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		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=13913</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
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		<summary type="html">&lt;p&gt;GalactaRay: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and reenabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID Ok&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkills upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at maximum level. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase. During the overkill phase (called Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the more the boss gets damaged. The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 a listed above, rank 4-EX can be obtained for both type-s and type-c. The rank 4 at the bottom left of the HUB will be red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== True Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different True Last Bosses (TLBs). The tables below outline the hit and rank conditions for a TLB to spawn at the end of stage 7 boss. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The third TLB, Vier, can only be fought on Rank 4-EX at the end of stage 7. Vier is significantly harder than the other TLBs and can only be fought on Rule Mode. Vier appears on story mode after you have beaten her once in rule mode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  Practice ESY-ACD [??? 3]|| Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11974</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11974"/>
		<updated>2021-09-04T12:14:16Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: Rank Explanation added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. A jingle plays when you are able to raid an enemy &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift linked to Delayed Shift. During any stage you bullets that are cancelled charge the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled it releases an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with the Counter Shift level. During boss fight, the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullets. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can start overkilling bosses if they reduce their HP if they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues until the player take a hit or your ethereal shift runs out.  There is no long-term survival consequence to taking a hit during this overkill phase, the player loses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 a listed above, rank 4-EX can be obtained for both type-s and type-c. The rank 4 at the bottom left of the HUB will be red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== True Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different True Last Bosses (TLBs). The tables below outline the hit and rank conditions for a TLB to spawn at the end of stage 7 boss. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The third TLB, Vier, can only be fought on Rank 4-EX at the end of stage 7. Vier is significantly harder than the other TLBs and can only be fought on Rule Mode. Vier appears on story mode after you have beaten her once in rule mode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  Practice ESY-ACD [??? 3]|| Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11973</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11973"/>
		<updated>2021-09-04T11:56:43Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. A jingle plays when you are able to raid an enemy &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift linked to Delayed Shift. During any stage you bullets that are cancelled charge the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled it releases an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with the Counter Shift level. During boss fight, the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullets. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can start overkilling bosses if they reduce their HP if they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues until the player take a hit or your ethereal shift runs out.  There is no long-term survival consequence to taking a hit during this overkill phase, the player loses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different True Last Bosses (TLBs). The tables below outline the hit and rank conditions for a TLB to spawn at the end of stage 7 boss. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The third TLB, Vier, can only be fought on Rank 4-EX at the end of stage 7. Vier is significantly harder than the other TLBs and can only be fought on Rule Mode. Vier appears on story mode after you have beaten her once in rule mode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  Practice ESY-ACD [??? 3]|| Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11972</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11972"/>
		<updated>2021-09-04T11:56:23Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* True Last Boss Conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. A jingle plays when you are able to raid an enemy &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift linked to Delayed Shift. During any stage you bullets that are cancelled charge the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled it releases an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with the Counter Shift level. During boss fight, the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullets. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can start overkilling bosses if they reduce their HP if they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues until the player take a hit or your ethereal shift runs out.  There is no long-term survival consequence to taking a hit during this overkill phase, the player loses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Arcade&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different True Last Bosses (TLBs). The tables below outline the hit and rank conditions for a TLB to spawn at the end of stage 7 boss. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The third TLB, Vier, can only be fought on Rank 4-EX at the end of stage 7. Vier is significantly harder than the other TLBs and can only be fought on Rule Mode. Vier appears on story mode after you have beaten her once in rule mode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  Practice ESY-ACD [??? 3]|| Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11971</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11971"/>
