Difference between revisions of "User:M.Knight/sandbox"

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[[File:Template_Logo.png|center]]
 
 
 
{{GameInfobox
 
{{GameInfobox
|bordercolor = black
+
|bordercolor = #AD352C
|title = Radirgy
+
|title = Chaos Field
|background = #f8f8f8
+
|background = #6BA0AC
|image = Template_Title.png
+
|image = CField Title (Arcade).png
 
|width = 324px;
 
|width = 324px;
|imagecaption = Title screen
+
|imagecaption = Arcade ver. title screen
|imagescalepx = 180px
+
|imagescalepx = 240px
  
|developer = Milestone
+
|developer = Milestone Inc.
 +
|
 +
|publisher = Able Corporation
 +
|
 +
|director = Manabu Matsumoto
 +
|
 +
|producer = Hiroshi Kimura
 
|
 
|
|programer=Manabu Matsumoto, Jiro Hamaya
+
|music = Kō Hayashi </br> Daisuke Nagata
 
|
 
|
|music = Kou Hayashi, Daisuke Nagata
+
|program = Jirō Hamaya </br> Manabu Matsumoto </br> Takahiro Kawachi
 
|
 
|
|releasedate = AC : Oct 2005 ; GC : JP : 25 May 2006 , US: Cancelled ; PS2 : 25 May 2006, Wii : MSC 1 : JP, US ; MSC 2 : JP ; X360 : Sakura Flamingo Archives : JP.
+
|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>
  
|previousgame = Chaos Field
+
|nextgame = [[Radirgy|Radirgy]]
|nextgame = Karous
 
 
}}
 
}}
  
__TOC__
+
'''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.
  
Radirgy ( ラジルギ ), also known as Radio Allergy, is a vertical shmup from 2005 developed by Milestone. This Milestone's first foray into the cel-shaded style that will define their shmups' visual identity from that point onward.
+
__TOC__
 
 
  
== Gameplay Overview ==
+
== Gameplay overview ==
 +
=== Basic info ===
 +
----
  
* Vertical game
+
* Vertical game, but and regular 4:3 horizontal screen (Configuration also colloquially known as "vertizontal")
 
* 1 player only
 
* 1 player only
* 8-direction movement and 3 buttons
+
* 8-direction movement and 3 buttons. Home ports can feature up to 5 buttons
* Player starts with 3 lives
+
* Default extends are at 8 and 20 million points and there are two secret 1UPs
* Default extends are at 8 and 20 million points
+
* The player's life stock starts at 3, and is capped at 5
* No loops, a full run lasts around 30 minutes
+
* 5 stages. No loops. A full run lasts around 20 to 25 minutes
 +
* Continuing allows the player to change characters
  
 
=== Controls ===
 
=== 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)
  
* '''A (Hold):''' Shoot
+
Note :
* '''B (Hold):''' Slash
 
* '''C :''' Activate the ABS Net and become temporarily invincible. Requires a gauge to be full
 
* '''Not holding A nor B :''' Deploy a shield
 
  
Note : Preemptively holding the C button in order to instantly activate the ABS Net as soon as it becomes ready will not work. Activating the ABS Net requires a fresh C press after it becomes ready.
+
* 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 ===
 
=== Interface ===
 +
----
  
- Top left green radio reception signal : Score multiplier
+
[[File:Chaos Field - Interface 2.png|700px]]
  
- Top left battery : Player HP
+
* 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
  
- Top left horizontal green gauge : Score multiplier gauge
+
=== Game loop ===
 +
----
  
- Top right white number : Player score
+
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.
  
- Bottom left blue gauge : ABS Net gauge
+
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.
  
- Top right red gauge : (Mid)boss HP. Only appears during (mid)boss fights
+
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.
  
=== Unlockable Secrets ===
+
=== Weapons ===
 +
----
  
==== Display additional score information ====
+
{| 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.
  
