Difference between revisions of "Espgaluda II"

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(Added a section on how to use Omake mode as a training tool. Deleted the empty Template data as it was not adding any value, and can be found on the main Template page.)
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== ( Insert Game Title Here ) ==
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== Espgaluda II Main Section ==
'''(Template Page)''' is a page that is dedicated to be easily copied and modified, in order to massively simplify the process of creating new '''game pages'''. The introduction to the player should be a simple, concise summary of the game, including information like release date, ports, and making sure to note who the developer is using [] brackets.
 
 
 
It's also important to note when games might contain specific cultural relevance, such as innovating on a new style of game, or excellent/poor critical reception.
 
 
 
The infobox (on the top right on this page) should contain all basic information about the game such as developer, people involved, release date etc. The image included should be the title screen of the game. You can change the color of the infobox and add a variety of other parameters. For this, please check the template page for the infoxbox: [[Template:GameInfobox]]
 
 
 
 
 
== Gameplay Overview ==
 
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.
 
 
 
=== Controls ===
 
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* '''A:''' Description
 
* '''A (Press):''' Description
 
* '''A (Hold):''' Description
 
* '''B:''' Description
 
  
=== Unlockable Secrets ===
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(Info here regarding Arcade, Black Label and Arrange modes.)
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If a game features unlockable modes, extras, secrets character etc. such as the Mahou characters in ''[[Battle Garegga|Battle Garegga]]'' or Strong Style in ''[[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' that are relevant to the basic system of a game, put these codes here. ''Otherwise, omit this section.''
 
  
=== Characters / Ships / Styles ===
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== Espgaluda II 'Omake Mode' as a Shmup training tool ==
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This section should include the characters or ships, if any, that the player can select in the game. Ideally, different "styles" (for games that use them, such as ''[[DoDonPachi]]'') would also be included here.
 
  
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.
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In the home ports of Espgaluda II*, clearing the main game (including Novice Mode, and credit feeding is OK) unlocks "Omake Mode" which translates to "Bonus Mode".
  
=== Weapons ===
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On the face of it, Omake Mode is a fun and easy mode of the game to mess around with for a short time.  
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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.''
 
  
=== Items ===
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'''However when approached correctly this mode provides an unparalleled Shmup training tool for players of any experience.'''
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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.
 
  
=== Rank ===
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Using a few simple strategies, players are able to practice and observe all of the patterns from Espgaluda II- acknowledged to be some of the most difficult of any Cave games- at the slower speed of 'Kakusei'.
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If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''
 
  
=== Loops ===
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(*home ports are on Xbox 360 and Nintendo Switch as at Feb 2022)
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If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''
 
  
=== Scoring ===
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=== Basics of Omake Mode for Training ===
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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.
 
  
== Strategy ==
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The player character is surrounded by an invisible circle within which any bullets will turn red. Let's refer to this as the 'Red Zone'. Any bullets in the Red Zone will be cancelled into Items (green gems and/or gold) when ANY enemy is destroyed. It does not matter which enemy shot the bullets. Any enemy destroyed will have all of the on-screen bullets that it fired cancelled into Items, regardless of whether they are in the Red Zone around the player.
<div style='text-align: center;'>
 
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''
 
</div>
 
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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.  
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The Kakusei gem count has a maximum value of 500. When entering Kakusei mode, all bullets within the Red Zone will be cancelled into Items. When exiting Kakusei mode MANUALLY (ie with gem count above zero) all bullets within the Red Zone will be cancelled into Items.
  
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''
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Defeating any section of a boss life bar while NOT in Kakusei will cancel the on-screen bullets into GEMS.
  
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There is no bomb button in Omake mode. Instead, any time the player is hit by a bullet, the Guard Barrier will be activated, and will continue to be 'held down' until the player hits the Kakusei button which ends it, or until the barrier gauge runs out. At that point the normal 'beam attack' of the Guard Barrier is fired. While the player character is surrounded by the Guard Barrier, any bullets within the small visible circle of the Guard Barrier are cancelled into Items, starting with Gems and proceeding to Gold when Gems reach 500. When the Gold counter reaches 1000, the Guard Barrier Gauge will be refilled by around 40%. If the gold counter reaches 1000 while the Guard Barrier Gauge is full, the player character will be surrounded by a special frame and all items collected will have 1000 added to their point value.
  
