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{{GameInfobox
 
{{GameInfobox
|bordercolor = black
+
|bordercolor = #AD352C
|title = Shikigami no Shiro 3
+
|title = Chaos Field
|background = #BFC9DD
+
|background = #6BA0AC
|image = Shikigami no Shiro 3 - Logo (JP).png
+
|image = CField Title (Arcade).png
 
|width = 324px;
 
|width = 324px;
|imagecaption = Game Logo
+
|imagecaption = Arcade ver. title screen
|imagescalepx = 180px
+
|imagescalepx = 240px
  
|developer = Alfa System, Skonec
+
|developer = Milestone Inc.
 
|
 
|
|music = Youichi Shimamura, Kouta Nakashima
+
|publisher = Able Corporation
 
|
 
|
|releasedate = '''Arcade''' <br> '''JP''' : Feb, 2006 <br> '''Windows''' <br> '''JP''': 29, Sep 2006 <ref>http://www.alfasystem.net/game/shiki3/shiki3pc.html</ref> <br> '''X360''' : <br> '''JP''' : 13, Dec 2007<ref>http://www.alfasystem.net/game/shiki3/shiki3xb360_wii.html</ref>  <br> '''Wii''' <br> '''JP''' : 13, Dec 2007<ref>http://www.alfasystem.net/game/shiki3/shiki3xb360_wii.html</ref> <br> '''US''' : 13, May 2008 <ref>https://en.wikipedia.org/wiki/Castle_of_Shikigami_III</ref> <br> '''PAL''' : Cancelled
+
|director = Manabu Matsumoto
 
|
 
|
|previousgame = Shikigami no Shiro Nanayozuki Gensokyoku
+
|producer = Hiroshi Kimura
|nextgame = Sisters Royale
+
|
 +
|music = Kō Hayashi </br> Daisuke Nagata
 +
|
 +
|program = Jirō Hamaya </br> Manabu Matsumoto </br> Takahiro Kawachi
 +
|
 +
|art = Ryohei Murakami
 +
|
 +
|releasedate = '''Arcade''' <br> '''JP''' : 25 May 2004 <ref>https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref> <br> '''Dreamcast''' <br> '''JP''' : 16 December 2004 <ref>https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref> <br> '''GameCube''' <br> '''JP''' : 24 February 2005 <ref>https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref>  <br> '''US''' : 20 December 2005 <br> '''PS2''' <br> '''JP''': 21 December 2005 <ref>https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref> <br> '''Milestone Shooting Collection 1 (Wii)''' <br> '''JP''' : 10 April 2008 <ref>https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref><br> '''KO''' : 19 December 2008 <ref>https://www.mobygames.com/game/wii/ultimate-shooting-collection/release-info</ref> <br> '''US''' : 23 January 2009<ref>https://www.nintendolife.com/games/wii/ultimate_shooting_collection</ref> <br> '''Milestone Shooting Collection 2 (Wii)''' <br> '''JP''' : 30 December 2012 <ref> https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref> <br> '''Sakura Flamingo Archives (X360) ''' <br> '''JP''': 27, Nov 2014<ref>https://www.mobygames.com/game/sakura-flamingo-archives</ref>
 +
 
 +
|nextgame = [[Radirgy|Radirgy]]
 
}}
 
}}
  
'''Shikigami no Shiro 3''' (式神の城 III), also known as Castle of Shikigami 3 or Shikigami no Shiro Episode-3, is the third main installment in the Shikigami no Shiro series. Co-developed by Alfa System and Skonec (developers of Psyvariar and Homura), this game was initially released for the Taito Type-X arcade board in 2005, and then received multiple home ports on PC, X360, and Wii. The Wii port was localized by Aksys Games for the NA region. It was also supposed to be released by pQube for the PAL market, but this release ended up being cancelled.
+
'''Chaos Field''' (カオスフィールド) is a 2004 vertical-scrolling shoot-em-up arcade game developed by MileStone Inc. and published by Able Corporation. It was the first game developed by Milestone.
 
 
This game keeps most of the mechanics from the previous entries and also adds several new characters, as well as a brand new Hi-Tension Max system, which is similar to a hyper mode. This new mechanic and the more generous extend thresholds change the game's scoring dynamic from a primarily graze-based affair to a resource management-oriented playstyle with cycles of self-destructs for bombs and then consecutive Hi-Tension Maxes for score.
 
  
 +
The game consists entirely of boss battles, featuring five stages (called "Phases" in-game) with three bosses each. Each of the three player characters is equipped with a variety of weapons they can use to destroy each of the boss parts and perform bullet canceling combos for scoring. Furthermore, the player ships can flip the environment at will between two parallel dimensions named "Fields", including the titular Chaos Field.
  
 
__TOC__
 
__TOC__
  
 +
== Gameplay overview ==
 +
=== Basic info ===
 +
----
  
== Gameplay Overview ==
+
* Vertical game, but and regular 4:3 horizontal screen (Configuration also colloquially known as "vertizontal")
 +
* 1 player only
 +
* 8-direction movement and 3 buttons. Home ports can feature up to 5 buttons
 +
* Default extends are at 8 and 20 million points and there are two secret 1UPs
 +
* The player's life stock starts at 3, and is capped at 5
 +
* 5 stages. No loops. A full run lasts around 20 to 25 minutes
 +
* Continuing allows the player to change characters
  
* The game is played with an 8-way stick and 4 buttons. (Diagonal movement is not normalized in arcade-compliant settings)
+
=== Controls ===
 +
----
  
* Two people can simultaneously play
+
* '''A (Hold):''' Shot
 +
* '''B (Tap 1, 2, or 3 times):''' Sword
 +
** Tapping several times in quick succession will unleash a sword combo
 +
* '''C:''' Switch between Order and Chaos Field
 +
* '''A + B (Simultaneous tap):''' Wing-Layer (deploys a protective barrier)
 +
* '''B + C (Simultaneous tap):''' Lock-On (locks and fires homing beams onto the enemies)
  
* The default extends are : first at 200 mil, then one very 400mil
+
Note :
  
* Each player can only carry 3 lives and 5 bombs at the same time. They start a run with 3 lives and 3 bombs.
+
* The game's ports allow players to map dedicated buttons for the Wing Layer and Lock-On. However, the simultaneous tap inputs have not been removed nor can they be toggled off. It is thus still possible to (accidentally) use either of these weapons by pressing their two buttons at once.
  
* The game features 5 stages and no loops
+
=== Interface ===
 +
----
  
* A full run lasts around 30 minutes
+
[[File:Chaos Field - Interface 2.png|700px]]
  
=== Controls ===
+
* 1 : Shield indicator (Player's lives), character name and portrait.
 +
* 2 : Meta gauge, used for some of the weapons.
 +
** Each unit allows one use of the weapons that need it. If a unit is red, it is partially filled but can not be used yet.
 +
* 3 : Player's score
 +
* 4 : Current field. Appears in blue for Order Field, and in red for Chaos Field
 +
* 5 : Amount of hits on the current combo. (Only shows up when a combo is active)
 +
* 6 : Timer gauge for the current combo. (Only shows up when a combo is active)
 +
* 7 : For a destroyed part or boss, a display of its base value, multiplier applied, and final value. (Only shows up temporarily after any part or boss destruction)
 +
* 8 : Boss timer, displayed in seconds. When the timer is below 20 seconds, the ms will also be shown.
 +
* 9 : Boss' HP bar
  
* '''A (Tap):'''  Shot
+
=== Game loop ===
* '''A (Hold):''' Shikigami
+
----
* '''B:''' Bomb
 
* '''A+B (Simultaneous Tap):''' Hi-Tension Max
 
* '''C (Hold):''' Shot
 
* '''D:''' Hi-Tension Max
 
  
Notes :
+
Chaos Field features 5 stages with 3 bosses in it each, for a grand total of 15 bosses to fight one after the other. Every boss has its own timer and each fight ends when the player empties the boss' life bar or when the timer runs out.
  
* Since the shikigami button also acts as a shot button when tapped, immediately holding A will still make the player character fire a few shots before summoning their shikigami.
+
Every boss is made of one or multiple parts and turrets. Dealing enough damage to said turrets can destroy them and generate energy cubes. In order to defeat a boss, destroying all the parts is not necessary, but successful destruction of specific turrets is worth additional points and can prevent the boss from using some patterns or attacks.
* The arcade version of the game does not have C and D activated by default. Go in the service mode menu and activate C and D from there.
 
* As holding C simulates A tapping, it is likely that pressing B to bomb while C is still being held will instead activate a Hi-Tension Max because of the game actually registering an A+B input where the A is being simulated by C. There is no option to disable the A+B input entirely, so letting go of C when pressing B is recommended. This is fixed in the PC port but not the Wii version.
 
  
 +
Some turrets need to be "destroyed" twice before actually being removed. They will generate energy cubes each time they receive enough damage. Some other turrets can be damaged repeatedly for multiple cube spawns over the course of the boss fight.
  
 
=== Weapons ===
 
=== Weapons ===
 +
----
  
While the specific behaviors of each character's weapons can differ a lot, every character in the game (save for one exception concerning Munchausen) has a similar toolset at their disposal, with a shot, tension shot, shikigami and bombs.
+
{| class="wikitable" style="background-color:#F5F9FA; width:80%"
 +
|- style="background-color:#9BC5CD;"
 +
| style="width:10%;" | <big><b>Weapon</b></big>
 +
| style="width:70%;" |<big><b>Description</b></big>
 +
| style="width:20%" | <big><b>Cost and restrictions</b></big>
 +
|-
 +
| style= "text-align:center" | [[File:Chaos Field - Hal - Shot order.png|150px]] '''Shot'''
 +
| The shot is the most basic weapon available, and it allows player crafts to damage enemies ahead of them by continuously holding the shot button.
 +
| None
 +
|-
 +
| style= "text-align:center" | [[File:Chaos Field - Hal - Sword 1.png|150px]] '''Sword'''
 +
| Every ship is equipped with two blades that they can freely swing in front of them. The sword has limited forward range but is able to cancel every non-purple bullet.  
  
==== Shot ====
+
When tapping the sword button multiple times in a row, the ship can perform a sword combo with up to three hits, with the first swipe coming from the left, then a second one from the right, followed by both swords simultaneously.
  
When tapping the shot/shiki button or holding the dedicated shot button, the player character will fire a normal shot. Most of the shots have straightforward movement, but some have homing or adjustable angle properties.
+
Whenever the sword is active, it takes priority over the shot. Holding shot while tapping the sword button will only fire the shot in between the sword combos.
  
==== Tension Shot ====
+
All three characters share similar swords, albeit with a different color each. Besides, the cooldown that occurs after performing a sword combo is not the same. Ifumi has the lowest cooldown, Hal is second, and Jinn has the most cooldown.
  
When the player gets close to a hazard while using the shot, said shot will change into a powered up red-colored version. This is the tension shot.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=qG93wDmNo4s ]
 +
| Unlimited uses, but there is a very short cooldown after a combo
 +
|-
 +
| style= "text-align:center" | [[File:Chaos Field - Hal - Wing Layer order.png|150px]] '''Wing Layer'''
 +
| A defensive module that ships can summon and that will cancel bullets which touch it. Each character has a unique type of Wing Layer with its own shape, behavior, and duration. The Wing layer will also deal tick damage on boss parts it touches.
  
Tension shots' additional damage can be useful in order to destroy enemies faster, and can be part of survival strategies. However the tension shot requires continuous grazing of a hazard to stay active, which also presents a risk.
+
Using the Wing Layer does not grant any invincibility to the player, however they can use the bullet canceling ability to make the playfield safer for them.
  
==== Shikigami ====
+
The Wing Layer remains active for a few seconds before disappearing. Switching fields does not cancel a currently active Wing Layer from the previous field, nor does it force it to change into the Wing Layer variant for the new field. It is thus possible to smuggle one Chaos Field Wing Layer variant into Order Field (and vice-versa) by activating the Wing Layer right before switching fields.
  
By holding the shot/shiki button, the player will summon a shikigami. Depending on the player character, the shikigami can take many different forms such as a familiar that will auto-attack enemies, a laser beam, a shield that reflect bullets, floating swords, etc. Most of the characters move more slowly when using the shikigami but this is not the case for everyone.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=YvW1eagGb-o ]
  
The behaviors of the shikigami are much less standard than the shots, but they are the key to scoring efficiently. Some characters' shikigamis (such as the aforementioned shield) can also be very useful for survival.
+
Only one simultaneous instance of the Wing Layer can be active at max. Once a Wing Layer has been activated, the player has to wait until it naturally fades out before being able to fire the Wing Layer again.
  
Each playable character can choose between two types of shikigamis. Most of the characters have two variations on a similar weapon type, however some of them feature more pronounced differences between their two shikigami types. The shikigami choice is done before starting a run and cannot be changed through the run.
+
| Requires one block of the meta gauge
 +
|-
 +
| style= "text-align:center" | [[File:Chaos Field - Hal - Lock-on Laser.png|150px]] '''Lock-on Laser'''
 +
| When using the lock-on laser, the ship will temporarily deploy a green radar, whose shape and range differs for each character. Any targets located inside this radar will have a lock-on cursor on it, and the ship then fires off homing lasers that attack every single locked-on target.
  
===== Bomb =====
+
As the homing lasers are not instantaneous, there is a noticeable delay between the moment a target is locked and when it is actually damaged.
  
Bombs are powerful attacks with limited use counts that can be activated in order to save oneself from a hairy situation. They instantly cancel every bullet on screen, provide invincibility to the player, and inflict heavy damage to enemies they hit.
+
A single lock-on laser use can not lock-on to more than 100 targets at once.
  
Each playable character has a different bomb type, with distinct duration, range, visuals and effects.  
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=EwQN2NRzcV4]
Munchausen is the only character without a bomb, in its place is a teleport move which does not consume any of the bomb stock.
+
| Requires one block of the meta gauge
 +
|-
 +
| style= "text-align:center" | [[File:Chaos Field - Field Switch.png|150px]] '''Field Switch'''
 +
| The player crafts have the ability to switch between Order Field and Chaos Field by using the Field switch. Field switching is a manual action and no boss fight will force the player to switch to a specific field as part of an attack or a phase.  
  
The player starts with 3 bombs, and 5 can be simultaneously carried at max. A new bomb is awarded every time they get an extend or lose a life.
+
When switching fields, the on-screen bullets will be erased and the player will be invincible for a few seconds. (the ship will have a yellow-ish color) The Field Switch is the only player tool that can provide such invincibility.
  