When playing the game, it is possible to activate an additional text display on the top right of the screen that will appear whenever an enemy is killed or a point item is collected.  
+
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 killing an enemy or collecting a floating point item, this scoring indicator shows the base point value, the current multiplier, and the final value. When collecting a ground item, it will also show the total number of ground items collected up until that point. The multiplier will always be 1 for those specific items, so the base and final values will be identical.
+
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.
  
Depending on the version and port, the method to display the indicator differs :
+
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.
  
* Arcade : Press Start while holding C
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=qG93wDmNo4s ]
* GC : Press Z
+
| Unlimited uses, but there is a very short cooldown after a combo
* DC : Press Start while holding X
+
|-
* Wii : Press Start while holding X
+
| 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.
  
<Please check all of that stuff>
+
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.
  
=== Mecha configuration ===
+
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.
  
Before starting each run, the player can mix-and-match two parameters for the mecha :
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=YvW1eagGb-o ]
  
- Shot type. 3 different shots types are available : Wide shot, 123 laser, Bubble shot. More details in (weapons)
+
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.
- Speed. 3 speeds can be chosen from, each being assigned a number of stars to denote the speed level : Slow **, Normal ***, Fast *****
 
  
The mecha color will reflect which one of the 9 combinations is used. Once chosen, the combination of shot type and speed cannot be switched during the run, even when using a Continue.
+
| 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.
  
=== Life system ===
+
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.
  
The player starts with 3 lives, each represented by a green rectangle inside the battery in the HUD.
+
A single lock-on laser use can not lock-on to more than 100 targets at once.
  
The mecha can freely move over enemies as there is no collision damage in this game. However, it will lose a life when its brown backpack hits a bullet, a laser, or a flame.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=EwQN2NRzcV4]
 +
| 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.  
  
If the player collects an extend while the battery is already at the maximum, the battery will increase in size to accommodate the new life. If the battery has been previously partially emptied due to prior damage, then the extend will only refill one unit of the current battery. Since there are two extends, the battery can thus go up to 5 units in size.
+
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.
  
One noticeable influence of this mechanic is on a late-game item that can fully refill the life battery. (refer to Scoring->ground item and Milestone logo for more details) If the battery was at its default size of 3, the player is guaranteed to have 3 lives after collecting it, but a battery size of 4 or 5 could increase the life refill potential of this item even more. This can allow the player to tackle the last section of the game with more resources if they collected extends before losing any lives.
+
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.
  
There is no point bonus for remaining lives nor for battery size through the game. Losing a life does not inflict any scoring or power penalty, and it spawns several point items around the player as well as an ABS Net recharge item in order to assist with recovery.
+
| Unlimited uses, but there is a ~5 second cooldown after every Field Switch
 +
|}
  
=== Weapons ===
+
=== Field differences ===
 +
----
  
Shot : Holding the shot button will make the player mecha continuously fire. There are three different shot types the player is asked to choose from before starting a run :
+
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.
  
Shot type / Description
+
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 :
Wide shot / A standard wide shot with medium power and a large range.
 
123 Laser / A powerful laser with a narrower range. The twin lasers in the center of the attack are piercing, while the lasers on the side will lock on to enemies they hit and keep damaging it until it's destroyed, leaves the screen, or gets too far away from the player  
 
Bubble shot / A more unconventional weapon that mixes multiple types of bubbles. The middle bubbles will travel upwards and slow down whenever they touch an enemy, inflicting continuous damage while they overlap. The side bubbles move diagonally upwards and then explode. It is also possible to use an external rapid-fire for this shot type in order to increase the frequency at which bubbles are fired, thus increasing the overall player DPS. [VIDEO SHOWCASE : ]
 