		<updated>2021-09-04T11:53:28Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: Type-S TLB Table Added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
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|developer = TRIS-GRAM&lt;br /&gt;
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|program = TRIS-GRAM&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. A jingle plays when you are able to raid an enemy &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift linked to Delayed Shift. During any stage you bullets that are cancelled charge the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled it releases an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with the Counter Shift level. During boss fight, the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullets. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can start overkilling bosses if they reduce their HP if they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues until the player take a hit or your ethereal shift runs out.  There is no long-term survival consequence to taking a hit during this overkill phase, the player loses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Arcade&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different True Last Bosses (TLBs). The tables below outline the hit and rank conditions for a TLB to spawn at the end of stage 7 boss. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  Practice ESY-ACD [??? 3]|| Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11970</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11970"/>
		<updated>2021-09-04T11:37:27Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: Type-C TLB table added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. A jingle plays when you are able to raid an enemy &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift linked to Delayed Shift. During any stage you bullets that are cancelled charge the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled it releases an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with the Counter Shift level. During boss fight, the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullets. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can start overkilling bosses if they reduce their HP if they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues until the player take a hit or your ethereal shift runs out.  There is no long-term survival consequence to taking a hit during this overkill phase, the player loses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Arcade&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different True Last Bosses (TLBs). The tables below outline the hit and rank conditions for a TLB to spawn at the end of stage 7 boss. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  Practice ESY-ACD [??? 3]|| Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Stellavanity&amp;diff=11874</id>
		<title>Stellavanity</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Stellavanity&amp;diff=11874"/>
		<updated>2021-08-25T20:31:20Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: Redirected page to STELLAVANITY - Prelude to the Destined Calamity -&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[STELLAVANITY - Prelude to the Destined Calamity -]]&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11873</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11873"/>
		<updated>2021-08-25T20:03:36Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. A jingle plays when you are able to raid an enemy &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift linked to Delayed Shift. During any stage you bullets that are cancelled charge the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled it releases an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with the Counter Shift level. During boss fight, the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullets. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can start overkilling bosses if they reduce their HP if they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues until the player take a hit or your ethereal shift runs out.  There is no long-term survival consequence to taking a hit during this overkill phase, the player loses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  Practice ESY-ACD [??? 3]|| Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11872</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11872"/>
		<updated>2021-08-25T19:59:36Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* Shop menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. A jingle plays when you are able to raid an enemy &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift linked to Delayed Shift. During any stage you bullets that are cancelled charge the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled it releases an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with the Counter Shift level. During boss fight, the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullets. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can start overkilling bosses if they reduce their HP if they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues until the player take a hit or your ethereal shift runs out.  There is no long-term survival consequence to taking a hit during this overkill phase, the player loses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring for Beginners ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. To simplify the scoring system, this section will ignore the importance of overkilling whilst using the raid bug and overkill chaining. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb. Using more than one bomb is possible but not recommended initially.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  Practice ESY-ACD [??? 3]|| Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11871</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11871"/>
		<updated>2021-08-25T19:58:38Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* Type-S Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