=== Interface ===
+
After using a Field Switch, the ability will be temporary unavailable, until its cooldown ends. A specific sound cue can be heard whenever the Field Switch is made available again. Besides, a player can tell if the Field Switch is available by looking at the top sides of the ship. A transparent aurora-like effect should cover them if the Field Switch is ready.
  
[[File:Shikigami no Shiro 3 - Interface.png|400px]]
+
| Unlimited uses, but there is a ~5 second cooldown after every Field Switch
 +
|}
  
For player-related information, the following locations apply to the 1P side. Mirror them for 2P side.
+
=== Field differences ===
 +
----
  
* Bottom left's top rectangle row : Player bombs
+
Throughout the game, the player can switch between two Fields : Order Field and Chaos Field. A new stage will always start in Order Field, but the field will not be reset from a boss to another within the same stage.
* Bottom left's bottom rectangle row : Player lives
 
** The leftmost empty rectangle for both bomb and life counts progressively fills to show score progress towards the next extend+bomb. However, there is no partial life/bomb in this game.
 
* Bottom left's yellow text : x8 action count. Number of times the player collected a coin or killed an enemy with a x8 multiplier active. This counter is reset after every boss.
 
* Top left corner number : Player score
 
* Top left corner red bar : Hi-Tension max gauge (only visible when using a Hi-Tension Max)
 
* Top purple bars : Boss HP bars (only visible when fighting bosses)
 
* Top middle white number : Remaining seconds before boss timeout (only visible when fighting bosses)
 
  
 +
The field switching is one of the main mechanics in the game and jumping from one field to another can change the behavior of player tools and bosses. Here is a list of differences between Order Field and Chaos Field :
  
=== Characters ===
+
{| class="wikitable" style="background-color:#F5F9FA; width:80%; text-align:center"
 
+
|- style="background-color:#9BC5CD"
Shikigami no Shiro 3 features 10 different characters, each having two different shikigami variations. This brings the total of different playstyles to 20.
+
| style="width:50%" | [[File:Chaos Field - Order Field text.png]]
 
+
style="background-color:#AD352C; color :white; width:50%" | [[File:Chaos Field - Chaos Field text.png]]
For details on each individual character, refer to Shikigami no Shiro 3/Characters
 
 
 
__TOC__
 
 
 
Note : The character profiles have been taken from the official US localization
 
 
 
<h3> <span style="display:none;">Reika Kirishima</span></h3>
 
 
 
{| class="wikitable" style="background-color:#EBF9EF; width : 100%"
 
 
|-
 
|-
! colspan="5" style="background-color : #9FE1B2; color : white; text-align :left" | <big>Reika Kirishima</big>
+
|  The player's shot and Wing Layer have less power.
 +
style="background-color:#EED6D4 " | The shot and Wing Layer evolve into stronger versions of themselves. The properties of the weapons can slightly change as well, as is the case for Ifumi's shot.
 
|-
 
|-
| rowspan="2" |
+
| The lock-on laser is only able to target and damage boss parts. Bullets inside the Lock-on laser range in Order Field will not be canceled and they will not contribute to the Hit combo.
[[File:Shikigami no Shiro 3 - Reika Shot.png]]
+
| style="background-color:#EED6D4 " | In addition to boss parts, the Lock-on laser can now catch cancelable bullets within its range and add each of them to the Hit combo.
| colspan="4" | A female police officer. Number 0, division 0 in the metropolitan police department. She is known as Time Gal. She has long, silky green hair, wears a bare mid-riff outfit, and has long slim legs. With her anachronous costume and mouth, she strives to be a first-class time criminal. She really has time jumping capabilities as she says, but most people don't believe her (to her dismay). Incidentally, she is only 17 years old. She is a high school student as well as a police officer. Reika travels anywhere from the years 1888 and 2145, and she can be seen appearing in various locations (like in the background).
 
|- style="vertical-align: center;"
 
| '''Shot''' : A dual stream of ripples. The crystal emitters are side-by-side if Reika moves sideways, but move on top and bottom of Reika when she moves on the vertical axis, making the shot narrower but more focused
 
|
 
[[File:Shikigami no Shiro 3 - Reika Type1.png|frame|left]]
 
'''Shikigami Type 1''' : The crystals stay on Reika's left and right and fire forward shots that slightly angle towards her front. Moving up and down slightly adjusts the angle but the general behavior of the dual shots remains similar.
 
|
 
[[File:Shikigami no Shiro 3 - Reika Type2.png|frame|left]]
 
'''Shikigami Type 2''' : The crystals fire shots that travel in the direction opposite to the one Reika was moving in. The crystals also rotate around Reika when adjusting their shots depending on her movements.
 
| '''Bomb''' : Reika freezes time for a few seconds. Enemies and bullets will not move, and Reika can fire her shot in order to erase bullets and damage enemies. The shikigami can not be used either. Any enemy killed during the time stop will not spawn any coins.
 
 
 
HTMs can't be triggered during the time stop. If an HTM is active when the time stop was triggered, the HTM gauge will freeze as usual, but the tension shot will not be available.
 
|}
 
 
 
<h3> <span style="display:none;">Emilio Stanburke</span></h3>
 
 
 
{| class="wikitable" style="background-color:#E7DDE8;width : 100%"
 
 
|-
 
|-
! colspan="5" style="background-color : #B28EB4; color : white; text-align :left" | <big>Emilio Stanburke</big>
+
| The bosses fire tamer variations of the attacks, potentially featuring less bullets to cancel.
 +
style="background-color:#EED6D4 " | The bosses become more aggressive in their attacks, potentially throwing more bullets to cancel in their patterns, but also sometimes adding more uncancelable bullets and homing lasers in the mix.
 
|-
 
|-
| rowspan="3" | [[File:Shikigami no Shiro 3 - Emilio Shot.png]]
+
| Some of the bosses will only feature a base amount of turrets on their bodies. The hidden turrets and boss parts can not be reached in this field.
| colspan="4" | A good-looking young boy with black hair and suspenders. Only 10 years old, he is a member of the noblest of the royal families in Alcaland and detests foreign intervention into its domestic matters. He is a high-spirited boy who said, "Our country has the strengths of its own traditions." After stating this, he went out to investigate on his own. He always has a worried look on his face, what some people refer to as a Majar melancholic. He uses a demon known as Devour, which can change into various shapes. (In Christian countries, they are called shikigami.) He is very stubborn and proud, and though he has a good personality, he is fixated on authority and has a slight tendency to look down on commoners.
+
| style="background-color:#EED6D4 " | The bosses that have Chaos Field-exclusive turrets will open up their cores and deploy said turrets when switching to this field. It will then be possible to target and attack them alongside the base boss parts.  
 +
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=b6SQIHHTkK4]
 
|-
 
|-
| rowspan="2" | '''Shot''' : Fires two streams of homing shots that target enemies. Each of those streams can target different enemies.
+
| Destroyed boss turrets will spawn a lot of meta stock items, as to refill the energy gauge better.
|
+
| style="background-color:#EED6D4 " | Destroyed boss parts will spawn a much lower amount of meta cubes, limiting the player's ability to keep the combo going for extended periods of time solely in Chaos Field.
[[File:Shikigami no Shiro 3 - Emilio Type1.png|frame|left]]
 
'''Shikigami Type 1''' : When initiating the shikigami, Emilio will cast an anchor point in one of three directions : forward, top-left, or top-right. The direction depends on Emilio's movement when the laser is being activated. If Emilio is not moving sideways, then the anchor point will be thrown forward. Otherwise it will be thrown in the direction opposite to Emilio's. In other words, moving right will throw the anchor at Emilio's top-left, and moving left will send it to Emilio's top-right. The vertical direction of Emilio's current movement does not have an influence on the anchor point location, and there is no way to throw the anchor behind Emilio or on the same horizontal axis as him.
 
 
 
Up until he gets hit or releases the Shikigami, this anchor point will stay in place while Emilio fires a pink laser that travels from its wand to this anchor point. It is therefore possible to change the trajectory and length of the laser by moving Emilio around.
 
|  
 
[[File:Shikigami no Shiro 3 - Emilio Type2.png|frame|left]]
 
'''Shikigami Type 2''' : When activating the shikigami, Emilio will start firing a fixed-length pink laser in the direction he's currently moving in. All 8 directions are available for the laser to be facing. The laser's length and orientation will remain consistent for as long as the shikigami is active.
 
| rowspan="2" | '''Bomb''' : Emilio fires a powerful frontal laser beam as angelic wings appear behind his back.
 
 
|-
 
|-
| colspan="2" | For both shikigami types, the most damaging part is the halfway point of the laser. Furthermore, Emilio will actually move faster when its shikigami is active.
+
| The sky or the space in the background usually features a soft color such as blue or light yellow.
 +
|  style="background-color:#EED6D4 " | The background turns red.
 
|}
 
|}
  
<h3> <span style="display:none;">Kim Mihee</span></h3>
+
=== Characters ===
 +
----
 +
 
 +
Note : The character profiles and ship descriptions have been taken from the official US localization
 +
<h4> <span style="display:none;">Hal</span></h4>
  
{| class="wikitable" style="background-color:#EDF6F9; width : 100%"
+
{| class="wikitable" style="background-color : #E8EAF3; width:80%"
 +
|-
 +
! colspan="3"style="background-color : #7C85BE ; color : white; text-align :left" |[[File:Chaos Field - Mixed Blue icon.png|32px]] <big>Hal</big>
 +
|-
 +
| rowspan="2" | [[File:Hal.png|150px|center]]
 +
| colspan="2" | Since he was born, Hal has been training at the research institute to do battle with the Abo. A young boy of 15, he is quiet and expressionless, and will get down and dirty in battle if he's ordered to. However, he's slowly begun to realize that he's involved in a life or death struggle, one that he might not survive.
 +
|- style="vertical-align: middle;"
 +
|  colspan="2" | [[File:MixedBlue.png|left|300px]] '''Mixed Blue''' : A standard fighter that is improved and tuned based on the data of past combats. It has well-balanced maneuverability and striking power.
 
|-
 
|-
! colspan="5" style="background-color : #93A7AE; color : white; text-align :left" | <big>Kim Mihee</big>
+
| style="background-color : #B4B9DA ; color : white; text-align:center" | '''<big>Shot</big>'''
 +
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Hal - Shot order.png|250px]]
 +
'''Order Field''' : The ship fires a forward narrow twin shot as well as two side circular shots that slightly wave while spreading outwards.
 +
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Hal - Shot chaos.png|250px]]
 +
'''Chaos Field''' : The shots all gain additional power, and the side shots increase in size. The angle limit for the waving movement of the side bullets also increases, which means those shots can hit targets further away on the ship's left and right sides.
 
|-
 
|-
| rowspan="2" |
+
| style="background-color : #B4B9DA ; color : white; text-align:center" | '''<big>Sword</big>'''
[[File:Shikigami no Shiro 3 - Kim Shot.png]]
+
| colspan="2"  style="text-align:center" | [[File:Chaos Field - Hal - Sword 1.png|200px]] [[File:Chaos Field - Hal - Sword 2.png|200px]] [[File:Chaos Field - Hal - Sword 3.png|200px]]
| colspan="4" |A fighting doctor from Seoul, Korea, holding her head while on a plane thinking, why me? Her left hand trembles and is said to be able to kill anyone who touches it. When her hand trembles in the operating room, patients often plead for their lives. Because of this, she has the misfortune of being called a quack, even though she is a skilled surgeon. Due to her bold, free-spirited nature, she did not get along with her conservative parents and left to study abroad: she has not returned to her homeland. Mihee's an avid traveler, but when she went to visit some relatives in Japan, their dojo was closed and they were in prison... As she stood there stunned, a well-dressed investigator saying he was a friend of the relatives approached her. She somehow ended up going to Alcaland.
+
The ship swings a green sword. Hal's sword swing has an intermediate cooldown duration, longer than Ifumi's but slightly shorter than Jinn's.
 
 
''(Note : The imprisoned relative is Kim Daejeong from Shikigami no Shiro 1 and 2, and the "well-dressed investigator" refers to Gennojo Hyuga)''
 
|- style="vertical-align: center;"
 
| '''Shot''' :  Kim fires a large forward shot that has a thicker stream in the center and weaker, less frequent forward fireball shots on the left and right sides of the main shot. Kim Daejeong in previous games had a similar shot type, but his fireballs had a homing property. This is no longer the case here.
 
|
 
[[File:Shikigami no Shiro 3 - Kim Type1.png|frame|left]]
 
'''Shikigami Type 1''' : Kim summons three swords around her that create an upside-down Y shape. The swords inflict continuous damage on enemies when touching them. Depending on the direction Kim moves in, the Y shape will rotate as to always have the crevice between the two top branches of the Y be in the direction Kim is facing. In other words, this means the bottom sword of the Y will face the direction opposite of the one Kim is facing. If Kim stops moving, the sword rotation will match the last direction the player has input, including diagonals.
 
 
 
It is possible to simulate a rotating attack by quickly moving in circles. The spinning movement will move the three blades around in a circle motion, damaging enemies around Kim in the process. This is not a special hard-coded property of the shikigami, but simply a natural effect of the sword's directional properties.
 
 
 
Compared to the same shikigami type that was featured in Shikigami no Shiro 2, the movement speed when using it is noticeably faster.
 
|  
 
[[File:Shikigami no Shiro 3 - Kim Type2.png|frame|left]]
 
'''Shikigami Type 2''' : Kim summons two swords in front of her. The swords can rotate around Kim, each of the swords on their own side. If Kim moves upwards, the two swords will rotate downwards, and vice-versa for downwards movements. The swords will not rotate if Kim moves sideways.  
 
| '''Bomb''' : Kim slows down a bit as she charges a poisonous short-range punch, and then unleashes it. This attack has very limited range and the slower speed during the charge-up makes it harder to aim at far away enemies, but has decent power if it connects. Additionally, any enemy that survives the attack (most likely bosses only) will suffer from a poison aliment, flash in green, and regularly take small amounts of damage regardless of most player actions.
 
 
 
The poison effect persists even if the player loses a life or uses another bomb, however it gets disabled if the player loses all lives and will not persist upon using a Continue. In the case of a boss with multiple life bars, the poison effect will also dissipate once the current life bar is emptied.
 
 
 
Since the poison effect is part of the bomb, an enemy/boss that dies due to the poison damage will be considered as a bomb kill and therefore not give any coins.
 