== Story ==
 
Basic story breakdowns, plot information, and endings are included here.
 
  
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.
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=== Kakusei Training in Omake ===
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== Development History ==
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Because of the frequency with which bullets are cancelled into Items in Omake Mode, the Gem counter will easily and quickly reach the maximum of 500 during the stage. Because of the length of time that 500 Gems will let the player remain in Kakusei, 500 is more than enough to last through the attacks of any larger enemy, and enough to last through most single sections of any Boss life bar.
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.''
 
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== Version Differences ==
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'''The player is therefore invited to proceed through the most difficult attacks in the game in full Kakusei mode, to practice and observe the patterns in slow motion.'''
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.
 
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== Trivia ==
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There are 3 simple methods that enable the player to extend the amount of time they spend in Kakusei, allowing them to see out almost the entirety of any Boss encounter in full slow motion.
* Cool facts and random tidbits go here!
 
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== Gallery ==
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* '''1)''' Shifting out of Kakusei in order to finish off any Boss life bar section will immediately refill the Gem gauge to 500, due to the amount of bullets cancelled plus some from the Boss sprite. Obviously this is not without risk as the bullets will speed up, but done carefully it should be relatively safe.
<div style='text-align: center;'>
 
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''
 
</div>
 
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== Video References ==
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* '''2)''' During any given pattern while in Kakusei, if the player feels that they are about to be hit and expend Guard Barrier Gauge, they can manually cancel out of Kakusei and quickly back in. This will cancel all bullets in the Red Zone twice, and provide a safety buffer without expending Guard Barrier Gauge. Doing this does accelerate the rate that the Gem count falls, but done sparingly it should not make a huge difference.
  
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.
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* '''3)''' When Gems have run out, the player can deliberately hit a bullet to activate the Guard Barrier and then charge through enemy bullets while invincible so that they are cancelled back to Gems. Done during a particularly dense pattern, and especially at point-blank above a Boss sprite, this will refill the Gems almost instantly. The player then has a choice of whether to cancel out of Guard Barrier and continue in Kakusei, or expend Guard Barrier to pump up the large Item Counter at the top of the screen which is important for scoring in Omake Mode.  
  
  
== Other ==
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=== Scoring in Omake ===
  
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.
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Scoring in Omake has some value in use as a training mode, as it will help to reach the Extends which in turn provide more Guard Barrier Gauge.
  
{| class="wikitable" style="float: right; margin-left: 10px;"
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Scoring is very simple: The value of the large Item Counter at the top of the screen will be added to every item picked up WHILE GEMS ARE AT 500. In other words, it acts as an incentive not to go into Kakusei where possible.
|-
 
! [[(Template Page)]]
 
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| put your stuff here
 
|}
 
  
== References & Contributors ==
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As the counter is re-set every stage, it makes sense to use the Guard Barrier on some large enemies early in the stage, to cancel their dense attacks into Item value. The player can then proceed with Gems at 500 and collect the Item Counter point value for every item received.
<small>
 
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.
 
# 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: <nowiki>[[User:(You)|(Your Name)]]</nowiki>
 
## 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.
 
  
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== Espgaluda II Other Sections ==
  
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].</small>
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(Other info here)

Revision as of 15:44, 15 February 2022

Espgaluda II (エスプガルーダII) is a bullet hell shoot'em up originally released by Cave in the arcades in 2005 as a sequel to Espgaluda. An Xbox 360 release, titled Espgaluda II Black Label, was released in 2010 in Japan.



Espgaluda II
Espgaluda II arcade flyer.jpg

Title screen

Developer: CAVE
Music: Person A
Program: Person B
Art: Person C
Release date: Release Date
Next game: Next game in a series

Espgaluda II Main Section

(Info here regarding Arcade, Black Label and Arrange modes.)

Espgaluda II 'Omake Mode' as a Shmup training tool

In the home ports of Espgaluda II*, clearing the main game (including Novice Mode, and credit feeding is OK) unlocks "Omake Mode" which translates to "Bonus Mode".

On the face of it, Omake Mode is a fun and easy mode of the game to mess around with for a short time.