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|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. A jingle plays when you are able to raid an enemy &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift linked to Delayed Shift. During any stage you bullets that are cancelled charge the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled it releases an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with the Counter Shift level. During boss fight, the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullets. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can start overkilling bosses if they reduce their HP if they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues until the player take a hit or your ethereal shift runs out.  There is no long-term survival consequence to taking a hit during this overkill phase, the player loses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring for Beginners ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. To simplify the scoring system, this section will ignore the importance of overkilling whilst using the raid bug and overkill chaining. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb. Using more than one bomb is possible but not recommended initially.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Discord member TCS=LEG (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11870</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11870"/>
		<updated>2021-08-25T19:55:32Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* Type-S Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. A jingle plays when you are able to raid an enemy &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei). This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullets. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can start overkilling bosses if they reduce their HP if they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues until the player take a hit or your ethereal shift runs out.  There is no long-term survival consequence to taking a hit during this overkill phase, the player loses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring for Beginners ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. To simplify the scoring system, this section will ignore the importance of overkilling whilst using the raid bug and overkill chaining. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb. Using more than one bomb is possible but not recommended initially.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Discord member TCS=LEG (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11869</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=11869"/>
		<updated>2021-08-25T19:53:44Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* Type-S Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
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&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. A jingle plays when you are able to raid an enemy &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei). This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullet. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The played can start overkilling bosses if they reduce their HP whilst they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues in Ethereal Shift the player take a hit or your ethereal shift runs out.  There is no long-term consequence to taking a hit, the player losses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring for Beginners ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. To simplify the scoring system, this section will ignore the importance of overkilling whilst using the raid bug and overkill chaining. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb. Using more than one bomb is possible but not recommended initially.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Discord member TCS=LEG (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=10571</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=10571"/>
		<updated>2021-06-17T16:00:54Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* Type-S Scoring for Beginners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei). This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullet. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The played can start overkilling bosses if they reduce their HP whilst they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues in Ethereal Shift the player take a hit or your ethereal shift runs out.  There is no long-term consequence to taking a hit, the player losses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring for Beginners ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. To simplify the scoring system, this section will ignore the importance of overkilling whilst using the raid bug and overkill chaining. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb. Using more than one bomb is possible but not recommended initially.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=10570</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=10570"/>
		<updated>2021-06-17T15:56:12Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* In Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei). This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullet. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The played can start overkilling bosses if they reduce their HP whilst they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues in Ethereal Shift the player take a hit or your ethereal shift runs out.  There is no long-term consequence to taking a hit, the player losses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring for Beginners ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. To simplify the scoring system, this section will ignore the importance of overkilling whilst using the raid bug and overkill chaining. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb. Using more than one bomb is possible but not recommended initially.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=10371</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=10371"/>
		<updated>2021-06-06T11:07:20Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
=== In Progress ===&lt;br /&gt;