  
Sword : The mecha is equipped with a sword. Its range is much more limited than the shot, but it can inflict powerful damage on the enemies it hits. While holding the dedicated button, the mecha will keep swinging the sword, with very short cooldowns between two swings.
+
{| class="wikitable" style="background-color:#F5F9FA; width:80%; text-align:center"
 +
|- style="background-color:#9BC5CD"
 +
| 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]]
 +
|-
 +
|  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.
 +
|-
 +
| 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.
 +
|  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.
 +
|-
 +
| 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.
 +
|-
 +
| 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.
 +
|  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]
 +
|-
 +
| 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.
 +
|-
 +
| 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.
 +
|}
  
Power-up system : The shot and sword start at a default power level, and both weapons' power (and range in the case of the shot) can be increased 6 times by collecting dedicated items from specific containers.
+
=== Characters ===
 +
----
  
When taking a hit, or when using a Continue, no power-down penalty is incurred.
+
Note : The character profiles and ship descriptions have been taken from the official US localization
If the shot and sword are used at the same time, the individual power (and width in the case of the shot) is reduced.
+
<h4> <span style="display:none;">Hal</span></h4>
  
Shield : When the player doesn't shoot nor slash for a second, the mecha will deploy a shield in front of it. The shield will cancel bullets that touch it (but not flames nor lasers). If the player directly touches an enemy with the shield, said enemy will receive continuous contact damage from it.
+
{| 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.
 +
|-
 +
| 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.
 +
|-
 +
| style="background-color : #B4B9DA ; color : white; text-align:center" | '''<big>Sword</big>'''
 +
| 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]]
 +
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.
 +
|-
 +
| 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.
 +
|-
 +
| style="background-color : #B4B9DA ; color : white; text-align:center" | '''<big>Lock-On Laser</big>'''
 +
|  colspan="2" style="text-align:center" | [[File:Chaos Field - Hal - Lock-on Laser.png|250px]]
 +
The lock-on laser range opens up in a fan shape ahead of the ship. It thus covers the front, and the sides slightly.
 +
|}
 +
<h4> <span style="display:none;">Ifumi</span></h4>
  
ABS Net : A disc-shaped force field that surrounds the player mecha and temporarily makes it invincible.
+
{| class="wikitable" style="background-color : #F5E5E5; width:80%"
 +
|-
 +
! colspan="3"style="background-color : #CA7D77 ; color : white; text-align :left" | [[File:Chaos Field - Flawed Red icon.png|32px]] <big>Ifumi</big>
 +
|-
 +
| rowspan="2" | [[File:Ifumi.png|150px|center]]
 +
| 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.
 +
|-
 +
|  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]]
 +
'''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.
 +
| 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.
 +
|-
 +
| style="background-color : #DFA9A9  ; color : white; text-align:center" | '''<big>Sword</big>'''
 +
|  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.
 +
|-
 +
| 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.
 +
|-
 +
| style="background-color : #DFA9A9  ; color : white; text-align:center" | '''<big>Lock-On Laser</big>'''
 +
|  colspan="2"  style="text-align:center" | [[File:Chaos Field - Ifumi - Lock-on Laser.png|250px]]
 +
Ifumi's lock-on covers a relatively small disc area ahead of her ship.
 +
|}
  
Activating the ABS Net requires the ABS Net gauge to be full. When the ABS Net is active, it will cancel the bullets and auto-collect the items inside its radius.
+
<h4> <span style="display:none;">Jinn</span></h4>
  
At the end of the ABS Net's duration, two things will happen : A full screen bullet cancel will occur, and every on-screen item will be auto-collected.
+
{| class="wikitable" style="background-color : #F0F4DB; width:80%"
 +
|-
 +
! colspan="3"style="background-color : #BBCF54  ; color : white; text-align :left" | [[File:Chaos Field - Fake Yellow icon.png|32px]] <big>Jinn</big>
 +
|-
 +
| rowspan="2" | [[File:Jinn.png|150px|center]]
 +
| 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.
  
The ABS Net gauge is immediately emptied when an ABS Net is activated, but said gauge can be recharged even when the ABS Net is currently active. This means it is possible to chain multiple ABS Net uses one after the other, provided that it is fully recharged in time.
+
There's also a rumor going on that he was "built" from organic data obtained from captured enemy Abo.
 