 
 
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=CtKRVnKjryk ]
 
|}
 
 
 
<h3> <span style="display:none;">Batu Harai</span></h3>
 
 
 
{| class="wikitable" style="background-color:#EEE8DA; width : 100%"
 
 
|-
 
|-
! colspan="5" style="background-color : #C7B486; color : white; text-align :left" | <big>Batu Harai</big>
+
| style="background-color : #B4B9DA ; color : white; text-align:center" | '''<big>Wing Layer</big>'''
 +
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Hal - Wing Layer order.png|200px]]
 +
'''Order Field''' : A blue disc is launched slightly ahead of the ship's position and will remain in place until its disappearance. Cancelable bullets that touch said disc will be erased, and targets that touch it will receive continuous tick damage.
 +
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Hal - Wing Layer chaos.png|200px]]
 +
'''Chaos Field''' : The disc size is increased, making it capable of catching more bullets in the vicinity.
 
|-
 
|-
| rowspan="2" |  
+
| style="background-color : #B4B9DA ; color : white; text-align:center" | '''<big>Lock-On Laser</big>'''
[[File:Shikigami no Shiro 3 - Batu Shot.png]]
+
| colspan="2" style="text-align:center" | [[File:Chaos Field - Hal - Lock-on Laser.png|250px]]
| colspan="4" | A brooding exorcist hired by Emilio Stanburke. He is an apostate priest that wields an extending spear in the shape of a cross. He is tired of Emilio's nationalism and wants to hurry and get the job done. He considers the foreign guests demons and has written a petition to headquarters asking for orders to subjugate (i.e. punish) them. He likes hard liquor.
+
The lock-on laser range opens up in a fan shape ahead of the ship. It thus covers the front, and the sides slightly.
|- style="vertical-align: center;"
 
| '''Shot''' : Batu fires a disc-shaped shot in front of him while two other disc-shaped shots spin around him. Getting closer to an enemy can therefore deal more damage even without the tension shot as all those shots hit it.
 
|
 
[[File:Shikigami no Shiro 3 - Batu Type1.png|frame|left]]
 
'''Shikigami Type 1''' : After charging the shikigami and then releasing the button, Batu performs a powerful forward stab with his spear. The length of the stab attack depends on how long the shikigami has been charged.
 
|
 
[[File:Shikigami no Shiro 3 - Batu Type2.png|frame|left]]
 
'''Shikigami Type 2''' : After charging the shikigami and then releasing the button, Batu will spin his spear around him, causing damage to enemies around him when the circling attack touches them. The spin attack will last longer if the shikigami was charged longer.
 
 
 
However, an advanced trick allows Batu-2's spin attack to keep going. Whenever Batu is spinning his spear, it is actually possible to buffer another shikigami charge. By charging and releasing the button again with the correct timing while the previous shikigami spin is still ongoing, Batu can extend the duration of the attack. Continuously repeating this charge and release process is necessary to keep the shikigami spinning over and over and is also key to high score play with this character.
 
 
 
By charging the shikigami to the max level before spinning, the duration within which the next charge can be buffered is higher, while the charges that the player buffers have to be shorter if the initial charge was shorter, as to be able to properly release the charge before the spin stops.
 
 
 
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=DRTI9pb8qVs ]
 
| '''Bomb''' : After a short animation, Batu plants its spear at his feet and creates a small exorcism circle around him. The attack also summons a few spiral effects around said circle and which cover the screen. Both inflict damage but the circle is where most of the damage potential is concentrated.
 
 
|}
 
|}
 +
<h4> <span style="display:none;">Ifumi</span></h4>
  
<h3> <span style="display:none;">Nagino Ise</span></h3>
+
{| class="wikitable" style="background-color : #F5E5E5; width:80%"
 
 
{| class="wikitable" style="background-color:#F6DAC2;width : 100%"
 
 
|-
 
|-
! colspan="5" style="background-color : #E18436; color : white; text-align :left" | <big>Nagino Ise</big>
+
! colspan="3"style="background-color : #CA7D77 ; color : white; text-align :left" | [[File:Chaos Field - Flawed Red icon.png|32px]] <big>Ifumi</big>
 
|-
 
|-
| rowspan="3" | [[File:Shikigami no Shiro 3 - Nagino Shot.png]]
+
| rowspan="2" | [[File:Ifumi.png|150px|center]]
| colspan="4" | She is a nuclear attack-class troublemaker, messing with the relationships of Gennojo and Kohtaro, who she both calls papa, and Fumiko and Sayo, who she both calls mama. She is 9 years old and is a happy elementary school student who isn't going to school. She has the mystical power of turning the words she says into reality. As a guardian, she carries the rabbit deity known as "Strider" in her backpack.
+
| colspan="2" | 19 years old---she's a kind-hearted girl who has taken on the role of looking after Hal, ever since he was very young. As would be expected, she too has received combat training, and with excellent results. She is bright and cheerful with everyone and does not despair when times are tough.
 +
|- style="vertical-align: middle;"
 +
|  colspan="2" | [[File:FlawedRed.png|left|300px]] '''Flawed Red''' : The newest and most advanced fighter that is designed based on the present standard fighter with emphasis placed on further reinforcement of maneuverability.
 
|-
 
|-
| rowspan="2" | '''Shot''' : Nagino's shot is a wide spread attack. Due to its shot limit, there can be a noticeable pause between salvos depending on the player position relative to enemies and top screen edge. As her tension shot also increases the speed of the projectiles, the shot limit becomes less restraining.
+
| style="background-color : #DFA9A9  ; color : white; text-align:center" | '''<big>Shot</big>'''
|  
+
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Ifumi - Shot order 1.png|250px]] [[File:Chaos Field - Ifumi - Shot order 2.png|250px]]
[[File:Shikigami no Shiro 3 - Nagino Type1.png|frame|left]]
+
'''Order Field''' : Six lasers are fired ahead of the ship, with two in front of the ship and 2 on each side that slightly angle outwards as to create a fan-shaped set of lasers in front of the ship. Whenever one of those lasers hits at target, it will lock-on to it and inflict continuous damage until the target dies, the player stops shooting, or if the player ship gets too far away from the target.
'''Shikigami Type 1''' : Nagino's rabbit will spawn a blue frontal shield while the shikigami button is held. It will be deployed for a limited duration. A circular gauge will appear on the character to indicate how long the shield can still be kept deployed. While active, this shield is able to suck up all enemy bullets that touch it. It can also damage enemies on contact.
+
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Ifumi - Shot chaos.png|250px]]
 
+
'''Chaos Field''' : The six lasers no longer lock-on to hit targets, but will instead pierce through the bosses. They are also a bit thicker than their Order Field counterparts and spread out slightly wider.
When the shield timer runs out or when the player releases the button (whichever one happens first), all bullets that were absorbed will be then be fired back on enemies. The shield will also stop being active with a very short cooldown before it can be reactivated. The shield stop will occur even if no bullets have been absorbed.
 
|
 
[[File:Shikigami no Shiro 3 - Nagino Type2.png|frame|left]]
 
'''Shikigami Type 2''' : When holding the shikigami button, a multi-directional purple shield will be deployed. This shield will not exclusively cover the front, instead it will orientate itself in the same direction as the player. There is no limited duration for this shield as the circular gauge instead fills up when bullets are being absorbed by the shield. Enemies that touch the shield also get damaged but do not fill the jauge.
 
 
 
If the player releases the button, all absorbed bullets will be reflected at enemies. The shield will then deactivate with a little cooldown before a potential reactivation. However, if the shield gauge is maxed out from absorbing too many bullets without a release, it will get overloaded without firing back any of the absorbed bullets. An overloaded shield will not despawn, instead it will become transparent and be unable to absorb bullets for a second before becoming active again, as long as the player keeps holding the shikigami button. It is also possible to release the shikigami button when the shield is overloaded and hold it again to summon a new, fresh shield.
 
| rowspan="2" | '''Bomb''' : Nagino fires a directional bubble shot for a few seconds. Moving in a direction will make Nagino shoot the bubbles in this specific direction as well. The bubbles are narrow at first and spread out the further they travel.
 
 
|-
 
|-
| colspan="2" |
+
| style="background-color : #DFA9A9  ; color : white; text-align:center" | '''<big>Sword</big>'''
Summoning the shikigami for both variations will make Nagino Ise move faster than her regular speed.
+
| colspan="2" style="text-align:center" | [[File:Chaos Field - Ifumi - Sword 1.png|200px]] [[File:Chaos Field - Ifumi - Sword 2.png|200px]] [[File:Chaos Field - Ifumi - Sword 3.png|200px]]
|}
+
The ship swings a red sword. Ifumi's sword swipe combos have the shortest cooldown.
 
 
<h3> <span style="display:none;">Kohtaro Kuga & Sayo Yuuki</span></h3>
 
 
 
{| class="wikitable" style="background-color:#D5D9E3; width : 100%"
 
 
|-
 
|-
! colspan="5" style="background-color : #4A5A85; color : white; text-align :left" | <big>Kohtaro Kuga & Sayo Yuuki</big>
+
| style="background-color : #DFA9A9  ; color : white; text-align:center" | '''<big>Wing Layer</big>'''
 +
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Ifumi - Wing Layer order.png|250px]]
 +
'''Order Field''' : Two modules are deployed around the ship. They will orbit the ship while following its movements. Cancelable bullets that touch either of the two modules will be canceled. Additionally, enemies and turrets that come into contact with the spinning modules will receive a bit of tick damage.
 +
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Ifumi - Wing Layer chaos.png|250px]]
 +
'''Chaos Field''' : Three modules will be summoned instead of two, and the modules themselves are slightly bigger. This additional module improves the reliability of bullet canceling and decreases the chances that bullets slip past a module and hit the ship.
 
|-
 
|-
| rowspan="2" |
+
| style="background-color : #DFA9A9  ; color : white; text-align:center" | '''<big>Lock-On Laser</big>'''
[[File:Shikigami no Shiro 3 - Kohtaro Shot.png]]
+
| colspan="2"  style="text-align:center" | [[File:Chaos Field - Ifumi - Lock-on Laser.png|250px]]
| colspan="4" | Kohtaro : The hero of the series. Due to the death of his longtime shikigami, Sazae, he has come back weaker than before. He still makes the mistake of calling out for Sazae and causes blunders for those around him. This is the story of his rise back from his loss. He has grown taller, and sadness and frustration have cast a shadow over him. But once an incident occurs, he takes action more passionately than before. He has gotten rid of his school uniform and appears in a cool new outfit chosen by Fumiko. He also works as a translator and interpreter.
+
Ifumi's lock-on covers a relatively small disc area ahead of her ship.
Sayo : A shrine maiden that was resurrected when she was fused together with Kohtaro's shikigami, Sazae. She feels jealous (and guilty) watching Kohtaro disheartened due to the loss of his partner. Her blunt attitude toward him has changed, and she now tries to be helpful - while rejecting him at the same time. Since her former shikigami, Yata, is a national treasure and cannot be leased out, she has gone out on her own. Since their battle potential is only half when alone, Kohtaro and Sayo travel together. Whether her fusion with Sazae is the cause or not, Sayo's kimono has a tendency to slip off of her shoulder.
 
|- style="vertical-align: center;"
 
| '''Shot''' : A standard forward shot with medium width and power.
 
|
 
[[File:Shikigami no Shiro 3 - Kohtaro Type1.png|frame|left]]
 
'''Shikigami Type 1''' : Kohtaro summons Sayo as his shikigami, who will then move alongside him for as long as the shikigami is active. Whenever enemies appear on screen, Sayo will then rush towards them and attack them one after the other.
 
 
 
Sayo's appearance with this shikigami type is closer to Sazae (who was Kohtaro's shikigami in previous games)'s look.
 
|  
 
[[File:Shikigami no Shiro 3 - Kohtaro Type2.png|frame|left]]
 
'''Shikigami Type 2''' : A blue summoning circle spawns at Kohtaro's current location when the shikigami was activated. Sayo appears on this summoning circle and will stay on it until enemies appear. As with type-1, Sayo will automatically attack enemies; however she will mostly focus on the enemies closer to the summoning circle instead of those near Kohtaro.
 
 
 
Letting go of the shikigami button and then pressing it again can be used in order to place the summoning circle elsewhere on the screen.
 
| '''Bomb''' : Kohtaro charges some energy and creates a fiery explosion around him. Four diagonal blasts also spawn, each dealing damage to anything they touch in their path.
 
 
|}
 
|}
  
<h3> <span style="display:none;">Roger Sasuke</span></h3>
+
<h4> <span style="display:none;">Jinn</span></h4>
  
{| class="wikitable" style="background-color:#EFC6C6; width : 100%"
+
{| class="wikitable" style="background-color : #F0F4DB; width:80%"
 
|-
 
|-
! colspan="5" style="background-color : #CC4242; color : white; text-align :left" | <big>Roger Sasuke</big>
+
! colspan="3"style="background-color : #BBCF54  ; color : white; text-align :left" | [[File:Chaos Field - Fake Yellow icon.png|32px]] <big>Jinn</big>
 
|-
 
|-
| rowspan="2" |  
+
| rowspan="2" | [[File:Jinn.png|150px|center]]
[[File:Shikigami no Shiro 3 - Roger Shot.png]]
+
| colspan="2" | He's a mysterious man whose past experience is unknown---it's hard to tell whether he's serious or not. He's said to be 30 years old, but there are some ways in which his thinking is rather childish.
| colspan="4" |An American ninja. At this point, Japan's international contribution, psychic abilities, and investigation have nothing to do with him, but Roger looks forward to this trip and participates on his own dime. (He even created the travel pamphlets and handed them out.) From one perspective, he's one of the people that participate in this case with the impurest of intentions, along with Fumiko. He is Kohtaro Kuga's good friend and a serious ''Wapanese''. However, his ninjutsu and methods are authentic, having learned them from the real deal - even his ninja sword is genuine. Because of this, he's as useful as Gennojo, a professional investigator. He is bummed that he is the only one Nagino doesn't call ''papa''.
 
|- style="vertical-align: center;"
 
| '''Shot''' :  A stream of spinning shurikens thrown forward.
 
|
 
[[File:Shikigami no Shiro 3 - Roger Type1.png|frame|left]]
 
'''Shikigami Type 1''' : Roger's shikigami will appear alongside him and she will summon floating mines around her while the button is being held. When the button is released, the mines will be launched in the direction Roger is moving in. If Roger is not currently moving, the mines will be thrown upwards by default. Upon contact with an enemy or a wall, the mines will explode, causing massive damage. Mines that fly offscreen without touching an enemy or wall will not explode upon touching the screen edges, so it is possible to completely miss your mine throw.
 
|
 
[[File:Shikigami no Shiro 3 - Roger Type2.png|frame|left]]
 
'''Shikigami Type 2''' : When holding the shikigami button, Roger's shikigami will charge mines around her. When releasing the button, the mines will be dropped around the location where Roger is, scattering around a little bit. They will then explode on contact with an enemy/wall, or on their own after a few seconds. These mines explosions can deal tremendous damage to enemies and bosses.
 
| '''Bomb''' : Roger Sasuke starts spinning around while swinging his sword. The spin deals damage to enemies it touches. While its range is limited, the player can freely control Roger's position as he is swinging in order to hit the enemies on screen while being invincible through the entire bomb duration.
 
|}
 
  
<h3> <span style="display:none;">Fumiko Odette Van Stein</span></h3>
+
There's also a rumor going on that he was "built" from organic data obtained from captured enemy Abo.
 