Created the page. Will slowly add to it in the coming days. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei). This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullet. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The played can start overkilling bosses if they reduce their HP whilst they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues in Ethereal Shift the player take a hit or your ethereal shift runs out.  There is no long-term consequence to taking a hit, the player losses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring for Beginners ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. To simplify the scoring system, this section will ignore the importance of overkilling whilst using the raid bug and overkill chaining. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb. Using more than one bomb is possible but not recommended initially.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9381</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9381"/>
		<updated>2021-05-04T17:52:31Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* In Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
=== In Progress ===&lt;br /&gt;
Created the page. Will slowly add to it in the coming days. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei). This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullet. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The played can start overkilling bosses if they reduce their HP whilst they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues in Ethereal Shift the player take a hit or your ethereal shift runs out.  There is no long-term consequence to taking a hit, the player losses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9380</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9380"/>
		<updated>2021-05-04T17:50:40Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: Added information on Overkilling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
=== In Progress ===&lt;br /&gt;
Created the page. Will slowly add to it in the coming days. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Template_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei). This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullet. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The played can start overkilling bosses if they reduce their HP whilst they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues in Ethereal Shift the player take a hit or your ethereal shift runs out.  There is no long-term consequence to taking a hit, the player losses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9379</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9379"/>
		<updated>2021-05-04T17:47:24Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: Added basic information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
=== In Progress ===&lt;br /&gt;
Created the page. Will slowly add to it in the coming days. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Template_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei). This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift.  &lt;br /&gt;
&lt;br /&gt;
 ===&lt;br /&gt;
----&lt;br /&gt;
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different &amp;quot;styles&amp;quot; (for games that use them, such as ''[[DoDonPachi]]'') would also be included here. &lt;br /&gt;
&lt;br /&gt;
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Stellavanity_Title.jpg&amp;diff=9378</id>
		<title>File:Stellavanity Title.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Stellavanity_Title.jpg&amp;diff=9378"/>
		<updated>2021-05-04T17:43:13Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stellavanity Logo&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Stellavanity_Title_Screenshot.png&amp;diff=9377</id>
		<title>File:Stellavanity Title Screenshot.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Stellavanity_Title_Screenshot.png&amp;diff=9377"/>
		<updated>2021-05-04T17:29:55Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Title Screen for Stellavanity&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9348</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9348"/>
		<updated>2021-05-02T20:43:35Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* Type-S Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
=== In Progress ===&lt;br /&gt;
Created the page. Will slowly add to it in the coming days. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Template_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Game Title&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Dev here&lt;br /&gt;
|&lt;br /&gt;
|music = Person A&lt;br /&gt;
|&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
|previousgame = Previous game of the developer&lt;br /&gt;
|nextgame = Next game of the developer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei). This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift.  &lt;br /&gt;
&lt;br /&gt;
 ===&lt;br /&gt;
----&lt;br /&gt;
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different &amp;quot;styles&amp;quot; (for games that use them, such as ''[[DoDonPachi]]'') would also be included here. &lt;br /&gt;
&lt;br /&gt;
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9347</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9347"/>
		<updated>2021-05-02T20:43:18Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: /* Type-S Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
=== In Progress ===&lt;br /&gt;
Created the page. Will slowly add to it in the coming days. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Template_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Game Title&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Dev here&lt;br /&gt;
|&lt;br /&gt;
|music = Person A&lt;br /&gt;
|&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
|previousgame = Previous game of the developer&lt;br /&gt;
|nextgame = Next game of the developer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei). This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift.  &lt;br /&gt;
&lt;br /&gt;
 ===&lt;br /&gt;
----&lt;br /&gt;
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different &amp;quot;styles&amp;quot; (for games that use them, such as ''[[DoDonPachi]]'') would also be included here. &lt;br /&gt;
&lt;br /&gt;
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9346</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=9346"/>
		<updated>2021-05-02T20:41:33Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: A work in progress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
