! Mushihimetama
Mushihimesama
Mushihimesama

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Genres


More Info on IGDB


Reviews View More

M2 ShotTriggers please port this to modern consoles I beg of you.

CAVE at the top of their game with this one, probably second only to Ketsui to me in how much fun it is to play

this might be my favorite SHMUP so far. such perfect gameplay, music that fucks, world that fucks (INSECTS!!!). it's good, I can only recommend it

The soundtrack is surprisingly pretty killer and what little I could properly play of the game is more visually understandable and engaging compared to other CAVEs I've tried.

They made it even better than the first one! And the first one is already amazing.

Acredite em si mesmo e em sua hitbox

This is the first proper arcade shmup that I played, just to to test things out. I completed Original, Maniac and Ultra Mode in Novice, and Original Mode 1.5 with Abnormal Palm, without caring for score outside of getting the two extends (so only did light scoring in the first two levels).

The main gimmick (if you can even call it that) of Mushihemisama Futari is bullet cancelling, which creates this rhythm of “oh shit I’m going to die” to having the screen cleared, without having to spend a bomb, multiple times per level (with stage 2, 3 and 4 especially). It rewards good routing and makes for some exhilarating moments. Aside from this, the structure of the levels leaves something to be desired. Stage 1 and 2 are absurdly easy, with bullet patterns that are slow and not that dense, and you can get away with bad routing as long as you are decent at dodging. Stage 3 picks up the pace, but you get a huge jump in difficulty starting from the second half (if you played it you know exactly the spot). Stage 4 is pretty good, but it relies too much on popcorn flanking you from the side. Seriously, that’s like 80% of the stage. S5 suffers from the same problem as S4 (plus being a tad too long), but it’s a lot more chaotic, which can be viewed as both a good and a bad thing depending on who you ask to.
Proper routing is important but a lot of the time you can just wing it and try some crazy dodge, adding to the chaotic nature of the game, coupled with the insane slowdown during the more crowded parts of a stage and a OST that accompanies the action well. The game is also decently generous with bombs, allowing you to skip a lot of harder parts. Some bullet patterns are varied and interesting to dodge, even if I was expecting something a bit more crazy, while lots of them are very straightforward, even from the bosses. For these reasons Mushi Futari isn’t that hard, but Original Mode still remains engaging and will likely take more than a few hours to get the 1CC.

You can choose between 4 ship types, but the balancing leaves a lot to be desired. The two best ones are Normal Reco and Abnormal Palm, with Normal Palm having a weak laser (that you also need to adjust by moving up or down) and Abnormal Reco having absurdly high movement speed while using the laser, but also requiring you to lock onto an enemy while lasering and the lock on range is very small, meaning that if you want to let go of laser to slow down you’ll also need to come back to the enemy at basically point blank range in order to do damage. This sort of dance can be engaging in its own right, but I prefer the straightforwardness of Abnormal Palm and his broken laser.
As for scoring goes, the one in Original Mode is pretty interesting, requiring you to use the appropriate shot based on how many gems you got, and killing enemies at close range.

Lastly I’ll talk about the M2 port of this game done for the X360, which has lots of features but falls short in a couple of key areas. Novice Mode might be useful for getting inexperienced players into the genre, but it’s way too easy. You get autobomb and double the amounts of bombs, while also nerfing the bullet patterns to an absurd degree. I managed to clear all 3 modes first try, without really learning anything about the game. It would have been nice to have an option to activate autobomb even in 1.5, but no such thing exists.
Practice Mode is also kinda barebones. It features stage select and boss select, but there are no savestates nor the possibility of starting the stage at any other point, so practicing certain sections becomes a pain.

As a beginner friendly arcade shmup you could do a lot worse. Even if the difficulty curve, level structure and ship types (and even bullet patterns to a degree) could be better, the game is a blast to play throughout thanks to bullet cancelling and the insanity that comes on screen. Coupled with the great visuals and a unique setting that isn’t just giant mechs, it’s hard not to like Mushi Futari, even if you’re just starting out with shmups.