+
|- style="vertical-align: middle;"
=== Hazard types ===
+
|  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.
 
+
|-
Hazards in this game can be classified into 4 different categories, depending notably on the possible ways to cancel them.
+
|  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.
Bullet type / Can damage player on contact / Can be cancelled with shot and sword / Can be cancelled by shield / Can be cancelled by ABSNet
+
|  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.
==== Solid bullets ====
+
|-
 
+
| style="background-color : #CFDD87  ; color : white; text-align:center" | '''<big>Sword</big>'''
Most of the bullet types in the game belong to this category. Those are usually round (but wave-shaped blue bullets also count) and will inflict damage on the player when a collision occurs. The shield and ABSNet can cancel
+
|  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.
Y N Y Y
+
|-
 
+
| rowspan="2" style="background-color : #CFDD87 ; color : white; text-align:center" | '''<big>Wing Layer</big>'''
==== Destructible bullets ====
+
| style="width:50%; text-align:center; vertical-align:top"| [[File:Chaos Field - Jinn - Wing Layer order.png|250px]]
 
+
'''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.
Y Y Y Y
+
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Jinn - Wing Layer chaos.png|250px]]
 
+
'''Chaos Field''' : Each of the bats grows in size.
==== Harmless bullets ====
+
|-
 
+
| 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]
N Y Y Y
+
|-
 
+
| style="background-color : #CFDD87  ; color : white; text-align:center" | '''<big>Lock-On Laser</big>'''
==== Non-cancellable hazards ====
+
|  colspan="2" style="text-align:center" | [[File:Chaos Field - Jinn - Lock-on Laser.png|250px]]
 
+
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.
Y N N N
+
|}
  
 
=== Items ===
 
=== Items ===
 +
----
  
Radirgy features many item types which can all help the player in a way or another.
+
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.
  
Depending on the item type, the method to spawn them will be different. The most common scenario is the regular point item that spawns when killing every enemy in a wave or hitting big enemies in specific spots. Some will appear when destroying specific item carriers, while others require the use of item juggling. Once spawned, items will slowly fall off the screen until they are interacted with or leave the playfield. Transitioning from a level to another will also not migrate the onscreen items to the next stage, and as such, any leftover uncollected item will be discarded.
+
{| class="wikitable" style="background-color:#F5F9FA; width:80%"
 +
|- style="background-color:#9BC5CD;"
 +
| 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>
 +
|-
 +
| [[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
 +
|-
 +
| [[File:Chaos Field - Point item.png]]
 +
| <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
 +
|-
 +
| [[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.
 +
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=Ew8iTmBNnrI & https://www.youtube.com/watch?v=bbB951BT7GM ]
  
The game has a juggling mechanic that allows the player to keep some item types on screen by hitting them with the sword. This pushes the item upwards and also has a chance to randomly change it into another item. Items that change due to juggling can only mutate into one of the other item types that can also be juggled.
+
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.
  
Table with : image / description / Behavior when slashed
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=onqZmuqAldI ]
 
+
| No
- Power up / Spawns from item carriers. Increases the power and width of the shot (and sword?) / Collected
+
|}
- Automatic shield / Spawns from item carried once the mecha is full powered. Brings up a shield in front of the player mech even if its shooting. Warning : shield will be automatically retracted once duration is over even if the player isn't firing. In this case, the mecha can redeploy the shield as usual, but only after it has retracted it and waited the usual shield deployment duration. [VIDEO SHOWCASE : ] / Collected
 
- 1UP / Spawns at the top of the screen when the extends thresholds are reached. This item can also very rarely spawn from an item carrier. / Collected
 
- ABS Net recharge / Fully recharges the ABS Net gauge when collected. Whenever the player is hit, this item will always spawn among the released items, but it can be juggled into something else / Juggled
 