+
|- style="vertical-align: middle;"
{| class="wikitable" style="background-color:#E1CFE3; width : 100%"
+
|  colspan="2" | [[File:FakeYellow.png|left|300px]] '''Fake Yellow''' : A prototype that was built in the early stages of development. Though its maneuverability is lower then that of the others because of its heavy equipment, its striking performance is higher than that of the present models.
 +
|-
 +
style="background-color : #CFDD87  ; color : white; text-align:center" | '''<big>Shot</big>'''
 +
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Jinn - Shot order.png|150px]]
 +
'''Order Field''' : The ship fires a short-ranged lightning blast attack ahead of it. This blast is also accompanied by piercing circular sparks that first spawn near the ship's cannons, and then travel upwards in stop & go steps rather than by simple moving on a linearly path. The sparks will also slightly move sideways during their course, as to match the ship's own left and right movements.
 +
style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Jinn - Shot chaos.png|150px]]
 +
'''Chaos Field''' : The forward blast's range is longer, and the electric sparks are bigger.
 
|-
 
|-
! colspan="5" style="background-color : #9B62A2; color : white; text-align :left" | <big>Fumiko Odette Van Stein</big>
+
| style="background-color : #CFDD87  ; color : white; text-align:center" | '''<big>Sword</big>'''
 +
|  colspan="2" style="text-align:center" | [[File:Chaos Field - Jinn - Sword 1.png|200px]] [[File:Chaos Field - Jinn - Sword 2.png|200px]] [[File:Chaos Field - Jinn - Sword 3.png|200px]]
 +
The ship swings a yellow sword. Jinn's sword combo has the longest cooldown out of all three.
 
|-
 
|-
| rowspan="2" |
+
| rowspan="2" style="background-color : #CFDD87 ; color : white; text-align:center" | '''<big>Wing Layer</big>'''
[[File:Shikigami no Shiro 3 - Fumiko Shot.png]]
+
| style="width:50%; text-align:center; vertical-align:top"| [[File:Chaos Field - Jinn - Wing Layer order.png|250px]]
| colspan="4" | A gorgeous witch, in many different ways. She is said to be more of a villain than the greatest enemy in the series. Her hobby is to steal the men of other women. Her second hobby is trampling upon people. She has arrived in Alcaland to return to her homeland - and go on a honeymoon. For Fumiko, Alcaland is a memorable place she visited a number of times when she was a young girl. She looks around her surroundings with fond memories and can't help but feel melancholic.
+
'''Order Field''' : 8 bat-shaped modules emerge from Jinn's ship and are sent to random locations on the screen. Each of these modules can cancel bullets and damage enemies. Since the modules are able to cancel bullets as soon as they spawn near the ship, the initial deployment can slightly clear the area around the ship.
|- style="vertical-align: center;"
+
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Jinn - Wing Layer chaos.png|250px]]
| '''Shot''' : A crystal shot which can be angled by moving sideways. By default the shots will be launched forward, but moving to the right will make Fumiko shoot towards the right, and vice-versa for the left side. The shot's current orientation is not reset when letting go of the shot button, so resetting the shot direction actually requires the player to move in the opposite direction regardless of whether they are shooting or not.
+
'''Chaos Field''' : Each of the bats grows in size.
|
 
[[File:Shikigami no Shiro 3 - Fumiko Type1.png|frame|left]]
 
'''Shikigami Type 1''' : When the shikigami button is held, Fumiko will stop moving and a targeting cursor will appear on screen, as well as a portrait of Munchausen on the top corner on the player's side. The player will actually move the cursor, and when the shikigami button is let go of, a powerful explosion will appear where the cursor was. It will remain on screen for a few seconds and damage anything that touches it. Fumiko can resume moving as soon as the shikigami button is released.
 
 
 
Unlike previous entries in the series, Fumiko can also summon other explosions while the current one is still active if the player can quickly summon them. This can be used to quickly destroy bosses or stronger enemies.
 
|  
 
[[File:Shikigami no Shiro 3 - Fumiko Type2.png|frame|left]]
 
'''Shikigami Type 2''' : By holding the shikigami button, the player will stop Fumiko from moving and summon a targeting cursor which can be moved around. Whenever said cursor overlaps an enemy, a lock-on reticle will appear on them.
 
 
 
Upon releasing the shikigami button, a lightning bolt will be fired from Fumiko's wand and attack the locked-on enemies one after the other. If the player holds the shikigami button again while the lightning is still active, enemies that are targeted with the newly spawned cursor can also be attacked by the lightning from the previous attack, even if the player's second lightning attack hasn't been released yet.
 
 
 
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=loKQXbM7ips ]
 
| '''Bomb''' : Fumiko casts a spell that creates multiple powerful explosions on the entire screen. Despite the delay between the bomb button press and the summoning of the explosions, Fumiko is invincible right as the button is pressed.
 
|}
 
 
 
<h3> <span style="display:none;">Munchausen</span></h3>
 
 
 
{| class="wikitable" style="background-color:#C5C5C5; width : 100%"
 
 
|-
 
|-
! colspan="5" style="background-color : #6E6E6E; color : white; text-align :left" | <big>Munchausen</big>
+
| colspan="2" style="text-align:center" | Note : In the Sakura Flamingo Archives version of the game, the modules' locations are no longer random. Instead, the modules will be arranged in a grid-like fashion. This applies to both Order and Chaos Field variants. [VIDEO SHOWCASE : https://www.youtube.com/watch?v=lxCfoFYIdMo]
 
|-
 
|-
| rowspan="2" |  
+
| style="background-color : #CFDD87  ; color : white; text-align:center" | '''<big>Lock-On Laser</big>'''
[[File:Shikigami no Shiro 3 - Munchausen Shot.png]]
+
| colspan="2" style="text-align:center" | [[File:Chaos Field - Jinn - Lock-on Laser.png|250px]]
| colspan="4" |He is like a young uncle to Fumiko, and is Kohtaro Kuga's good friend. He shows another side of himself as the versatile butler, and this time around, you can even see him looking cool without his glasses.
+
The lock-on area is composed of two narrow beams fired from the sides of the ships at a ~45° angle. The two beams then swing a bit towards the center, however they end their movement before reaching the center, which leaves a blind spot directly ahead of the ship.
 
+
|}
"I will educate you. Please prepare yourself."
 
|- style="vertical-align: center;"
 
| '''Shot''' :  Munchausen's shot is the same as Fumiko's. A forward crystal shot that gets angled left or right if the player moves in the same direction. Interrupting and restating the shots will not reset the current shot angle, only moving can readjust it.
 
| '''Teleport''' : Munchausen is a special case as he does not have any bomb. (HTM are fine though) Pressing the bomb button will instead trigger a fast teleport dash in the direction Munchausen is currently moving in. The cooldown between consecutive teleports is around a second. If Munchausen is not currently moving, the teleport will not happen. If an obstacle or bullet is between the initial and final Munchausen positions, the player will not be damaged by it as Munchausen is invincible during the teleport.
 
 
 
However, the character can take damage as soon as the teleport ends. An implication of that property is that any invincibility that the character was granted, either due to a life loss or thanks to a HTM activation, will be instantly revoked at the end of a teleport dash. As a result, it's possible to chain-death very quickly by teleporting into a hazard right after dying.
 
 
 
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=SXlROyURmVY ]
 
|
 
[[File:Shikigami no Shiro 3 - Munchausen Type1.png|frame|left]]
 
'''Shikigami Type 1''' : When the shikigami button is held, a cursor will appear. Munchausen will remain immobile while the player instead moves the reticle around. Letting go of the button unleashes a big explosion on the cursor location.
 
 
 
This explosion is bigger than the one caused Fumiko's Type 1, however there is a limit of one explosion on screen max.
 
|
 
[[File:Shikigami no Shiro 3 - Munchausen Type2.png|frame|left]]
 
'''Shikigami Type 2''' : Munchausen summons a pink spinning disc which can be freely moved around to damage and kill enemies. Munchausen is unable to move while the shikigami is deployed, as the directional inputs will control the disc instead. If the player lets go of the shikigami button, the disc will despawn and Munchausen can move again.
 
 
 
If Munchausen uses the teleport while the disc is active, the disc will despawn and then respawn on Munchausen's new location.
 
 
 
There actually is a special trick which allows the player to keep an active disc in one location and still be able to move Munchausen at the same time. This trick requires the player to summon the pink disc, move it at the desired spot, teleport and let go of the shikigami button in the middle of the teleport. If the glitch was correctly pulled off, the disc will no longer be visible but its hitbox will still remain active where it last was, as long as the player doesn't summon it again, gets hit, or until the pre-boss invincibility occurs.
 
 
 
While this invisible shikigami is active, the player can thus move around, teleport again, shoot, and activate HTMs. This is an essential asset for Munchausen-2 scoring, and a helpful addition for survival play too.
 
  
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=hdqMJQRNhsg ]
+
=== Items ===
 +
----
  
|}
+
There are a few items types in the game, most notably cubes that can recharge the Meta stock or give points. These can be autocollected by not attacking for a second.
  
<h3> <span style="display:none;">Gennojo Hyuga</span></h3>
+
{| class="wikitable" style="background-color:#F5F9FA; width:80%"
 
+
|- style="background-color:#9BC5CD;"
{| class="wikitable" style="background-color:#C2C6CC;width : 100%"
+
| style="width:10%;" | <big><b>Item</b></big>
 +
| style="width:80%;" |<big><b>Description</b></big>
 +
| style="width:10%;" | <big><b>Can be autocollected?</b></big>
 
|-
 
|-
! colspan="5" style="background-color : #364158; color : white; text-align :left" | <big>Gennojo Hyuga</big>
+
| [[File:Chaos Field - Meta Stock item.png]]
 +
| <b>Meta Stock item</b> : Item that is generated when destroying boss parts or taking a hit. In Original mode, it will also spawn when a popcorn enemy is killed. The Meta stock item will replenish part of the Meta gauge, which is used in order to fire the Wing Layer and the Lock-On Laser. Each individual block of the Meta gauge needs 10 Meta Stock items to be filled. In other words, a single Wing Layer or Lock-On Laser use requires 10 Meta Stock items.
 +
| Yes
 
|-
 
|-
| rowspan="3" | [[File:Shikigami no Shiro 3 - Gennojo Shot.png]]
+
| [[File:Chaos Field - Point item.png]]
| colspan="4" | A psychic private investigator. He is one of the ''tsukigamizoku'' (Moongod tribe) living in Japan and is an ''okami'' (great deity, wolf). At first he was against going on this mission because it was a request from the government, but since he was in dire straits with his living expenses, he finally gave in to the compensation and went on his first trip abroad. Whether it is due to pride or not, he tries to act like an avid traveler by acting like he knows it all, reading guidebooks, and studying foreign languages.  He's a rather adorable middle-aged man who likes to call himself a young man. Once again, though his character has changed, he partners up with Mihee to solve the incident. He is a proud and stubborn man who always ends up volunteering to take on the most difficult of tasks himself.
+
| <b>Point item</b> : Alternate item that spawns in place of the Meta Stock item if the player's Meta gauge is actually full when the items are spawned. These golden items are worth 5.000 points each and will not replenish the Meta gauge even if said gauge gets emptied in between the item spawn and the item collection.
 +
| Yes
 
|-
 
|-
| rowspan="2" | '''Shot''' : Gennojo shoots two streams of circular shots that crisscross multiple times in a helix-like shape. The width of the shot starts off large and decreases as it travels upwards.
+
| [[File:Radirgy - Milestone logo.png|64px]]  
|
+
| <b>Milestone logo</b> : Special logo that can be triggered on 1-2 and 3-1 and replenishes one life point when picked up. In order to make the logo appear, the boss has to be killed while in Order Field before the timer goes below 55 seconds (for 1-2) or 64 seconds (for 3-1). Switching to Chaos Field beforehand to inflict additional damage is fine and will not prevent the logo spawn as long as the killing blow occurs in Order Field.
[[File:Shikigami no Shiro 3 - Gennojo Type1.png|frame|left]]
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=Ew8iTmBNnrI & https://www.youtube.com/watch?v=bbB951BT7GM ]
'''Shikigami Type 1''' : Gennojo summons a lightning ball in his hand as well as three lightning balls ahead, with one in the center and one of each side. These energy balls all travel alongside Hyuga and copy its movements.
 
  
The lightning ball in Gennojo's hand will damage anything it touches. Once any of the three forward lightning balls touches an enemy, it'll lock on to it until said enemy is killed or leaves the screen. Multiple lightning balls can lock-on to a single enemy to inflict more damage. When a ball loses its lock on an enemy due to kill or leave, it'll try to move towards its default position in front of Hyuga, but if it catches another enemy on the way back, it can also lock on to it.
+
One thing to note on 3-1 is that the boss will be moving towards the left edge of the screen when the timer is close to the threshold. As a result, a last second kill will actually spawn the logo a bit too far away from the area the ship can move in, and the logo will be impossible to collect. When the logo gets despawned, the collection SFX will still play, but no life point will be restored.
|
 
[[File:Shikigami no Shiro 3 - Gennojo Type2.png|frame|left]]
 
'''Shikigami Type 2''' : Gennojo summons two lightning balls, one in his hand and the other one in his back, as well as three lightning balls in front of him (one in the center, and one on each side) and two balls behind him (one of each side). To compensate for the additional lightning balls compared to Type-1, the three forward ones are not as further away here with Type-2.
 
  
The two lightning balls on Gennojo will damage anything they touch, while the three forward lightning balls and the two back ones can all lock-on to enemies just as with Type-1.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=onqZmuqAldI ]
| rowspan="2" | '''Bomb''' : Gennojo temporarily transforms into his wolf form and automatically attacks enemies on the screen by ramming into them at full speed. The player cannot control the wolf's movements during the bomb, but the wolf form is also completely invincible.
+
| No
|-
 
| colspan="2" |
 
Jolts of electricity will connect Gennojo to the lightning balls for both shikigami types, however those do not deal damage and are only there for aesthetic purposes.
 
 
|}
 
|}
 
=== Stage structure ===
 
 
The game's 5 stages are divided into two halves, each half having one stage portion and one boss. For instance, Stage 1 has 1-1 Stage, 1-1 Boss, 1-2 Stage, and 1-2 Boss. The ports' practice modes respectively refer to those 4 subdivisions as Area1, Boss1, Area2, and Boss2.
 
