Sine Mora/Strategy

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See (Template Page)/Strategy (Scoring) for routing and techniques that are primarily focused on achieving high scores. See (Template Page)/Strategy (Survival) for optimized safe routes, speed-kill strategies, and helpful information that prioritizes clearing the game over scoring high.

These two sections above only need to be included if the game in question has vastly different routes between playing for score and playing for survival. If there is not a major difference in routing, then scoring and survival strategies will just be included in the stage/checkpoint that it refers to.

Weapon Tier List
This is a section that doesn't necessarily need to be included, depending on the game in question. This section should be used to list out all strengths and weaknesses with the weapons in the game, and to sort of evaluate their general strength and usefulness. Ideally, every weapon should include a positive ( + ) and a negative ( - ).

(X) Tier: Weapon Name 


 * ( ~ ) Unique element of the weapon, nothing necessarily "better" or "worse" than any other weapon
 * ( + ) A positive aspect of the weapon that it does well, such as high damage, high refire, homing, etc.
 * ( - ) A negative aspect of the weapon, such as poor refire, low damage, weak homing, and the like.

Basic Strategy

 * Include some good "starter advice" for a player interested in playing this game.
 * It's probably not a bad idea to explain good "times" to take advantage of certain mechanics (such as, "leave lots of bullets on screen and then do a big cancel for big points").
 * Let the player know of some techniques in shmups that the player might have to apply, such as macro-dodging / micro/tap-dodging, how to maximize damage, etc.

Advanced Strategy

 * This section would contain particularly advanced gameplay techniques and more scoring information.
 * Ideally, this is information that you probably wouldn't tell someone who just picked up the game. Players looking at this section are typically aiming to reach the next level of play.

Enemy Overview
In this section, detailed information (if available) about all enemies, mid-bosses and bosses would be included on this page. Each enemy would be accompanied with a graphic, a score value (if available), and description of its behavior. For bonus points, include some clickable diagrams that showcase the behavior of the enemy! '' For games that have disassemblies and debug modes available, this would potentially be an interesting way to isolate enemy behavior and really show how it works! ''

Individual Stage Breakdown
There are 7 stages (+ Prologue tutorial) in Sine Mora, with each of the stages comprising of an A and B timeline. Surprisingly (at least during the Story mode) the stages often include missions from a different stage, therefore mixing timelines as well as stages at the same time (e.g. Stage III comprising of III.A and IV.B). Even more surprisingly, it somehow remains coherent.

During the Story mode they are organised into chapters, which are included in this list, where they are mentioned in the game.

Prologue (tutorial)
Simple affair. Tutorial stage that happens above Mirage Mountain that explains the mechanics and controls. Does provide background story for the main story though.

In the middle of the stage the player can choose between two routes:
 * for novice pilots – you continue flying through the open air and meet shielded ships that shoot spreading bullet patterns you need to weave through. The Speed Up capsule helps here a lot, but may not be required.
 * for advanced pilots – you navigate through the innards of a massive ship, flying through tight winding trenches. Using the Speed Up capsule at right times is essential for survival.

Is Story mode you are an unnamed pilot flying a GE-22 Liberator, with Seeker Missiles equipped as the sub-weapon. The time this takes place in is circle 1317, quarter 2, 22:337:95 IN.

Near Moneta Point (Stage I.A)
The boss of this stage is the Sentinel Hexapus, Kolobok.

In Story mode you are Lynthe Ytoo, piloting a yellow Merenstein VI with Zebaoth Driller equipped as the sub-weapon. The time this takes place in is circle 102, quarter 3, 15:12:15 ET.

Bokumono Undersea Prison Facility (Stage II.B)
The boss here is the Warder Submarine, Acridoidea.

In Story mode you are Ronotra Koss, piloting a GE-22 Liberator with Punk Spirit equipped as the sub-weapon. The time this takes place is circle 1380, quarter 2, 5:255:8 IN.