=== In Progress ===&lt;br /&gt;
Created the page. Will slowly add to it in the coming days. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Template_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Game Title&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Dev here&lt;br /&gt;
|&lt;br /&gt;
|music = Person A&lt;br /&gt;
|&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Release Date&lt;br /&gt;
&lt;br /&gt;
|previousgame = Previous game of the developer&lt;br /&gt;
|nextgame = Next game of the developer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple TLBs based on rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time. &lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.&lt;br /&gt;
* '''6''' Blade Gauge.&lt;br /&gt;
* '''7:''' The Characters stats &lt;br /&gt;
* '''8+9+10:''' Aspect of the UI that displayed additional information about the run. Can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade. &lt;br /&gt;
&lt;br /&gt;
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies. &lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo. &lt;br /&gt;
&lt;br /&gt;
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point&lt;br /&gt;
&lt;br /&gt;
Delayed Shift is a kakusei. This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems. &lt;br /&gt;
&lt;br /&gt;
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.&lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift.  &lt;br /&gt;
&lt;br /&gt;
 ===&lt;br /&gt;
----&lt;br /&gt;
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different &amp;quot;styles&amp;quot; (for games that use them, such as ''[[DoDonPachi]]'') would also be included here. &lt;br /&gt;
&lt;br /&gt;
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Stellavanity_Type-S.png&amp;diff=9344</id>
		<title>File:Stellavanity Type-S.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Stellavanity_Type-S.png&amp;diff=9344"/>
		<updated>2021-05-02T19:04:24Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Type-S Gauge Description&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=%E2%88%80kashicverse_-Malicious_Wake-&amp;diff=8549</id>
		<title>∀kashicverse -Malicious Wake-</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=%E2%88%80kashicverse_-Malicious_Wake-&amp;diff=8549"/>
		<updated>2021-04-05T17:31:06Z</updated>

		<summary type="html">&lt;p&gt;GalactaRay: Created the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a new page ===&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
=== Writing etiquette ===&lt;br /&gt;
* Write from a [https://en.wikipedia.org/wiki/Wikipedia:Neutral_point_of_view neutral point of view], avoid personal opinions and overly subjective explanations.&lt;br /&gt;
* Particularly when it comes to the inner workings of a game (e.g. scoring, rank system etc.), please confirm and double-check your statements, ideally backing them up with hard evidence. If you can't confirm something right away but have very good reasons to believe that it's true, please attach the tag &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{unconfirmed}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to the statement in question. This way, other people can work on this part and eventually confirm it.&lt;br /&gt;
&lt;br /&gt;
=== Current State of this page===&lt;br /&gt;
General information about ∀kashicverse is present. Pictures, strategy section, version/ release history and story are all missing. Information about Alternative Argument and Pandemonic Nightmare are also missing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Template_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Game Title&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Endless Shirafu&lt;br /&gt;
|&lt;br /&gt;
|music = Person A&lt;br /&gt;
|&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 30 November 2020 (Steam)&lt;br /&gt;
&lt;br /&gt;
|previousgame = Previous game of the developer&lt;br /&gt;
|nextgame = ∀kashicforce&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ∀kashicverse -Malicious Wake- ==&lt;br /&gt;
∀kashicverse is a doujin bullet hell developed by Endless Shirafu initially released in 2012. The latest version of the game released on Steam in 2020. The gameplay revolves around using special attacks (Methods) which the player can use through directional inputs. The story follows Ageha as she fights her fellow ‘Orchids’ and Malicious Wake. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
∀kashicverse uses four buttons: shot, shield, method input and a slow movement button. Unique to this game are methods, special attacks that can be used through directional inputs similar to fighting games&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z:''' Fires a normal shot. Uses a Methods (Version 1)&lt;br /&gt;
* '''X:''' Toggles Shield to be on or off&lt;br /&gt;
* '''C:''' Either allows a method to be inputted (Version 1) or uses a method based on prior inputs (Version 2). If Shift is held and this button pressed then bullet in a small area are slowed. For Version 1 this small area deployed whilst the player is inputting a method.&lt;br /&gt;
* '''Shift:''' Slow Movement.&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
----&lt;br /&gt;
*''' Dread Scissors (1 Method Gauge) ''': Unleashes a short-range melee pincer attack right in front of you. Click the method button twice to unleash Dread Scissors Act: 2. &lt;br /&gt;
&lt;br /&gt;
*''' Dread Scissors Act:2 (1 Method Gauge)''': Unleashes a short-range melee pincer attack right in front of you. Has a slightly wider range than Dread Scissors Act:1.&lt;br /&gt;
&lt;br /&gt;
*''' Annihilator: Chaser (2 Method Gauge)''': Fires a homing laser that destroys most enemies. Click the method button twice to use Annihilator: Stinger, and press the method button three times to use Annihilator: Seed. &lt;br /&gt;
&lt;br /&gt;
*''' Annihilator: Stinger (1 Method Gauge)''': Automatically target the nearest enemy in front of the player and then fires missiles towards that position. &lt;br /&gt;
&lt;br /&gt;
*''' Annihilator: Seed (2 Method Gauge)''': Fires several homing bits that stay on the screen for couple of second to damage enemies. At the end several bits will fire lasers. &lt;br /&gt;
&lt;br /&gt;
*''' Menace Rejector (2 Method Gauge)''': Powers up your main shot. Your main shot now slows bullets in front of you and eventually fires them back to the enemy.&lt;br /&gt;