 
The first boss in a stage will be a mechanical boss with destructible parts, while the second boss will be a human character without destructible parts. Those character boss fights can also be preceded with short dialogues if the story segments have been activated.
 
 
5-1 and 5-2 are exceptions to the formula. 5-1 Boss features both a human boss and a mechanical boss back-to-back. 5-2 does not feature any stage portion and throws the player directly into a multi-part boss fight.
 
 
===== Boss fights =====
 
 
Each of the game's boss fights require the player to empty multiple life bars within the time limit. The time limit is a global per-boss one rather than per-life-bar. Additionally, there is no individual lifebar timeout and the only way to progress from a phase to another is to empty said lifebar.
 
 
If time runs out while the boss is still alive, a specific sound effect will play and red invincible timeout Oni will start spawning. These flaming heads will try to chase the player around, and spawn in larger and larger amounts. Eventually, the boss will self-destruct on its own.
 
 
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=4y-S9pX-hlg ]
 
 
If the player game overs, the Oni will despawn. If a Continue is used, the timeout Oni will not reappear. The boss will still self-destruct as usual after some time.
 
 
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=2MGhhL2OpzU ]
 
 
===== End of stage =====
 
 
At the end of each stage, the player will be granted a Class. This letter-based rank evaluates player performance and can range from F to A and then S and SS. The class will be prefixed with a minus sign in case the player game-overed and then used a Continue.
 
  
 
=== Scoring ===
 
=== Scoring ===
 +
----
  
Scoring well in Shikigami no Shiro 3 mainly relies on two factors : keeping a tension multiplier at x8, and collecting coins whose base value can be increased up to 10 000.
+
Chaos Field's scoring system revolves around the use of specific weapons in order to drive a combo counter up. Since those weapons are also tied to an energy meter, resource management will also play a major role in obtaining the highest possible combos and scores.
  
==== Tension Bonus System ====
+
==== Increasing the combo multiplier ====
  
The tension bonus is a score multiplier going from x1 to x8 which gets applied to any score bonus the player can get, with the exception of post-boss bonuses. It can affect enemy kills, boss part/phase destruction, and collected coins' value.
+
[[File:Chaos Field - Combo information.png]]
  
This multiplier increases depending on the player's proximity with a hazard : bullet, laser, or an enemy itself. The closer they are, the higher the tension multiplier will be for any score action (kill, coin collect) that occurs at that same time. Continuously grazing the same hazard for multiple score actions is also perfectly fine, as there is no limit to how many times said hazard can provide tension multipliers.
+
While the shot and sword can not increase the combo, the Wing Layer and the Lock-on laser are the only weapons able to do so.
  
The tension multiplier also affects the specific amount of coins that are spawned from enemies/bosses.
+
Whenever a bullet is canceled by the Wing Layer or when it is targeted by the Chaos Field variation of the Lock-on laser, the Hit count will go up by 1. When the Lock-on laser targets a boss part (in either field), it will also increase the Hit count by 1.
  
==== Coins ====
+
Since the Lock-on Laser increases the combo as soon as the bullet is locked-on rather than when it is canceled by the homing laser, it is possible to use the sword to erase a locked-on bullet without missing out on the hits the Lock-on Laser generated.
  
Whenever an enemy, boss part, or boss phase is killed with your shot or shikigami attack, the game will spawn coins. If the shot was used, the amount of coins will be the set base amount defined for the enemy or boss in question. If the shikigami was used, the amount of coins spawned will be multiplied by the tension bonus multiplier. However, any kills gotten through bomb use will not spawn any coins at all.
+
Additionally, it is possible to have a single bullet provide two hits instead of one by first locking on to it with the Chaos Field Lock-on Laser, and then erasing it with the Wing Layer before said laser actually reaches it. [VIDEO SHOWCASE : https://www.youtube.com/watch?v=O73PkIzA_OQ]
  
These coins will then be auto-collected and increase the player score. The initial base coin value is 10, and every collected coin that was spawned thanks to a Shikigami attack will increase the base coin value by 10, up to a maximum base value of 10 000. Coins spawned with the shot attack will simply not increase the base coin value. The coin value carries over from stage to stage.  
+
The combo counter is visible in the top right of the screen whenever a combo is currently active. Below the hit number is a yellow timer, which stays at the max as the combo increases. However, lulls in bullet canceling or lock-ons will make the timer gauge decrease. If the gauge isn't refilled by increasing the combo, the combo ends entirely.
  
The actual value for each collected coin uses this base value and can then also be affected by the tension multiplier. Whenever a coin is collected, a small text will appear above the player character that indicates the base coin value and tension multiplier. (Thus, the max that's shown will be "10 000 x8") If the tension multiplier is at x8, the text will be red. Otherwise, it will be blue if the coin was spawned with a shikigami attack, or purple if it was a shot attack.
+
Combos are essential for high scoring as the higher the combo, the higher the multiplier for parts and boss kills, as well as for tick points.
  
Whenever the player gets hit, the base coin value drops back to 10, no matter the current base value of coins. The player also visibly drops some coins which slowly fall off the screen, which can be collected again for points by touching them. Dropping coins does not decrease the score nor make the player lose the points said coins initially gave.
+
At the beginning of every stage, the combo is reset to 0, but the combo counter and timer will carry over from one boss to another within the same stage. Having a high-value combo on the first boss of a stage can consequently provide scoring benefits on the second and third boss as long as the combo is also maintained through these fights.
  
==== Hi-Tension Max (HTM) ====
+
[[File:Chaos Field - 9999 combo.png|100px]]
  
New to Shikigami no Shiro 3 is the Hi-Tension Max. This novel mechanic works akin to a hyper mode and requires a bomb in stock to be triggered since it consumes one upon activation. The HTM will temporarily make the player be at maximum tension multiplier and get access to the tension shot regardless of their proximity with enemies or bullets. Any enemy destroyed or coin collected will therefore be at x8 multiplier for the duration of the HTM.
+
The combo's possible max value is 9.999. When the combo reaches this specific value, it can no longer be increased, but the timer itself can also no longer be replenished. Using the special weapons to increase the hit combo will only temporarily freeze the combo gauge, but never fill it as long as the combo is at 9.999.
  
Additionally, when an enemy is killed during HTM, the amount of coins it spawns is being multiplied by x1.5 . Since the x8 tension multiplier also multiplies said amount of coins for shikigami kills, the player spawns 12 times the amount of coins in this scenario.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=FzywOkoK4NU]
  
An HTM activation will spawn a visual circular red effect around the player for approximately a second. The player is invincible during said activation animation, and as such it is possible to include this property into routing, as to bypass a wall or wave of bullets and get closer to some enemies before killing them at max tension for example.
+
==== Meta cubes VS Point items ====
  
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=bijd6a9xSvc ]
+
[[File:Chaos Field - Meta Stock item.png]] [[File:Chaos Field - Point item.png]]
  
However, if the player uses an HTM while being near the end of a post-death invulnerable state, this 1-second long invincibility period can be cut short by the post-death state ending during said second.
+
When the meta gauge is already completely full, dedicated yellow point items will spawn instead of more meta cubes. While these items provide more immediate scoring bonuses, it remains preferable to consume the meta gauge and use the special weapons in order to increase the combo counter. A high combo value will be worth a lot more points as the yellow items' value becomes comparatively smaller and smaller as the combo increases.
  
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=eE9ArnSqMV8 ]
+
==== Combo VS Time bonus ====
  
If the player uses a normal bomb while its HTM is already active, the HTM timer will freeze while the bomb is being used, and it then resumes.
+
Once a boss is defeated, a bonus will be granted depending on how much time was remaining on the clock. However, said bonus remains relatively smaller than the score obtained by killing the boss after having milked its patterns for a high-value combo.
  
A second HTM cannot be triggered if one is already active
+
==== Halting the combo timer decrease for links ====
  
When reaching a boss or killing one with an HTM active, the game will prematurely stop it right after the kill. The properties on tension multiplier and coin spawning still apply to the boss kill, but not necessarily on the coin collection if it occurs afterwards.
+
Even if the combo timer requires either of the special weapons to connect in order to be refilled, it is also possible to temporarily freeze said timer in order to buy time whenever there are no other ways to keep the combo alive. This can occur whenever specific bosses leave the screen and/or don't shoot for a few seconds.
  
=== Bonus enemy waves ===
+
If the Wing Layer hits the boss without catching any bullets, it will still freeze the timer for as long as there is an overlap between it and the boss.
  
The game's stages feature a slight caravan element to them : by killing enemy waves quickly, it is possible to trigger the next waves faster, and thus more score that can be gotten from a stage portion. This behavior can be seen in all stages except 3, since the existence of walls make the enemy placement fixed instead of dynamic.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=5zKsiGXtXck ]
  
=== General scoring loop ===
+
When a Lock-on laser is used in empty air but does not catch any boss part (and/or bullet in Chaos Field), it will nonetheless temporarily freeze the timer. It is possible to use several Lock-on lasers to stall the timer decrease, as long as energy is available to do so.
  
In order to score high, the recommended strategy is to self-destruct twice at the beginning of the game to get two more bombs, and then continuously use the bomb stock as Hi-Tension Maxes while quick-killing enemies. This will grant optimized point counts for the waves and replenish the lost lives through score extends. Upon reaching the end of a boss, the player should self-destruct any excess lives they have gotten right before killing said boss in order to replenish the bombs as much as possible and repeat the cycle of continuous Hi-Tension Maxes in the next stage or stage portion.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=2USTJOuOink ]
  
Grazing bullets/enemies while killing enemies and collecting coins, just like the previous Shikigami games, can still be important during moments where the HTMs aren't used such as some bosses.
+
On the other hand, performing a Field Switch does not freeze the combo timer. In case the combo timer is already decreasing, it is preferable to use a special weapon and refill the gauge before switching fields, otherwise the combo risks being reset during the short transition period where the player is unable to move or activate weapons as they switch fields.
  
== Version Differences ==
+
==== Self-destructs for energy recharge ====
  
The game's playing configuration can be modified by changing the difficulty and/or by changing the game modes. Difficulty settings were already available in the original arcade release while game modes are new tweaks introduced in the home ports.
+
This game features zero penalties for losing lives, and taking a hit will spawn enough meta stock items for three additional special attack uses. Consequently, sacrificing lives on purpose in order to replenish the energy gauge is a viable strategy for extending a combo with no other source of meta stock items available.
  
=== Difficulties ===
+
The main location when this trick is used is the very final boss' last phase, where the strategy is motivated by a combination of limited parts to damage for meta stock items, very lucrative high-density bullet patterns, and no further boss encounter to threaten survival after all the lives but one are exhausted for score purposes.
  
==== Easy ====
+
== Game modes ==
  
Easy features toned down attack patterns and triggers an autobomb when the player is hit.
+
=== Arcade ===
However, there is no bomb restore when the player is hit, and the game ends after stage 3 is completed.
 
  
Other tweaks to the level-design also make the stages themselves easier. For instance, stage 3 walls are less dense and the moving walls are slower, and some enemies have been removed.
+
Arcade is the main mode of the game, featured in every port.
  
==== Arcade ====
+
=== Original Mode ===
  
Arcade is the regular arcade difficulty and the default choice when starting a run
+
Only available on : GC
  
==== Extreme ====
+
In Original Mode, the player does not only face bosses. Sections with popcorn enemies are interspersed between specific boss fights, or sometimes in the middle of a boss fight as well.
  
Extreme is a difficulty setting where every enemy or boss part killed will spawn revenge bullets on the player. Additionally, bosses will routinely fire a fast aimed spread shot on top of their regular attack patterns.
+
Popcorn enemies fire bullets that can be canceled for a combo and they can be locked-on as well. When destroyed, they will spawn meta stock items. It is thus possible to gain resources and score during the popcorn segments in a similar fashion as in boss fights. Besides, combos will carry over within a same stage from a popcorn segment to a boss fight, which provides opportunities for even bigger combo potential than in Arcade mode.
  
Several levels of Extreme exist : 1, 2, and 3. Each of those increase the amount of revenge bullets and the speed at which those revenge bullets and the additional boss bullets are fired.
+
Additionally, a few boss patterns have been altered. Said alterations are relatively minor, as the general shape and concept behind the patterns remains similar, but the speed or bullet type featured in those patterns can be changed.
  
=== Arcade/Director's Mode ===
+
== References ==
 
 
The game's home ports feature a "Game Mode" setting in its options. The two choices are "Arcade Mode" and "Director's Mode". While Arcade Mode matches the original arcade game, Director's Mode adds a lot of smaller tweaks to the game, some aesthetic/QoL, some directly affecting the scoring. As a result, players who want to submit scores that can match the arcade version should select "Arcade Mode", whereas Director's Mode can be used for a smoother, more polished and accessible experience.
 
 
 
This choice is independent from the difficulty selection, therefore it is possible to freely combine difficulty selection and Arcade/Director modifier selection.
 
 
 
Here are the known changes that Director's mode provides :
 
 
 
* The HUD disappears in Director's Mode if you are on top of it instead of hiding your character like in Arcade.
 
* Director Mode allows you to move your character and hitbox much closer to the screen edges' horizontal sides than the Arcade Mode.
 
* The diagonals in Director's Mode are normalized, which isn't the case in Arcade Mode.
 
* Yellow wall blocks in stage 3 are changed to a darker shade of orange in Director's mode, which helps seeing them better even when hidden.
 
* Killing enemies and bosses give you more coins in Director's mode. The coin spawning animation is also different as Director's mode has them more spread out, versus the more packed coin stacks in Arcade.
 
* On-screen bullets are not canceled when a boss is killed in Director's Mode so the player can more easily get the x8 on the coins. The player is still granted invincibility as soon as the boss dies.
 
* The final phase of 5-1 boss is worth 100 mil points, which means a x8 can replenish 2 lives and refill 2 bombs. It's worth absolutely nothing in Arcade Mode.
 
 
 
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=zI9flIiGnZg ]
 
 
 
More may exist.
 
 
 
=== Additional game modes ===
 
 
 
Modes are alternate ways to play that have been added in the Wii and X360 ports. (They are not available on the PC version)
 
The choice between modes is decoupled from difficulty selections such as Easy /Arcade/Extreme and the Arcade/Director's Mode choice, and thus can be combined according to player preference.
 