- Point item (small and big) / Item that spawns when fully killing an enemy wave or destroying one of a big enemy's weakspots. The item starts out small and has a base value of 500 points when collected in this state. The most likely item this can transform into when juggled is its bigger variant, worth 3000 points instead / Juggled
 
- Multiplier boost / Fills 25% of the multiplier gauge, boosting the current multiplier to the next possible value / Juggled
 
- Bullet converter / Rare item that transforms every single on-screen bullet into a small point item when picked up. Lasers are not converted into items / Juggled
 
- Floor objects / Square items left by destroyed ground structures. There are 255 items in the game and their value increases the more of them you collect (see scoring-> ground items and milestone logo) / Nothing
 
- Milestone logo / Special logo that can be triggered once in stage 5 under specific circumstances (see scoring-> ground items and milestone logo). When picked up, it will grant a 1 million point bonus (which can be multiplied) and will refill the player's HP bar / Nothing
 
 
 
Additionally, the following pill items are automatically collected. Instead of moving towards the player mecha, they will directly rush towards the respective gauges they fill.
 
 
 
image / name / description
 
- Blue pill / Increases the ABS Net gauge. Blue pills are spawned when killing enemies, inflicting damage on larger enemies and destroying their weak spots. <Check if sword gives more or not> Canceling destroyable bullets with the shot or sword will also generate blue pills.
 
- Green pill / Increases the multiplier gauge. Green pills are spawned when canceling bullets with the ABS Net and the shield. Additionally, contact damage inflicted on enemies by touching them with the shield will also generate green pills. The rate at which this contact damage pill generation occurs is faster if an ABS Net is also active at the same time.
 
  
 
=== Scoring ===
 
=== Scoring ===
 +
----
  
Radirgy's scoring was designed with heavy inspiration from caravan shmup scoring<ref>shmuplations interview<ref> and its focus on quickly killing enemy waves. The scoring system also adds several layers of complexity with its multiplier, gauges and item management.
+
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.
  
==== Enemy wave quick-killing ====
+
==== Increasing the combo multiplier ====
  
Caravan shmups traditionally feature a dynamic wave spawning system in which an enemy wave being fully destroyed or leaving the screen is what will trigger the next wave's spawn. Radirgy also follows this system, with the additional twist that several sets of enemy waves are simultaneously active and independent from one another, instead of a single set like it usually is the case.
+
[[File:Chaos Field - Combo information.png]]
  
Typically, stages in Radirgy have one set of large enemies, where killing the current large enemies will spawn the next ones, and several sets of small enemy waves. Since focusing on one enemy wave can come at the cost of the other waves, juggling the destruction of all the enemy waves is one important aspect of the scoring.
+
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.
  
==== Multiplier ====
+
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.
  
Radirgy features a multiplier system. The vast majority of points the player can get are subject to a multiplier that goes from x1 to x16, in increments of powers of 2. This means the multiplier goes from x1 to x2 to x4 to x8 and then x16. Ground items are one of the few things that aren't affected by the multiplier, but other enemy kills or point item collections can have their value multiplied.
+
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.
  
The multiplier is set to x1 at the beginning of each stage, and the multiplier gauge will be empty. Whenever the player collects green pills, the multiplier gauge will fill. When the gauge reaches specific thresholds inside this gauge, the multiplier will increase. The radio signal strength indicator in the HUD will also change to reflect the current multiplier.
+
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]
  
Multiplier / number of pills needed / battery icon / visual when killing an enemy
+
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.
  
x1
+
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.
x2
 
x4
 
x8
 
x16
 
  
When not being fed green pills, the gauge will gradually decrease over time. The player thus has to regularly generate green pills at a high enough rate to prevent the multiplier loss. The story dialogues that occur before and after (mid)bosses will freeze the multiplier decrease but will still let it increase.
+
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.
  