Bokumono Perimieter (Stage II.A)
The first boss here is the Mega Battleship, Scylla, and the second the Perimeter Watchtower, Melkor.

In Story mode you are Myryan Magusa, piloting a GE-22 Liberator with Gemini Drone equipped as the sub-weapon. The time this take place is circle 1380, quarter 2, 5:254:96 IN.

Moneta Point Research Base (Stage I.B)
The boss here is the Hyper Guardian Train, Matouschka.

In Story mode you are Akyta Dryad, piloting a Merenstein VI with Azimuth Battery equipped as the sub-weapon. The time this takes place is circle 102, quarter 3, 15:12:15 ET.

Losei Imperial AiBorg Factory (Stage III.A)
This stage features a very tough section where you need to stealthily and safely navigate through a tunnel where materials get propelled through. The main problem is staying hidden in the debris not to trigger the lasers, while also not crashing into walls. And through all of that you need to battle with the wind. Use on analogue sticks instead of a D-pad is very preferable here. Speed Up capsule helps a lot, but the section can be done also without it.

The boss here is the Alloy Selector Spider, Tsuchigumo.

In Story mode you are Durak, piloting a Merenstein VI with OA-62-Sonic Sword equipped as the sub-weapon. The time this take place is circle 22, quarter 2, 41:6:70 ET.

Cardinal Canyon, Losei (Stage IV.B)
The boss here is the Heavy Cutter Loader, Papa Carlo.

In Story mode you are Garai 74/22876, piloting a BS4-VR Soprano with A-B-C Cluster Bomb equipped as the sub-weapon. The time this takes place in is circle 1405, quarter 2, 9:211:02 IN.

Cardinal Canyon, Losei (Stage IV.A)
The boss here is the Ancient Predator, Libelle.

In Story mode you are Argus Pytel, piloting a GE-22 Liberator with Seeker Missiles equipped as the sub-weapon. The time this takes place in is circle 1284, quarter 1, 8:216:02 IN.

Losei Imperial AiBorg Factory (Stage III.B)
This stage is quite short.

The boss here is the AiBot Assembly Hall, Angrenost.

In Story mode you are Durak, piloting a Merenstein VI with OA-62-Sonic Sword equipped as the sub-weapon. The time this takes place in is circle 22, quarter 2, 41:6:52 ET.

Mirage Mountain (Stage V.A)
The first boss here is the Chameleon Cannon, Leonard and the second the Super Siege Cyclops, Steropes.

In Story mode you are Garai 74/22876, piloting a BS4-VR Soprano with Cluster Bomb equipped as the sub-weapon. The time this takes place in is circle 1317, quarter 2, 22:338:01 IN.

Tira, the Imperial Capital (Stage VI.B)
The boss here is the Extraordinary Airship, B630214.

In Story mode you are Lynthe Ytoo, piloting a Merenstein VI with Zebaoth Driller equipped as the sub-weapon. The time this takes place in is circle zero, quarter 1, 1:11:12 ET.

Tira, the Imperial Capital (Stage VI.A)
The first boss here is the Mega Battleship, Charybdis, and the second one the SSOB PU DEKCUF, Domus.

In Story mode you are Ronotra Koss, piloting a GE-22 Liberator with Punk Spirit equipped as the sub-weapon. The time this takes place in is circle 1517, quarter 1, 52:220:13 IN.

Mirage Mountain (Stage V.B)
The boss here is the Modified Observatory, Palladion.

In Story mode you are Myryan Magusa, piloting a GE-22 Liberator with Gemini Drone equipped as the sub-weapon. The time this takes place in is circle 1317, quarter 2, 22:338:16 IN.

Floating Fortress Siriad (Stage VII)
The boss here is the Project Defender, Ophan.

In Story mode you are Akyta Dryad, piloting a Merenstein VI with Azimuth Battery equipped as the sub-weapon. The time this takes place in is circle zero, quarter 1, 1:1:65 ET.