 
 
These bonus modes are 1-player only
 
 
 
==== Dramatic Change Mode ====
 
 
 
Dramatic Change Mode is a feature which allows you to play as two characters instead of only one. Contrary to double play modes one can find in some other shmups, here the two characters are not simultaneously displayed on screen. Instead, the player can assign a dedicated button to switch from one to the other, and then use that to freely change between the two characters during the run.
 
 
 
There are only a few specific moments when characters can't be switched :
 
* While a bomb or Hi-Tension Max is active
 
* Whenever the current character is invincible, either due to boss spawn/kill animations, post-damage recovery invincibility, or the initial invincibility when entering a stage
 
 
 
The character dialogue that occurs in Dramatic Change Mode is exactly the same as the dialogue that would be triggered with two players, so this mode can be used to see said dialogue without a second person or controller available.
 
 
 
While 2P runs have each player get their own stock of lives and bombs, Dramatic Change Mode has a shared stock. Both scenarios have a single, combined score.
 
 
 
At the end of the run, the regular score tally screen will be shown, however the score will not be permanently saved in any in-game leaderboard.
 
  
==== Boss Attack ====
+
=== Scoreboards ===  
  
This mode lets a player consecutively fight every boss in the game in the order in which they are fought in the regular game.
+
* JHA hiscore board : https://wiki.denfaminicogamer.jp/highscore/2004_011_%E3%82%AB%E3%82%AA%E3%82%B9%E3%83%95%E3%82%A3%E3%83%BC%E3%83%AB%E3%83%89
  
== Unlockable Secrets ==
+
* System11 hiscore board : https://shmups.system11.org/viewtopic.php?t=42140
  
The arcade mode features a few unlockable settings hidden behind specific codes. <ref>http://www.alfasystem.net/game/shiki3/mode.html</ref> All of these unlockables are immediately available in the ports with minor or no specific input requirements.  
+
* Restart syndrome hiscore board : https://restartsyndrome.com/board.php?id=278
  
==== Munchausen ====
+
* hiscores.shump.com board : https://hiscores.shmup.com/game/112
 
 
Immediately after entering the test mode, enter the following commands within 10 seconds :
 
{| class="wikitable"
 
|-
 
|→, ↓, ↓, 1P start, ↑, ←, ↓, ↓, →, 1P start, ←
 
|}
 
 
 
If you successfully enter the command, you will be able to select and use a hidden character in the "Game Settings" menu. The effect is permanent.
 
 
 
If you make a mistake in entering the command, you will need to restart the test mode and enter the command again.   
 
 
 
Once the character unlock code has been entered and the setting has been switched on, Munchausen can be selected on the character select screen by putting the cursor on Fumiko and pressing down. This will switch from Fumiko to Munchausen.
 
 
 
Pressing down on Fumiko is also needed on the PC version, however there is no need to enter any code beforehand. In the Wii and X360 ports, Munchausen is immediately available for selection without any manipulations nor codes and as such isn't a secret character in those versions.
 
 
 
Besides, due to the required manipulation on the character selection screen on the Arcade and PC versions, it is not possible to play a co-op run with one player as Fumiko and the other one as Munchausen there.
 
 
 
==== S3-Mix ====
 
 
 
The game feature an alternate soundtrack known as the S3-Mix where stage themes are replaced by remixes of their Shikigami no Shiro 2 equivalents. All boss themes remain the same as the original Shikigami no Shiro 3 soundtrack.
 
 
 
In the arcade version, this mix is accessed by holding A+B when pressing start to begin the credit.
 
In the home ports, the mix is one of the options the player can freely choose from when starting a run.
 
 
 
==== Extreme difficulty ====
 
 
 
In order to access Extreme difficulties on the arcade version, the player needs to input the following series of inputs on the title screen, after having inserted a coin :
 
 
 
{| class="wikitable"
 
|-
 
| ↑, A, ↓, ↓, ←, →, ↑, ↓, B, B, A, A+B
 
|}
 
 
 
 
 
A sound cue will confirm the code has been validated. With Extreme difficulty on, the option to choose it will replace the Easy difficulty when the credit actually starts.
 
 
 
It is also possible to access Extreme 2 and Extreme 3 by pressing A+B again on the title screen once the Extreme code has been validated.
 
 
 
== Misc. tips and info ==
 
 
 
* 2-2 Boss's first phase features a pattern with giant two-handed spinning blades. The handle in the middle of each blade is actually harmless and can be crossed safely when dodging the attack.
 
[[File:Shikigami no Shiro 3 - 2-2 Boss dual blades - safe handle.png|thumb|right|200px]]
 
 
 
* As per Shikigami no Shiro tradition, stage 3 features walls. In this installment of the series, the walls are almost invisible (but still dangerous in that state) by default, and the player has to hit specific lanterns scattered through the stage to temporarily uncloak them.
 
 
 
* When clearing one of a boss' lifebars with the shot or shikigami, coins will be spawned. It is possible to get a x8 multiplier on said coins by staying close to the boss when collecting them. However, this can not work in Arcade Mode for the boss' last phase since the boss hitbox gets disabled afterwards and all the on-screen bullets get immediately canceled.
 
 
 
However, a trick allows you to get said last lifebar coins with the max multiplier. By positioning yourself on top of the coin spawn point, located on the boss itself, the coins will be instantly collected when killing the boss, and the multiplier will be the one active when dealing the finishing blow. Instantly collecting the coins requires the player to be in its invincible state since that's the only way to be on top of the boss without getting collision damage, and getting the x8 multiplier needs the boss to fire a hazard that can be grazed.
 
 
 
Given the requirements, this trick should be done right after self-destructing on the boss' last lifebar and by finishing off the boss while the post-hit invincibility is still active. The self-destruct down to one life is something the normal score routes will do anyway since they replenish bombs that can be used as HTMs for the next stage, so no score potential loss should occur when setting up this technique.
 
 
 
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=ADrmNZZlfyA ]
 
 
 
* Pressing Start on the character selection screen will display a marker for the hitbox location. This marker is only seen in that screen and will not be carried over to the run itself, but the hitbox will shine and show its size whenever the player's tension is high (either due to being close to danger, or by having an active HTM).
 
 
 
== Trivia ==
 
 
 
* In the original arcade release's art, Nagino Ise's backpack prominently features the Bubble Bobble dragon and logo. This reference has been edited out of the console ports, except for the key art that was used for the JP Wii cover and X360/Wii booklet cover which shows Reika and Nagino. In it, the Bubble Bobble logo can be faintly seen, partially hidden by Nagino's hair. Additionally, the initial concept art for Nagino Ise had the entire backpack be in the shape of Bub.
 
[[File:Shikigami no Shiro 3 - Nagino Ise concept art.jpg|500px|frameless]]
 
 
 
* Reika Kirishima originally comes from the 1985 Laserdisc game Time Gal. Her time freeze bomb is a reference to it, and Reika's dialogue also makes a reference to directional arrows that were used as QTEs in her original game.
 
 
 
* Near the very start of stage 1-1 is a brown robot resting in the background, on the left side of the screen. This robot is a reference to Triangle Service's Trizeal, in which a similar robot lays dormant in stage 2. However, the original robot can wake up and throw a rock at the player which can be juggled for bonus points, whereas the Shikigami no Shiro 3 variant is a purely aesthetic cameo.
 
[[File:Shikigami no Shiro 3 - Trizeal robot cameo.png|300px|frameless]]
 
 
 
== References ==
 
=== Links ===
 
 
 
* Alfa System's official Shikigami no Shiro 3 website : http://www.alfasystem.net/game/shiki3/
 
* Arc System Works (JP Wii/X360 version publisher) website : https://www.arcsystemworks.jp/shikigaminoshiro/
 
* Archived version of the Cyberfront (JP PC version publisher) page : https://web.archive.org/web/20090105072646/http://www.cyberfront.co.jp/title/shikigami3/index.html
 
* Archived version of the Aksys Games (US Wii version publisher) website : https://web.archive.org/web/20081211204124/http://aksysgames.com/shikigami/
 
* JP Wikipedia page on the Shikigami no Shiro series : https://ja.wikipedia.org/wiki/%E5%BC%8F%E7%A5%9E%E3%81%AE%E5%9F%8E
 
* Dedicated page on the Shikigami no Shiro wiki : https://shikigaminoshiro.fandom.com/wiki/Shikigami_no_Shiro_III
 
 
 
=== Scoreboards ===
 
 
 
* System11 scoreboard : https://shmups.system11.org/viewtopic.php?f=2&t=18288
 
* Restart Syndrome scoreboard : https://www.restartsyndrome.com/board.php?id=191
 
* hiscores.shmup.com board : https://hiscores.shmup.com/games/136
 
  
 
=== Replays ===
 
=== Replays ===
  
Refer to Shikigami no Shiro 3/Video Index
+
Please refer to https://shmups.wiki/library/Chaos_Field/Video_Index
 
 
{| class=wikitable style="text-align: center;width: 100%"
 
|-
 
! style="width:10%;" | Player
 
! style="width:10%;" | Character
 
! style="width:10%;" | Score
 
! style="width:10%;" | Platform
 
! style="width:10%;" | Stage
 
! style="width:10%;" | Video
 
! style="width:30%;" | Comment
 
|-
 
| KDK-Takeyuki
 
| Batu2
 
| 11.504.381.410
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=i17mbVWa2To Youtube]
 
| Appreciate DVD run
 
|-
 
| EOT
 
| Emilio2
 
| 10.067.979.710
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=KhryenQ3bcA Youtube]
 
| Appreciate DVD run
 
|-
 
| Koohan北尾
 
| Fumiko1
 
| 9.850.534.640
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=Cvj0esxYZyo Youtube]
 
| Appreciate DVD
 
|-
 
| XIQLO
 
| Hyuga1
 
| 9.206.345.010
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=rdCWa9HECqU Youtube]
 
|
 
|-
 
| Hige-SADAM
 
| Hyuga2
 
| 9.862.512.570
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=AEibrHcnnNU Youtube]
 
| Appreciate DVD run
 
|-
 
| Oroshi (ORS)
 
| Kuga1
 
| 10.091.260.550
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=ZMgtPezOkf8 Youtube]
 
| Appreciate DVD run
 
|-
 
| TZW-ART?
 
| Kim1
 
| 10.547.590.060
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=uOTiZDpXQa0 Youtube]
 
| Appreciate DVD run
 
|-
 
| IML-星白金-YUJ
 
| Kim2
 
| 11.407.026.000
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=SBTWI8YvC7Y Youtube]
 
| Appreciate DVD run
 
|-
 
| Owarabi
 
| Munchausen
 
| 9.384.193.220
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=VVTgoaTYkRg&t=1h15m55s Youtube]
 
|
 
|-
 
| T3-CYR-WIZ
 
| Nagino2
 
| 11.415.626.810
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=sxw2XzT7Gdc Youtube]
 
| Appreciate DVD run
 
|-
 
| Yusemi SWY
 
| Reika2
 
| 11.104.038.960
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=jYn3eCUfZTI Youtube]
 
| Appreciate DVD run
 
|-
 
| Dame K.K
 
| Roger2
 
| 10.656.934.140
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=kMCwIVG42Hk Youtube]
 
| Appreciate DVD run
 
|-
 
| IML-星白金-YUJ & T3-CYR-WIZ
 
| Batu2 & Nagino2
 
| 12.101.705.530
 
| PCB
 
| ALL
 
| [https://www.youtube.com/watch?v=j2u6r-dGLd8 Youtube]
 
| Appreciate DVD run - 2 players
 
|}
 
 
 
=== List of official superplay materials ===
 
 
 
Refer to List of superplay Materials#Alfa System
 
 
 
=== Shikigami no Shiro 2 Appreciate DVD (2004) ===
 
 
 
[[File:Shikigami no Shiro 2 Appreciate DVD.jpg|250px]]
 
  
This 3-DVD set contains a run for every character in the game with the exception of Fumiko OV, as a Chibi Fumiko run is featured instead. All the videos in the DVDs have standard non-rotated footage, but also alternate 270° rotated vertical versions. A booklet also comes with the DVD.
+
=== List of superplay materials ===
 
 
DVD #1 has the following runs :
 
 
 
{| class=wikitable style="text-align: center;width: 100%"
 
|-
 
! style="width:10%;" | Player
 
! style="width:10%;" | Character
 
! style="width:10%;" | Score
 
! style="width:30%;" | Comments
 
|-
 
| Oroshi (ORS)
 
| Kuga2
 
| 6.529.866.050
 
|
 
|-
 
| Hige-SADAM
 
| Hyuga2
 
| 6.252.394.990
 
|
 
|-
 
| Yusemi SWY
 
| Sayo1
 
| 7.103.884.810
 
|
 
|}
 
 
 
DVD #2 fas the following runs :
 
 
 
{| class=wikitable style="text-align: center;width: 100%"
 
|-
 
! style="width:10%;" | Player
 
! style="width:10%;" | Character
 
! style="width:10%;" | Score
 
! style="width:30%;" | Comments
 
|-
 
| KDK-ASK
 
| Kim2
 
| 6.879.535.480
 
|
 
|-
 
| T3-CYR-WIZ
 
| Niigi2
 
| 6.667.763.600
 
|
 
|-
 
| Dame K.K
 
| Roger2
 
| 6.558.937.500
 
|
 
|}
 
 
 
DVD #3 has the follwing run :
 
 
 
{| class=wikitable style="text-align: center;width: 100%"
 
|-
 
! style="width:10%;" | Player
 
! style="width:10%;" | Character
 
! style="width:10%;" | Score
 
! style="width:30%;" | Comments
 
|-
 
| EOT
 
| Chibi Fumiko2
 
| 5.659.184.630
 
|
 
|}
 
 
 
This DVD also features footage of each character's single-player story segments.
 
 
 
Contents of the booklet :
 
* Score breakdown for each of the featured runs
 
* Superplayer interview
 
 
 
=== Shikigami no Shiro 3 Appreciate DVD (2006) ===
 
 
 
[[File:Shikigami no Shiro 3 - Appreciate DVD (Front).jpg|250px]]
 
 
 
This 3-DVD set contains a run for every characters, as well as bonus footage and an informative booklet. While most characters simply have a single run with one of their two shikigami types, Kim Mihee is featured in two runs, each with a different shiki type. Besides, a 2-player run features Batu Harai and Nagino Ise, albeit with the same shikgami types as their solo runs.
 