&lt;br /&gt;
*''' Banish Blast (3 Method Gauge)''': Fires a weak bomb. You are invincible throughout the duration of this method.&lt;br /&gt;
&lt;br /&gt;
*''' Attractant Other (3 Method Gauge)''': Creates a decoy. Bullets that are aimed are instead fired to the decoy, and the decoy absorbs the bullet. The decoy fires absorbed bullets back to the enemy. Once its HP reaches 0 or the timer runs out the decoy explodes clearing bullets. &lt;br /&gt;
&lt;br /&gt;
*'''Jaunted Driver (4 Method Gauge)''': Upon using this method are reticule appears. Pressing the method button again teleports you to that location doing massive damage between both locations. The player is invincible for a short time after inputting this method.&lt;br /&gt;
&lt;br /&gt;
*'''Danger Prognosis (4 Method Gauge)''': Creates a giant area around the player that slows all enemy bullets and shows trajectory inside. It can also be used to block out lasers. Once this method ends all bullets inside the circle are fire out into the opposite direction that they were heading. You can end this method prematurely by inputting Banish Blast. &lt;br /&gt;
&lt;br /&gt;
*''' Eliminator (7 Method Gauge + 1 Eliminator Stock)''':  Turns the player into a invincible robot (Eliminator) that gains 4 new methods, one for each button. The Eliminator can only be used it is charged up, as shown in a % in the button right. Subsequent Eliminators take longer to charge up. Damage the eliminator takes reduces the time the player can spend in this form. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shield Mechanic ===&lt;br /&gt;
----&lt;br /&gt;
∀kashicverse uses a toggle-able shield inside of lives. When the shield is up the player can take multiple hits without dying. In ∀nother and ∀kashic mode the game ends if the player gets hit when the shield is down. The shield recharges overtime, the recharge is faster when the shield is down. When the shield is down the character gains two ‘wings’. Any bullets the pass through the wings increase the method gauge. The player gains 10x more ‘rate’ when the shield is down. At 0% the shield breaks and the player need to wait for the shield to recharge to 50% for the shield to be deployed again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Difficulties===&lt;br /&gt;
----&lt;br /&gt;
∀kashicverse has three different difficulties: ∀dvent, ∀nother, ∀kashic. ∀sterism is an additional toggle for all these modes which changes boss behaviour. Asterism gets removed if a continue is used.&lt;br /&gt;
&lt;br /&gt;
*'''∀dvent''': The easiest of the three difficulties. You unlock this mode after the first continue/ game over (UNCONFIRMED). Enemies fire the same pattern as in Another Mode, the main difference between Advent and Another Mode is the strength of the shield.&lt;br /&gt;
In Advent the shield starts at 500%, every 100% loss of the shield clears the screen of bullets, the player gains some invincibility frames and gains some method gauges. The shield gauge recovery rate is faster in this mode and you gain more energy if bullets graze your wings. If the player gets hit whilst the Shield is not deployed and the player is at 150% or more shield gauge then 250% of the shield gauge gets consumed and the game continues.&lt;br /&gt;
&lt;br /&gt;
*'''∀nother Mode''': The regular mode. The shield starts at 100%, every 50% the shield clears the screen of bullets, the player gains some invincibility frames and gains some method gauges (4 gauges at 50%, 8 gauges at 0%). &lt;br /&gt;
&lt;br /&gt;
*'''∀kashic mode''': The hard mode. In this mode bullets are faster and boss patterns change to become harder. Most enemies fire suicide bullets if killed by a normal shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ∀kashicverse focuses on getting a high rate and then killing high value enemies with the right scoring method. The formular is enemy value x rate x method multiplier. Below the you can find the method multiplier for each method. &lt;br /&gt;
'''Dread Scissors''': 4x to 6x. Around the blade, 4X. Centre of the blade, 6x&lt;br /&gt;
&lt;br /&gt;
*'''Annihilator Chaser''': 2x &lt;br /&gt;
&lt;br /&gt;
*'''Annihilator Stinger''': 3x&lt;br /&gt;
&lt;br /&gt;
*'''Banish Blast''': 2x &lt;br /&gt;
&lt;br /&gt;
*'''Attractant Other''': 2x if killed by decoy's bullets, 3x if killed by the decoys bullets fired from the back of the decoy.  4x if killed by decoy explosion &lt;br /&gt;
&lt;br /&gt;
*'''Jaunted Driver''': Between 4x to 20x, determined by distance between character's current position and reticle. Placing the reticle directly over your hitbox creates something very close to a 20x multiplier. &lt;br /&gt;
&lt;br /&gt;
*'''Danger Prognosis''': Between 3x to 16x. 3x if you time-out the field, 16x if you cancel it immediately after casting. Number of reflected bullets also affects this score. Enemies killed with the field have a multiplier of 4x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Eliminator Methods '''&lt;br /&gt;
&lt;br /&gt;
*'''Blitz Lancer''': 10x&lt;br /&gt;
&lt;br /&gt;
*'''Instant Punishment''': 12x&lt;br /&gt;
&lt;br /&gt;
*'''Velvet Mutilation''': 14x&lt;br /&gt;
&lt;br /&gt;
*'''Fatal Disaster''': 20x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* ∀kashicverse features references to many different shmups. For example: Cho Ren Sha, Darius, Hellsinker, Dodonpachi and Space Invaders! &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Video References ==&lt;br /&gt;
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If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
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== Other ==&lt;br /&gt;
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We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
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== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring rate verified by both Saint Mauve (https://www.youtube.com/watch?v=qyYPviD8qts) and いくえ (https://steamcommunity.com/sharedfiles/filedetails/?id=2377453487)&lt;br /&gt;
# Written by GalactaRay &amp;lt;nowiki&amp;gt;[[User:(GalactaRay)|(GalactaRay)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
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* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>GalactaRay</name></author>
		
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