However when approached correctly this mode provides an unparalleled Shmup training tool for players of any experience.

Using a few simple strategies, players are able to practice and observe all of the patterns from Espgaluda II- acknowledged to be some of the most difficult of any Cave games- at the slower speed of 'Kakusei'.

(*home ports are on Xbox 360 and Nintendo Switch as at Feb 2022)

Basics of Omake Mode for Training

The player character is surrounded by an invisible circle within which any bullets will turn red. Let's refer to this as the 'Red Zone'. Any bullets in the Red Zone will be cancelled into Items (green gems and/or gold) when ANY enemy is destroyed. It does not matter which enemy shot the bullets. Any enemy destroyed will have all of the on-screen bullets that it fired cancelled into Items, regardless of whether they are in the Red Zone around the player.

The Kakusei gem count has a maximum value of 500. When entering Kakusei mode, all bullets within the Red Zone will be cancelled into Items. When exiting Kakusei mode MANUALLY (ie with gem count above zero) all bullets within the Red Zone will be cancelled into Items.

Defeating any section of a boss life bar while NOT in Kakusei will cancel the on-screen bullets into GEMS.

There is no bomb button in Omake mode. Instead, any time the player is hit by a bullet, the Guard Barrier will be activated, and will continue to be 'held down' until the player hits the Kakusei button which ends it, or until the barrier gauge runs out. At that point the normal 'beam attack' of the Guard Barrier is fired. While the player character is surrounded by the Guard Barrier, any bullets within the small visible circle of the Guard Barrier are cancelled into Items, starting with Gems and proceeding to Gold when Gems reach 500. When the Gold counter reaches 1000, the Guard Barrier Gauge will be refilled by around 40%. If the gold counter reaches 1000 while the Guard Barrier Gauge is full, the player character will be surrounded by a special frame and all items collected will have 1000 added to their point value.


Kakusei Training in Omake

Because of the frequency with which bullets are cancelled into Items in Omake Mode, the Gem counter will easily and quickly reach the maximum of 500 during the stage. Because of the length of time that 500 Gems will let the player remain in Kakusei, 500 is more than enough to last through the attacks of any larger enemy, and enough to last through most single sections of any Boss life bar.

The player is therefore invited to proceed through the most difficult attacks in the game in full Kakusei mode, to practice and observe the patterns in slow motion.

There are 3 simple methods that enable the player to extend the amount of time they spend in Kakusei, allowing them to see out almost the entirety of any Boss encounter in full slow motion.

  • 1) Shifting out of Kakusei in order to finish off any Boss life bar section will immediately refill the Gem gauge to 500, due to the amount of bullets cancelled plus some from the Boss sprite. Obviously this is not without risk as the bullets will speed up, but done carefully it should be relatively safe.
  • 2) During any given pattern while in Kakusei, if the player feels that they are about to be hit and expend Guard Barrier Gauge, they can manually cancel out of Kakusei and quickly back in. This will cancel all bullets in the Red Zone twice, and provide a safety buffer without expending Guard Barrier Gauge. Doing this does accelerate the rate that the Gem count falls, but done sparingly it should not make a huge difference.
  • 3) When Gems have run out, the player can deliberately hit a bullet to activate the Guard Barrier and then charge through enemy bullets while invincible so that they are cancelled back to Gems. Done during a particularly dense pattern, and especially at point-blank above a Boss sprite, this will refill the Gems almost instantly. The player then has a choice of whether to cancel out of Guard Barrier and continue in Kakusei, or expend Guard Barrier to pump up the large Item Counter at the top of the screen which is important for scoring in Omake Mode.


Scoring in Omake

Scoring in Omake has some value in use as a training mode, as it will help to reach the Extends which in turn provide more Guard Barrier Gauge.

Scoring is very simple: The value of the large Item Counter at the top of the screen will be added to every item picked up WHILE GEMS ARE AT 500. In other words, it acts as an incentive not to go into Kakusei where possible.

As the counter is re-set every stage, it makes sense to use the Guard Barrier on some large enemies early in the stage, to cancel their dense attacks into Item value. The player can then proceed with Gems at 500 and collect the Item Counter point value for every item received.

Espgaluda II Other Sections

(Other info here)