Losing a life will not impact the multiplier nor incur any direct scoring penalty.
+
[[File:Chaos Field - 9999 combo.png|100px]]
  
==== Big enemies weak spots ====
+
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.
  
In order to more easily ensure enemy wave quick-killing and multiplier increase, routinely using the ABSNet is essential, either to provide the invincibility that makes it safer to move across the screen and kill waves quickly, or to generate green pills by canceling bullets.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=FzywOkoK4NU]
  
In both cases, the efficiency of pill collection can be optimized by targeting bigger enemies' weak spots. These spots can provide green pills when the shield or ABS Net is used on top of them, and blue pills plus a small point item when destroyed. In some cases, destroying a weak spot can also prevent the enemy from shooting some bullets. A destroyed weak spot will emit white smoke clouds.
+
==== Meta cubes VS Point items ====
  
[VIDEO SHOWCASE : ]
+
[[File:Chaos Field - Meta Stock item.png]] [[File:Chaos Field - Point item.png]]
  
==== Ground items and Milestone logo ====
+
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.
  
Enemy waves and bosses in the game are air-based. However, there are also ground turrets that the player can destroy. Whenever one of those are destroyed, a blue square-shaped item with a picture inside will appear in its place. Collecting it will give the player some additional points.
+
==== Combo VS Time bonus ====
  
Most of these turrets are fixed ground objects that simply move alongside the scrolling, but the stage 5 trains also count as such. Each of their cabins is considered as a turret and will give a floor item when destroyed.
+
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.
  
There are 255 turrets like this in the game, and thus 255 icons. The point value for each item collected depends on the total number of items that have already been collected. The formula for ground items' value is as follows :
+
==== Halting the combo timer decrease for links ====
  
{| class="wikitable"
+
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.
|-
 
| Point value = n * {20+10*(n-1)} / 2
 
|}
 
  
Where n is the total number of items collected. The ground items' point value is also unaffected by the multiplier.
+
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.
  
If the player collects more than 97% of ground items,  a Milestone logo can be collected in stage 5. In order to uncover the logo, the player has to shoot a hidden spot on the ground, located in the second half of the stage, between the two train tracks when they split and go their own ways. The secret spot is  only vulnerable to shots so letting go of the sword when attacking it will uncover it much faster.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=5zKsiGXtXck ]
  
[Image : Logo location]
+
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.
  
The Milestone logo is worth 1 million points and unlike the regular ground items, its value can be affected by the multiplier for a maximum of 16 million points.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=2USTJOuOink ]
  
==== Bullet conversion ====
+
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.
  
This advanced strategy exploits the bullet converter item in order to change bullet-heavy sections into lucrative sources of points. When picking up this item, every bullet on screen gets changed into a point item, and these items can also be juggled in order to change one or several of them into another bullet converter item, thus perpetuating the cycle of converting enemy bullets into point items.
+
==== Self-destructs for energy recharge ====
  
This strategy can provide a noticeable amount of points, especially against bosses and midbosses with heavier bullet patterns. On the other hand, there are several reasons why the strategy in general is advanced and risky :
+
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 bullet converter item's random chance of spawning when slashing an item is very low, thus requiring good luck to trigger one. Having access to more items on screen at the same time can boost the chance to have a converter item spawn, though the odds are still low. Besides, bullet converters are one-time-use items, which means a new one needs to be spawned for every single conversion.
+
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.
* During extended uses of the conversion trick (such as during boss fights), using the ABS Net causes all the spawned items to be collected, which ends the bullet conversion streak. This means the player will have to avoid using the ABS Net through this scoring trick and dodge bullets that would have been canceled by an ABS Net activation otherwise. As a side-effect, the player will have to regularly spawn and collect multiplier-increasing items to maintain a high multiplier and maximize the value of the point items that this scoring trick will generate.
 
