Difference between revisions of "Eschatos"

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=== Items ===
 
=== Items ===
 
----
 
----
1UP - After destroying a set number of enemies, a 1UP will drop from an enemy after death. After collecting the 1UP, the kills required for the next 1UP increases. The counter and requirement reset after using a continue. In Time Attack mode, 1UPs drop as normal, but extend the timer by 15 seconds.
+
1UP - After destroying a set number of enemies, a 1UP will drop from an enemy after death. After collecting the 1UP, the kills required for the next 1UP increases. The kill counter and requirement reset after using a continue. In Time Attack mode, 1UPs drop as normal, but extend the timer by 15 seconds.
  
 
Blue Flash - Collecting the blue Flash item will destroy all bullets on screen. If playing on Advanced mode, the Flash item also reduces the power level and multiplier by 1.
 
Blue Flash - Collecting the blue Flash item will destroy all bullets on screen. If playing on Advanced mode, the Flash item also reduces the power level and multiplier by 1.
Line 197: Line 197:
 
* Hardest - +1 multiplier every wave, no maximum
 
* Hardest - +1 multiplier every wave, no maximum
  
Dying will reduce the multiplier, as will failing to destroy an enemy. Using the flash item to accomplish this is possible, and incurs no penalty.
+
Dying will reduce the multiplier by 1, as will failing to destroy an enemy. Using the Flash item when it appears incurs no penalty.
  
 
==== Advanced ====
 
==== Advanced ====
Line 203: Line 203:
 
While Advanced mode uses a multiplier similarly to Original mode, there are some important differences. (dumping all of this here for now, some of it belongs in another section most likely)
 
While Advanced mode uses a multiplier similarly to Original mode, there are some important differences. (dumping all of this here for now, some of it belongs in another section most likely)
  
* Your shield is weakened to these values with each respective powerup: 90, 80, 70, 60, 50, 30.
+
* This mode enables the power meter and power-ups. The power meter affects various statistics of the ship's main and wide shots - range, screen coverage, and fire rate - and increases by 1 each time a power-up is collected, up to a maximum power level of 6. The ship starts out weaker than Original mode, but is significantly stronger than Original at maximum power (Original mode locks the player at a power level of 4). Collecting either type of Flash item will reduce the power level by 1, as will taking a hit.
* Shielding bullets will create purple gems that act as an offensive barrier around your ship.
+
* Multiplier speed and cap are similar to Original mode, but the multiplier is separated into two different types: power-up and enemy multiplier, which increase and decrease by different means. These two multiplier values are additive, so the value shown at the left side of the screen is the sum of the power-up and enemy multipliers.
* Each powerup will increase your multiplier by 1, up to the maximum multiplier. Collecting a Flash item will reduce the multiplier by 1.
+
* Enemy multiplier works identical to Original mode, increasing based on waves completing and decreasing when an enemy escapes.
* Multiplier speed and cap are similar to Original mode, but appear to be increased somewhat.  
+
* Getting hit will reduce the enemy multiplier down to one. This means extra caution should be taken during boss encounters, as a 26x multiplier can go crashing back down to 6x should the player get reckless and take a hit. For this reason, and this is merely opinion, I don't think picking up F-bombs in Advanced mode should be stigmatized. It's obviously preferable to yo-yo between 26x and 25x, if you think you're in danger, instead of taking a hit due to your pride and receiving a 6x multiplier as a reward.
* Most enemies that escape the screen will not drop the multiplier (it's inconsistent as to which do and don't).
+
* The power-up multiplier is directly tied to the ship's power level, ranging from 0 to 6. A fully powered ship will always have at least 7x multiplier unless the power level is reduced by taking a hit or collecting a Flash.
* Getting hit will reduce the multiplier by 1 and, if over 5, will drop it down to that value. This means extra caution should be taken during boss encounters, as a 25x multiplier can go crashing back down to 5x should the player get reckless and take a hit. For this reason, and this is merely opinion, I don't think picking up F-bombs in Advanced mode should be stigmatized. It's obviously preferable to yo-yo between 26x and 25x, if you think you're in danger, instead of taking a hit due to your pride and receiving a 5x multiplier as a reward.
+
* Your shield is weakened to these values with each respective powerup: 90, 80, 70, 60, 50, and finally 30 at maximum power.
 +
* Shielding bullets will create purple gems that act as an offensive barrier around your ship. When the shield is lowered, these purple items are automatically collected and converted into points.
 
* There is no time bonus in Advanced mode, which means speed killing isn't prioritized. There are two ways you can abuse this: waiting for item carriers to give you powerups/F-bombs at a safer time or waiting for a more lucrative bullet cancel. I've provided a list below for when you might want to stall a bit for bullet cancels.
 
* There is no time bonus in Advanced mode, which means speed killing isn't prioritized. There are two ways you can abuse this: waiting for item carriers to give you powerups/F-bombs at a safer time or waiting for a more lucrative bullet cancel. I've provided a list below for when you might want to stall a bit for bullet cancels.
* Yellow Flashes appear only during the stage, while blue Flashes only appear when the power meter is maxed. The pods that drop items do so in a pattern: the first two drop power-ups/blue Flashes, and every third will drop a gold Flash.
+
* Yellow Flashes appear only during the stage, while blue Flashes only appear when the power meter is maxed or during boss encounters. The pods that drop items appear to do so in a pattern: the first two drop power-ups/blue Flashes, and every third will drop a gold Flash.
 