 
 
DVD #1 has the following runs :
 
 
 
{| class=wikitable style="text-align: center;width: 100%"
 
|-
 
! style="width:10%;" | Player
 
! style="width:10%;" | Character
 
! style="width:10%;" | Score
 
! style="width:30%;" | Comments
 
|-
 
| Oroshi (ORS)
 
| Kuga1
 
| 10.091.260.550
 
|
 
|-
 
| Hige-SADAM
 
| Hyuga2
 
| 9.862.512.570
 
|
 
|-
 
| Yusemi SWY
 
| Reika2
 
| 11.104.038.960
 
|
 
|-
 
| T3-CYR-WIZ
 
| Nagino2
 
| 11.415.626.810
 
|
 
|}
 
 
 
DVD #2 has the following runs :
 
 
 
{| class=wikitable style="text-align: center;width: 100%"
 
|-
 
! style="width:10%;" | Player
 
! style="width:10%;" | Character
 
! style="width:10%;" | Score
 
! style="width:30%;" | Comments
 
|-
 
| KDK-Takeyuki
 
| Batu2
 
| 11.504.381.410
 
|
 
|-
 
| Dame K.K
 
| Roger2
 
| 10.656.934.140
 
|
 
|-
 
| T3-Sanchasame
 
| Munchausen2
 
| 8.856.996.410
 
|
 
|-
 
| IML-星白金-YUJ
 
| Kim2
 
| 11.407.026.000
 
|
 
|}
 
 
 
DVD #3 has the following runs :
 
 
 
{| class=wikitable style="text-align: center;width: 100%"
 
|-
 
! style="width:10%;" | Player
 
! style="width:10%;" | Character
 
! style="width:10%;" | Score
 
! style="width:30%;" | Comments
 
|-
 
| EOT
 
| Emilio2
 
| 10.067.979.710
 
|
 
|-
 
| Koohan北尾
 
| Fumiko1
 
| 9.850.534.640
 
|
 
|-
 
| TZW-ART?
 
| Kim1
 
| 10.547.590.060
 
|
 
|-
 
| IML-星白金-YUJ & T3-CYR-WIZ
 
| Batu2 & Nagino2
 
| 12.101.705.530
 
| This is a 2-player run
 
|}
 
 
 
The DVDs also contains a total of 45 short clips of strategies and tricks that aren't necessarily shown in the full runs. DVD #1 has 15, DVD #2 has 16, and DVD #3 has 14.
 
 
 
Contents of the booklet :
 
* Superplayer interview
 
* Comments for each of the 45 short clips
 
 
 
 
 
Archived version of the official publisher page : https://web.archive.org/web/20070605095026/https://m-cs.co.jp/sikikami3/store_info.html
 
  
 +
Please refer to https://shmups.wiki/library/List_of_superplay_materials#Milestone
  
 
== Story ==
 
== Story ==
  
[First half from Aksys website, second half is machine translation]
+
[Taken from the US GC manual]
 
 
The story takes place in a small country called Alcaland, in Mid-Eastern Europe.
 
 
 
Alcaland is populated by an ethnic group called Majar. Other inhabitants include German, Slav, and Hebrew, among many others. This small country (about the size of Delaware), was once annexed by the Soviet Union; however it gained independence in 1992. A beautiful country that has radiant lakes and wheat fields that shine in the sunset; its major industries are pasta and livestock.
 
 
 
The 1.84 million denizens of Alcaland are ruled by a constitutional monarchy (similar to Sweden).Since this country has little economic worth, it has no relations with Japan. While it does have its own borders, it is a desolate country that only has a consulate in neighboring Apfelland and relies on electricity from Russia and Bostonia. Alcaland is a backcountry, but put nicely, it's a quiet, forgotten kingdom.
 
 
 
However, the peace has been disturbed due to a recent series of disappearances and comatose persons. These incidents would have been overlooked had Princess Maako not decided to try and solve these difficult cases herself. This is interesting for the people since they believe that Princess Maako Doroneia Edilius possesses the power of illusion.
 
 
 
Before Alcaland had been annexed into the Soviet Union, the country's many psychics were commonly employed to investigate such issues. However, psychics were oppressed while Alcaland was part of the Soviet Union, which caused the psychic population to dwindle to what it is today. As a result, Alcaland had to ask for outside help to deal with their problems.
 
 
 
 
To help her decide on whom to ask, the princess used twenty-year-old documents which showed Japan as having the greatest advancements in the field of investigation. Based on this, and the fact that Japan has a very deep history, the princess assumed that the country had very powerful psychics and asked Japan for help. Basing such a decision on incorrect assumptions and outdated reports may seem ill-conceived to most, however this truly shows the modernity of Alcaland.
 
 
 
The princess felt that help would be appropriate given the great sacrifices that Alcaland had made for Japan in the past. In the shallow history of Alcaland, it is said that a small (and possibly overlooked), armed yacht was sent to aid Japan during the Russo-Japanese War. Because of this, Alcaland considers itself, even today, Japan's number one ally. It is appropriate to send aid to your allies when they are in need. Although, given this example it would seem that Japan may have many allies that it is not aware of.
 
 
 
How would you react to an ally who asked for serious aid in the form of psychics? Not having the resources to fulfill such a strange request, the Japanese Foreign Ministry was at a loss for what to do.
 
 
 
When a ministry representative contacted the metropolitan police department regarding this issue, the police responded harshly asking "Two things: Where would we get the resources for that, and why should we care!?" The representative felt that even a country such as Alcaland deserved help when it was in need, yet this meant that the ministry was, again, at a loss.
 
 
 
 
 
---
 
 
 
 
 
The crisis was saved by a bipartisan group of Diet members.
 
They were not so unsympathetic as to forget their debt of gratitude after a single defeat in the war, and they had loosened their heads enough to have some understanding of psychic powers.
 
At their own expense, and with a little help from some very generous sources, they set the Agency in motion.
 
The culture of self-financing is always so beautiful.
 
  
The trouble is the Agency.
+
The "Chaos Field", a warped and chaotic dimension.
The agency has refrained from dispatching psychics outside the country due to its relations with neighboring countries.
 
In addition, there was no criminal investigation ability.
 
However, the Japanese family art is not only self-financing.
 
  
There are also subcontractors and bellyaching.
+
There humankind was exposed to the threat of annihilation through the invasion of the mysterious "Abo". Humankind resisted them, and a costly battle ensued for many years, a battle with no clear victor.
  
The Shinrei Agency used Suzuki, a returnee, to contact and contract with private psychics to help the police force.
+
Over time, the battle spread out beyond the Chaos Field to engulf another time-space dimension called the "Order Field".
He succeeded in sending them.
 
  
The Japanese Ministry of Foreign Affairs sent a fax to Alcaland stating that they would take good care of the situation, and exactly five minutes later the Spiritual Agency sent a fax stating that they would send psychics.
+
In order to put a stop to this multi dimensional war, three pilots have been chosen for an assault...
The Ministry of Foreign Affairs does not break precedent, nor does it offend its neighbours.
 
But the Japanese nation as a whole has done its duty.
 
  
Thus, Japan's face was saved again.
+
----
With a great diversions and a few grimaces.
 

Latest revision as of 17:13, 11 March 2022

Chaos Field
CField Title (Arcade).png

Arcade ver. title screen

Developer: Milestone Inc.
Publisher: Able Corporation
Director: Manabu Matsumoto
Producer: Hiroshi Kimura
Music: Kō Hayashi
Daisuke Nagata
Program: Jirō Hamaya
Manabu Matsumoto
Takahiro Kawachi
Art: Ryohei Murakami
Release date: Arcade
JP : 25 May 2004 [1]
Dreamcast
JP : 16 December 2004 [2]
GameCube
JP : 24 February 2005 [3]
US : 20 December 2005
PS2
JP: 21 December 2005 [4]
Milestone Shooting Collection 1 (Wii)
JP : 10 April 2008 [5]
KO : 19 December 2008 [6]
US : 23 January 2009[7]
Milestone Shooting Collection 2 (Wii)
JP : 30 December 2012 [8]
Sakura Flamingo Archives (X360)
JP: 27, Nov 2014[9]
Next game: Radirgy

Chaos Field (カオスフィールド) is a 2004 vertical-scrolling shoot-em-up arcade game developed by MileStone Inc. and published by Able Corporation. It was the first game developed by Milestone.

The game consists entirely of boss battles, featuring five stages (called "Phases" in-game) with three bosses each. Each of the three player characters is equipped with a variety of weapons they can use to destroy each of the boss parts and perform bullet canceling combos for scoring. Furthermore, the player ships can flip the environment at will between two parallel dimensions named "Fields", including the titular Chaos Field.

Gameplay overview

Basic info


  • Vertical game, but and regular 4:3 horizontal screen (Configuration also colloquially known as "vertizontal")
  • 1 player only
  • 8-direction movement and 3 buttons. Home ports can feature up to 5 buttons
  • Default extends are at 8 and 20 million points and there are two secret 1UPs
  • The player's life stock starts at 3, and is capped at 5
  • 5 stages. No loops. A full run lasts around 20 to 25 minutes
  • Continuing allows the player to change characters

Controls


  • A (Hold): Shot
  • B (Tap 1, 2, or 3 times): Sword
    • Tapping several times in quick succession will unleash a sword combo
  • C: Switch between Order and Chaos Field
  • A + B (Simultaneous tap): Wing-Layer (deploys a protective barrier)
  • B + C (Simultaneous tap): Lock-On (locks and fires homing beams onto the enemies)

Note :

  • The game's ports allow players to map dedicated buttons for the Wing Layer and Lock-On. However, the simultaneous tap inputs have not been removed nor can they be toggled off. It is thus still possible to (accidentally) use either of these weapons by pressing their two buttons at once.

Interface


Chaos Field - Interface 2.png

  • 1 : Shield indicator (Player's lives), character name and portrait.
  • 2 : Meta gauge, used for some of the weapons.
    • Each unit allows one use of the weapons that need it. If a unit is red, it is partially filled but can not be used yet.
  • 3 : Player's score
  • 4 : Current field. Appears in blue for Order Field, and in red for Chaos Field
  • 5 : Amount of hits on the current combo. (Only shows up when a combo is active)
  • 6 : Timer gauge for the current combo. (Only shows up when a combo is active)
  • 7 : For a destroyed part or boss, a display of its base value, multiplier applied, and final value. (Only shows up temporarily after any part or boss destruction)
  • 8 : Boss timer, displayed in seconds. When the timer is below 20 seconds, the ms will also be shown.
  • 9 : Boss' HP bar

Game loop


Chaos Field features 5 stages with 3 bosses in it each, for a grand total of 15 bosses to fight one after the other. Every boss has its own timer and each fight ends when the player empties the boss' life bar or when the timer runs out.

Every boss is made of one or multiple parts and turrets. Dealing enough damage to said turrets can destroy them and generate energy cubes. In order to defeat a boss, destroying all the parts is not necessary, but successful destruction of specific turrets is worth additional points and can prevent the boss from using some patterns or attacks.

Some turrets need to be "destroyed" twice before actually being removed. They will generate energy cubes each time they receive enough damage. Some other turrets can be damaged repeatedly for multiple cube spawns over the course of the boss fight.

Weapons


Weapon Description Cost and restrictions
Chaos Field - Hal - Shot order.png Shot The shot is the most basic weapon available, and it allows player crafts to damage enemies ahead of them by continuously holding the shot button. None
Chaos Field - Hal - Sword 1.png Sword Every ship is equipped with two blades that they can freely swing in front of them. The sword has limited forward range but is able to cancel every non-purple bullet.

When tapping the sword button multiple times in a row, the ship can perform a sword combo with up to three hits, with the first swipe coming from the left, then a second one from the right, followed by both swords simultaneously.

Whenever the sword is active, it takes priority over the shot. Holding shot while tapping the sword button will only fire the shot in between the sword combos.

All three characters share similar swords, albeit with a different color each. Besides, the cooldown that occurs after performing a sword combo is not the same. Ifumi has the lowest cooldown, Hal is second, and Jinn has the most cooldown.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=qG93wDmNo4s ]

Unlimited uses, but there is a very short cooldown after a combo
Chaos Field - Hal - Wing Layer order.png Wing Layer A defensive module that ships can summon and that will cancel bullets which touch it. Each character has a unique type of Wing Layer with its own shape, behavior, and duration. The Wing layer will also deal tick damage on boss parts it touches.

Using the Wing Layer does not grant any invincibility to the player, however they can use the bullet canceling ability to make the playfield safer for them.

The Wing Layer remains active for a few seconds before disappearing. Switching fields does not cancel a currently active Wing Layer from the previous field, nor does it force it to change into the Wing Layer variant for the new field. It is thus possible to smuggle one Chaos Field Wing Layer variant into Order Field (and vice-versa) by activating the Wing Layer right before switching fields.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=YvW1eagGb-o ]

Only one simultaneous instance of the Wing Layer can be active at max. Once a Wing Layer has been activated, the player has to wait until it naturally fades out before being able to fire the Wing Layer again.

Requires one block of the meta gauge
Chaos Field - Hal - Lock-on Laser.png Lock-on Laser When using the lock-on laser, the ship will temporarily deploy a green radar, whose shape and range differs for each character. Any targets located inside this radar will have a lock-on cursor on it, and the ship then fires off homing lasers that attack every single locked-on target.

As the homing lasers are not instantaneous, there is a noticeable delay between the moment a target is locked and when it is actually damaged.

A single lock-on laser use can not lock-on to more than 100 targets at once.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=EwQN2NRzcV4]

Requires one block of the meta gauge
Chaos Field - Field Switch.png Field Switch The player crafts have the ability to switch between Order Field and Chaos Field by using the Field switch. Field switching is a manual action and no boss fight will force the player to switch to a specific field as part of an attack or a phase.

When switching fields, the on-screen bullets will be erased and the player will be invincible for a few seconds. (the ship will have a yellow-ish color) The Field Switch is the only player tool that can provide such invincibility.

After using a Field Switch, the ability will be temporary unavailable, until its cooldown ends. A specific sound cue can be heard whenever the Field Switch is made available again. Besides, a player can tell if the Field Switch is available by looking at the top sides of the ship. A transparent aurora-like effect should cover them if the Field Switch is ready.

Unlimited uses, but there is a ~5 second cooldown after every Field Switch

Field differences


Throughout the game, the player can switch between two Fields : Order Field and Chaos Field. A new stage will always start in Order Field, but the field will not be reset from a boss to another within the same stage.