* Under some circumstances, having too many items on screen at once can result in the game freezing or crashing [VIDEO SHOWCASE : https://www.youtube.com/watch?v=OjoA49A6yFY ]
 
  
 +
== Game modes ==
  
== Game Modes ==
+
=== Arcade ===
  
All of the ports of the game feature a standard Arcade Mode. On top of that, some of the ports provide one of the additional modes : Manpuku and Owakari. These port-exclusive modes feature similar enemy waves and bosses but provide some tweaks to the mechanics.
+
Arcade is the main mode of the game, featured in every port.
  
In both modes, the two extends from Arcade Mode are not available. However the Milestone logo can still be triggered and refill the player's battery.
+
=== Original Mode ===
  
Another shared change is that a remixed version of the soundtrack will play instead of the Arcade OST.
+
Only available on : GC
  
=== Manpuku ===
+
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.
  
Available on : GC
+
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.
  
Manpuku mode's main change is that the multiplier is no longer capped to x16. It instead goes up to x256, once again in powers of 2, from x2 to x4 to x8 to x16 to x32 to x64 to x128 and then x256.
+
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.
  
In order to reflect this new cap, the radio signal strength logo can turn red when the multiplier reaches values that are exclusive to this mode.
+
== References ==
  
=== Owakari ===
+
=== Scoreboards ===  
  
Available on : PS2
+
* 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
  
Owakari Mode increases the general difficulty of the game by increasing the speed at which enemy bullets are fired. Some enemies will also replace the bullets they usually fire by bigger ones.
+
* System11 hiscore board : https://shmups.system11.org/viewtopic.php?t=42140
  
== Misc tips and info ==
+
* Restart syndrome hiscore board : https://restartsyndrome.com/board.php?id=278
  
* Before starting a run, the player will be given the option to display story dialogues or completely disable them. If the story dialogues are enabled, the player can either let them play out or can press buttons to go through them faster. These will occur at the beginning of each stage, and before each (mid)boss.
+
* hiscores.shump.com board : https://hiscores.shmup.com/game/112
  
One quirk of this feature is that if the story segments are disabled entirely, the bonus enemies that spawn after midbosses are quick-killed will also get disabled. And since story dialogue popups freeze the multiplier gauge's decrease, the multiplier will instead keep falling with no enemies in sight to recharge it, up until the regular enemy spawns in the later half of the stage are triggered.
+
=== Replays ===
  
[VIDEO SHOWCASE : ]
+
Please refer to https://shmups.wiki/library/Chaos_Field/Video_Index
  
* Bosses from stage 1 to 4 have an antenna on top of them. Destroying the antenna will cause all boss parts to be destroyed.
+
=== List of superplay materials ===
 
 
== List of superplay materials ==
 
  
 
Please refer to https://shmups.wiki/library/List_of_superplay_materials#Milestone
 
Please refer to https://shmups.wiki/library/List_of_superplay_materials#Milestone
  
== Video References ==
+
== Story ==
  
Arcade
+
[Taken from the US GC manual]
  
jin itaria run :
+
The "Chaos Field", a warped and chaotic dimension.
https://www.youtube.com/watch?v=sHYFvxoIM0o
 
https://www.youtube.com/watch?v=3BpeHIh4kQ0
 
https://www.youtube.com/watch?v=0S6wH_sbMV8
 
  
superplay DVD :
+
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.
https://www.youtube.com/watch?v=tyRLsL-uucg
 
  
Manpuku
+
Over time, the battle spread out beyond the Chaos Field to engulf another time-space dimension called the "Order Field".
  
superplay dvd : https://www.youtube.com/watch?v=7EJRhm2zdWo
+
In order to put a stop to this multi dimensional war, three pilots have been chosen for an assault...
 
 
Owakari
 
superplay DVD : https://www.youtube.com/watch?v=4IrsKnazthg
 
 
 
 
 
 
 
== References ==
 
  
* Archived version of the official Milestone website : https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp
+
----
* Japanese wiki with story tidbits, character profiles, eyecatches : https://w.atwiki.jp/milestonematome
 

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...