The field switching is one of the main mechanics in the game and jumping from one field to another can change the behavior of player tools and bosses. Here is a list of differences between Order Field and Chaos Field :

Chaos Field - Order Field text.png Chaos Field - Chaos Field text.png
The player's shot and Wing Layer have less power. The shot and Wing Layer evolve into stronger versions of themselves. The properties of the weapons can slightly change as well, as is the case for Ifumi's shot.
The lock-on laser is only able to target and damage boss parts. Bullets inside the Lock-on laser range in Order Field will not be canceled and they will not contribute to the Hit combo. In addition to boss parts, the Lock-on laser can now catch cancelable bullets within its range and add each of them to the Hit combo.
The bosses fire tamer variations of the attacks, potentially featuring less bullets to cancel. The bosses become more aggressive in their attacks, potentially throwing more bullets to cancel in their patterns, but also sometimes adding more uncancelable bullets and homing lasers in the mix.
Some of the bosses will only feature a base amount of turrets on their bodies. The hidden turrets and boss parts can not be reached in this field. The bosses that have Chaos Field-exclusive turrets will open up their cores and deploy said turrets when switching to this field. It will then be possible to target and attack them alongside the base boss parts.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=b6SQIHHTkK4]

Destroyed boss turrets will spawn a lot of meta stock items, as to refill the energy gauge better. Destroyed boss parts will spawn a much lower amount of meta cubes, limiting the player's ability to keep the combo going for extended periods of time solely in Chaos Field.
The sky or the space in the background usually features a soft color such as blue or light yellow. The background turns red.

Characters


Note : The character profiles and ship descriptions have been taken from the official US localization

Hal

Chaos Field - Mixed Blue icon.png Hal
Hal.png
Since he was born, Hal has been training at the research institute to do battle with the Abo. A young boy of 15, he is quiet and expressionless, and will get down and dirty in battle if he's ordered to. However, he's slowly begun to realize that he's involved in a life or death struggle, one that he might not survive.
MixedBlue.png
Mixed Blue : A standard fighter that is improved and tuned based on the data of past combats. It has well-balanced maneuverability and striking power.
Shot Chaos Field - Hal - Shot order.png

Order Field : The ship fires a forward narrow twin shot as well as two side circular shots that slightly wave while spreading outwards.

Chaos Field - Hal - Shot chaos.png

Chaos Field : The shots all gain additional power, and the side shots increase in size. The angle limit for the waving movement of the side bullets also increases, which means those shots can hit targets further away on the ship's left and right sides.

Sword Chaos Field - Hal - Sword 1.png Chaos Field - Hal - Sword 2.png Chaos Field - Hal - Sword 3.png

The ship swings a green sword. Hal's sword swing has an intermediate cooldown duration, longer than Ifumi's but slightly shorter than Jinn's.

Wing Layer Chaos Field - Hal - Wing Layer order.png

Order Field : A blue disc is launched slightly ahead of the ship's position and will remain in place until its disappearance. Cancelable bullets that touch said disc will be erased, and targets that touch it will receive continuous tick damage.

Chaos Field - Hal - Wing Layer chaos.png

Chaos Field : The disc size is increased, making it capable of catching more bullets in the vicinity.

Lock-On Laser Chaos Field - Hal - Lock-on Laser.png

The lock-on laser range opens up in a fan shape ahead of the ship. It thus covers the front, and the sides slightly.

Ifumi

Chaos Field - Flawed Red icon.png Ifumi
Ifumi.png
19 years old---she's a kind-hearted girl who has taken on the role of looking after Hal, ever since he was very young. As would be expected, she too has received combat training, and with excellent results. She is bright and cheerful with everyone and does not despair when times are tough.
FlawedRed.png
Flawed Red : The newest and most advanced fighter that is designed based on the present standard fighter with emphasis placed on further reinforcement of maneuverability.
Shot Chaos Field - Ifumi - Shot order 1.png Chaos Field - Ifumi - Shot order 2.png

Order Field : Six lasers are fired ahead of the ship, with two in front of the ship and 2 on each side that slightly angle outwards as to create a fan-shaped set of lasers in front of the ship. Whenever one of those lasers hits at target, it will lock-on to it and inflict continuous damage until the target dies, the player stops shooting, or if the player ship gets too far away from the target.

Chaos Field - Ifumi - Shot chaos.png

Chaos Field : The six lasers no longer lock-on to hit targets, but will instead pierce through the bosses. They are also a bit thicker than their Order Field counterparts and spread out slightly wider.

Sword Chaos Field - Ifumi - Sword 1.png Chaos Field - Ifumi - Sword 2.png Chaos Field - Ifumi - Sword 3.png

The ship swings a red sword. Ifumi's sword swipe combos have the shortest cooldown.

Wing Layer Chaos Field - Ifumi - Wing Layer order.png

Order Field : Two modules are deployed around the ship. They will orbit the ship while following its movements. Cancelable bullets that touch either of the two modules will be canceled. Additionally, enemies and turrets that come into contact with the spinning modules will receive a bit of tick damage.

Chaos Field - Ifumi - Wing Layer chaos.png

Chaos Field : Three modules will be summoned instead of two, and the modules themselves are slightly bigger. This additional module improves the reliability of bullet canceling and decreases the chances that bullets slip past a module and hit the ship.

Lock-On Laser Chaos Field - Ifumi - Lock-on Laser.png

Ifumi's lock-on covers a relatively small disc area ahead of her ship.

Jinn

Chaos Field - Fake Yellow icon.png Jinn
Jinn.png
He's a mysterious man whose past experience is unknown---it's hard to tell whether he's serious or not. He's said to be 30 years old, but there are some ways in which his thinking is rather childish.

There's also a rumor going on that he was "built" from organic data obtained from captured enemy Abo.

FakeYellow.png
Fake Yellow : A prototype that was built in the early stages of development. Though its maneuverability is lower then that of the others because of its heavy equipment, its striking performance is higher than that of the present models.
Shot Chaos Field - Jinn - Shot order.png

Order Field : The ship fires a short-ranged lightning blast attack ahead of it. This blast is also accompanied by piercing circular sparks that first spawn near the ship's cannons, and then travel upwards in stop & go steps rather than by simple moving on a linearly path. The sparks will also slightly move sideways during their course, as to match the ship's own left and right movements.

Chaos Field - Jinn - Shot chaos.png

Chaos Field : The forward blast's range is longer, and the electric sparks are bigger.

Sword Chaos Field - Jinn - Sword 1.png Chaos Field - Jinn - Sword 2.png Chaos Field - Jinn - Sword 3.png

The ship swings a yellow sword. Jinn's sword combo has the longest cooldown out of all three.

Wing Layer Chaos Field - Jinn - Wing Layer order.png

Order Field : 8 bat-shaped modules emerge from Jinn's ship and are sent to random locations on the screen. Each of these modules can cancel bullets and damage enemies. Since the modules are able to cancel bullets as soon as they spawn near the ship, the initial deployment can slightly clear the area around the ship.

Chaos Field - Jinn - Wing Layer chaos.png

Chaos Field : Each of the bats grows in size.

Note : In the Sakura Flamingo Archives version of the game, the modules' locations are no longer random. Instead, the modules will be arranged in a grid-like fashion. This applies to both Order and Chaos Field variants. [VIDEO SHOWCASE : https://www.youtube.com/watch?v=lxCfoFYIdMo]
Lock-On Laser Chaos Field - Jinn - Lock-on Laser.png

The lock-on area is composed of two narrow beams fired from the sides of the ships at a ~45° angle. The two beams then swing a bit towards the center, however they end their movement before reaching the center, which leaves a blind spot directly ahead of the ship.

Items


There are a few items types in the game, most notably cubes that can recharge the Meta stock or give points. These can be autocollected by not attacking for a second.

Item Description Can be autocollected?
Chaos Field - Meta Stock item.png Meta Stock item : Item that is generated when destroying boss parts or taking a hit. In Original mode, it will also spawn when a popcorn enemy is killed. The Meta stock item will replenish part of the Meta gauge, which is used in order to fire the Wing Layer and the Lock-On Laser. Each individual block of the Meta gauge needs 10 Meta Stock items to be filled. In other words, a single Wing Layer or Lock-On Laser use requires 10 Meta Stock items. Yes
Chaos Field - Point item.png Point item : Alternate item that spawns in place of the Meta Stock item if the player's Meta gauge is actually full when the items are spawned. These golden items are worth 5.000 points each and will not replenish the Meta gauge even if said gauge gets emptied in between the item spawn and the item collection. Yes
Radirgy - Milestone logo.png Milestone logo : Special logo that can be triggered on 1-2 and 3-1 and replenishes one life point when picked up. In order to make the logo appear, the boss has to be killed while in Order Field before the timer goes below 55 seconds (for 1-2) or 64 seconds (for 3-1). Switching to Chaos Field beforehand to inflict additional damage is fine and will not prevent the logo spawn as long as the killing blow occurs in Order Field.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=Ew8iTmBNnrI & https://www.youtube.com/watch?v=bbB951BT7GM ]

One thing to note on 3-1 is that the boss will be moving towards the left edge of the screen when the timer is close to the threshold. As a result, a last second kill will actually spawn the logo a bit too far away from the area the ship can move in, and the logo will be impossible to collect. When the logo gets despawned, the collection SFX will still play, but no life point will be restored.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=onqZmuqAldI ]

No

Scoring


Chaos Field's scoring system revolves around the use of specific weapons in order to drive a combo counter up. Since those weapons are also tied to an energy meter, resource management will also play a major role in obtaining the highest possible combos and scores.

Increasing the combo multiplier

Chaos Field - Combo information.png

While the shot and sword can not increase the combo, the Wing Layer and the Lock-on laser are the only weapons able to do so.

Whenever a bullet is canceled by the Wing Layer or when it is targeted by the Chaos Field variation of the Lock-on laser, the Hit count will go up by 1. When the Lock-on laser targets a boss part (in either field), it will also increase the Hit count by 1.

Since the Lock-on Laser increases the combo as soon as the bullet is locked-on rather than when it is canceled by the homing laser, it is possible to use the sword to erase a locked-on bullet without missing out on the hits the Lock-on Laser generated.

Additionally, it is possible to have a single bullet provide two hits instead of one by first locking on to it with the Chaos Field Lock-on Laser, and then erasing it with the Wing Layer before said laser actually reaches it. [VIDEO SHOWCASE : https://www.youtube.com/watch?v=O73PkIzA_OQ]

The combo counter is visible in the top right of the screen whenever a combo is currently active. Below the hit number is a yellow timer, which stays at the max as the combo increases. However, lulls in bullet canceling or lock-ons will make the timer gauge decrease. If the gauge isn't refilled by increasing the combo, the combo ends entirely.

Combos are essential for high scoring as the higher the combo, the higher the multiplier for parts and boss kills, as well as for tick points.

At the beginning of every stage, the combo is reset to 0, but the combo counter and timer will carry over from one boss to another within the same stage. Having a high-value combo on the first boss of a stage can consequently provide scoring benefits on the second and third boss as long as the combo is also maintained through these fights.

Chaos Field - 9999 combo.png

The combo's possible max value is 9.999. When the combo reaches this specific value, it can no longer be increased, but the timer itself can also no longer be replenished. Using the special weapons to increase the hit combo will only temporarily freeze the combo gauge, but never fill it as long as the combo is at 9.999.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=FzywOkoK4NU]

Meta cubes VS Point items

Chaos Field - Meta Stock item.png Chaos Field - Point item.png

When the meta gauge is already completely full, dedicated yellow point items will spawn instead of more meta cubes. While these items provide more immediate scoring bonuses, it remains preferable to consume the meta gauge and use the special weapons in order to increase the combo counter. A high combo value will be worth a lot more points as the yellow items' value becomes comparatively smaller and smaller as the combo increases.

Combo VS Time bonus

Once a boss is defeated, a bonus will be granted depending on how much time was remaining on the clock. However, said bonus remains relatively smaller than the score obtained by killing the boss after having milked its patterns for a high-value combo.

Halting the combo timer decrease for links

Even if the combo timer requires either of the special weapons to connect in order to be refilled, it is also possible to temporarily freeze said timer in order to buy time whenever there are no other ways to keep the combo alive. This can occur whenever specific bosses leave the screen and/or don't shoot for a few seconds.

If the Wing Layer hits the boss without catching any bullets, it will still freeze the timer for as long as there is an overlap between it and the boss.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=5zKsiGXtXck ]

When a Lock-on laser is used in empty air but does not catch any boss part (and/or bullet in Chaos Field), it will nonetheless temporarily freeze the timer. It is possible to use several Lock-on lasers to stall the timer decrease, as long as energy is available to do so.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=2USTJOuOink ]

On the other hand, performing a Field Switch does not freeze the combo timer. In case the combo timer is already decreasing, it is preferable to use a special weapon and refill the gauge before switching fields, otherwise the combo risks being reset during the short transition period where the player is unable to move or activate weapons as they switch fields.

Self-destructs for energy recharge

This game features zero penalties for losing lives, and taking a hit will spawn enough meta stock items for three additional special attack uses. Consequently, sacrificing lives on purpose in order to replenish the energy gauge is a viable strategy for extending a combo with no other source of meta stock items available.

The main location when this trick is used is the very final boss' last phase, where the strategy is motivated by a combination of limited parts to damage for meta stock items, very lucrative high-density bullet patterns, and no further boss encounter to threaten survival after all the lives but one are exhausted for score purposes.

Game modes

Arcade

Arcade is the main mode of the game, featured in every port.

Original Mode

Only available on : GC

In Original Mode, the player does not only face bosses. Sections with popcorn enemies are interspersed between specific boss fights, or sometimes in the middle of a boss fight as well.

Popcorn enemies fire bullets that can be canceled for a combo and they can be locked-on as well. When destroyed, they will spawn meta stock items. It is thus possible to gain resources and score during the popcorn segments in a similar fashion as in boss fights. Besides, combos will carry over within a same stage from a popcorn segment to a boss fight, which provides opportunities for even bigger combo potential than in Arcade mode.

Additionally, a few boss patterns have been altered. Said alterations are relatively minor, as the general shape and concept behind the patterns remains similar, but the speed or bullet type featured in those patterns can be changed.

References

Scoreboards

Replays

Please refer to https://shmups.wiki/library/Chaos_Field/Video_Index

List of superplay materials

Please refer to https://shmups.wiki/library/List_of_superplay_materials#Milestone

Story

[Taken from the US GC manual]

The "Chaos Field", a warped and chaotic dimension.

There humankind was exposed to the threat of annihilation through the invasion of the mysterious "Abo". Humankind resisted them, and a costly battle ensued for many years, a battle with no clear victor.

Over time, the battle spread out beyond the Chaos Field to engulf another time-space dimension called the "Order Field".

In order to put a stop to this multi dimensional war, three pilots have been chosen for an assault...