* Wonder witches cancel bullets into purple gems, just like yellow F-bombs - however they do NOT power you down like yellow F-bombs. Good luck finding any decent opportunities to cancel with witches, though.
 
* Wonder witches cancel bullets into purple gems, just like yellow F-bombs - however they do NOT power you down like yellow F-bombs. Good luck finding any decent opportunities to cancel with witches, though.
  
 
==== Time Attack ====
 
==== Time Attack ====
  
In Time Attack mode, there is no score, only the total time used for the game session. Dying removes five seconds from the clock, but there are items that add to the available time. The clock will also stop if you eliminate waves quickly enough.
+
Time Attack mode operates similarly to Original mode, but on a time limit. There is no score or multiplier, only the total time used for the game session. There are infinite lives, but dying removes five seconds from the clock. Time is added when clearing a wave or collecting a 1UP. The clock pauses in-between waves, mainly when the camera is maneuvering to another angle. There are no continues for this mode - if time runs out, a game over is triggered. After defeating the final boss, the time left on the clock is subtracted from the current playthrough time to establish a final time.
  
 
== Strategy ==
 
== Strategy ==

Revision as of 17:23, 1 December 2023

Logo eschatos.png

Eschatos
Eschatos capsule.jpg

Cover Art (Steam / Nintendo Switch / PS4)

Developer: Qute
Music: Yousuke Yasui
Program: M-KAI
Art: Hiroshi-iro-enpitu, Kunio Jyoduka
Release date: 2011
Previous game: Judgement Silversword/Cardinal Sins
Next game: Ginga Force

Eschatos is a vertical 2.5D shooter developed by Qute. It features 2D control with fully rendered 3D objects and backgrounds which occasionally change perspective. It has several modes and difficulty levels, each mode and difficulty level combination having its own dedicated online leaderboard.

For replay videos, visit the Video Index.

Story

While there is no in-game dialogue or exposition, the Steam page offers some clues about the lore:

The year is 21XX. A mysterious alien force, known only as "Purple Erosion", has taken over the Moon! From the captured lunar base, alien UFOs begin their invasion of Earth! Using your advanced space fighter, you must repel the alien invasion, beat them back through space, and finally recapture the Moon to end the alien menace once and for all![1]

Gameplay Overview

Eschatos has three modes: Original, Advanced and Time Attack. Additionally, Original and Advanced have four difficulty levels: Easy, Normal, Hard, and Hardest. Original and Advanced also have an Endless Mode which, contrary to its name, is a mode consisting of Easy, Normal, Hard, and Hardest played in that order.

The manual describes Original, Advanced, and Time Attack as follows:

Original

The Player will be able to switch between 3 shot types: "Frontal Shot", "Wide Shot", and "Shield." Control your ship and defeat enemies that appear in the area. Different shot types cannot be used at the same time.

When you lose all lives, then it is game over. Eliminate all the enemies in the area or stay alive for a certain time to move to the next area.

Defeat the final boss to complete a game. Choose the most effective shot type for each situation to eliminate the enemies.

Advanced

ADVANCED mode is based on ORIGINAL, but is more complex with 7 different shot power levels and Bonus Point Items. It's a more challenging mode.

Time Attack

TIME ATTACK mode is based on ORIGINAL mode, except players compete to finish the game in the shortest time. The Player is given a 90 second time limit initially, and keeps extending the time through time bonuses awarded for finishing each area. If time reaches 0, it's game over. When the player loses a life, 5 seconds is deducted as a penalty.

The quicker the game is completed, the higher the score on Rankings. If the player does not finish a complete game, players that have survived longer will be listed on the Rankings.

Results for TIME ATTACK will not be added to the TOTAL SCORE within the player Report submenu.

Controls


  • Directional pad, Left stick: Move ship
  • START: Open pause menu
  • A: Frontal Shot. Autofire when held.
  • X: Wide Shot. Autofire when held.
  • A + X (Hold): Shield
  • RT: Shield
  • RB: Change speed

Unlockable Secrets


Option Levels

As you play Original or Advanced mode, the total of all scores is added up to determine what is called an Option Level. Your current Option Level corresponds to various new features, some more useful than others, up to the maximum level of 50. The following is a list of every unlock provided by this system:

  1. (default)
  2. Continue count is increased to 1
  3. Wallpaper brightness
  4. Wallpaper number 4
  5. Player stock / starting lives unlocked in the "game settings" menu
  6. Continue count is increased to 2
  7. Demo sound can be toggled on or off
  8. Continue count is increased to 3
  9. Starting lives can be increased to 4
  10. Stage select unlocks, accessible in the "game settings" menu (only stages 1 and 2 are available initially)
  11. Fragment is unlocked in the "effect settings" menu
  12. Continue count is increased to 4
  13. Smoke is unlocked in the "effect settings" menu
  14. Wallpaper number 5
  15. Type C ship type (green) unlocked in the "game settings" menu
  16. Enemy alt. display is unlocked in the "effect settings" menu
  17. Original Hardest
  18. Starting lives can be increased to 5
  19. Continue count is increased to 5
  20. Leaderboard replays can now be viewed
  21. Continue count is increased to 6
  22. Stage 3 is unlocked for stage select in the "game settings" menu
  23. Spark is unlocked in the "effect settings" menu
  24. Continue count is increased to 7
  25. Advanced Hardest
  26. Wallpaper number 6
  27. Starting lives can be increased to 6
  28. Continue count is increased to 8
  29. Stage 4 is unlocked for stage select in the "game settings" menu
  30. Continue count is increased to 9
  31. Wallpaper number 7
  32. Starting lives can be increased to 7
  33. "Special settings" unlocked in the options menu
  34. Collision display is unlocked in the "special settings" menu
  35. Starting lives can be increased to 8
  36. Stage 5 is unlocked for stage select in the "game settings" menu
  37. Bullet bloom is unlocked in the "effect settings" menu
  38. Type D ship type (purple) unlocked in the "game settings" menu
  39. Starting lives can be increased to 9
  40. Infinite continues
  41. Starting lives can be increased to 10
  42. Explosion is unlocked in the "effect settings" menu
  43. God mode is unlocked in the "game settings" menu
  44. Shadow mapping is unlocked in the "effect settings" menu
  45. Wallpaper number 8
  46. Super shot is unlocked in the "special settings" menu
  47. Wallpaper number 9
  48. Bloom effect is unlocked in the "effect settings" menu
  49. Wallpaper 10
  50. Starting lives can be increased to 99

Ship Types


There is initially one ship type (color), with three other variants being unlocked through the Option Level mechanic. Type A is red, Type B is blue, Type C is green, and Type D is purple. Each ship type is purely cosmetic in nature.

Weapons


Original

  • Frontal Shot - Concentrated fire in front of the ship with long range and fire power.
  • Wide Shot - Fan-shaped spread fire. Short range but wide area.
  • Shield - A defensive weapon that appears at the nose of the ship. It cannot block attacks from the side or the rear. The shield can also damage enemies that come in contact with it. The Shield will gradually deplete the Shield Meter while it is deployed. The Shield Meter will decrease faster when it blocks an enemy bullet, when it's switched off, and when changing speed.

When the Shield Meter is almost empty, the shield will turn red. When the Meter is completely empty, the shield will be turned off and cannot be used for a while. The Shield Meter will replenish with time. Shield Meter will replenish with time.

Advanced

ADVANCED mode uses a power up system for the shots. Collecting each Power Up Item will upgrade the shots by 1 level each. However, each shot power up will make the shield meter smaller. Shot power can be upgraded to a maximum of level 7. Adjust the amount of power according to the need for shields.

Time Attack

In Time Attack mode, the weapons behave the same as they do in Original Mode.

Items


1UP - After destroying a set number of enemies, a 1UP will drop from an enemy after death. After collecting the 1UP, the kills required for the next 1UP increases. The kill counter and requirement reset after using a continue. In Time Attack mode, 1UPs drop as normal, but extend the timer by 15 seconds.

Blue Flash - Collecting the blue Flash item will destroy all bullets on screen. If playing on Advanced mode, the Flash item also reduces the power level and multiplier by 1.

Yellow Flash - Advanced mode exclusive. Operates similar to the blue Flash, but converts bullets into point items.

Wonder Witch - Hidden collectibles unearthed by shooting various environmental details throughout the game, which reward points when picked up.

Power Up - Advanced mode exclusive. When collected, raises the power level and multiplier by 1.

Bonus Point Item

Time Bonus Item

Scoring


Original

Scoring is relatively straightforward - each wave of enemies, as well as the bosses have timers that give a bonus once complete. Each wave completely cleared will increase the multiplier to a maximum, with the speed and cap of the multiplier varying depending on difficulty:

  • Easy - +1 multiplier every 3 waves, maximum of 5
  • Normal - +1 multiplier every 2 waves, maximum of 10
  • Hard - +1 multiplier every wave, maximum of 20
  • Hardest - +1 multiplier every wave, no maximum

Dying will reduce the multiplier by 1, as will failing to destroy an enemy. Using the Flash item when it appears incurs no penalty.

Advanced

While Advanced mode uses a multiplier similarly to Original mode, there are some important differences. (dumping all of this here for now, some of it belongs in another section most likely)

  • This mode enables the power meter and power-ups. The power meter affects various statistics of the ship's main and wide shots - range, screen coverage, and fire rate - and increases by 1 each time a power-up is collected, up to a maximum power level of 6. The ship starts out weaker than Original mode, but is significantly stronger than Original at maximum power (Original mode locks the player at a power level of 4). Collecting either type of Flash item will reduce the power level by 1, as will taking a hit.
  • Multiplier speed and cap are similar to Original mode, but the multiplier is separated into two different types: power-up and enemy multiplier, which increase and decrease by different means. These two multiplier values are additive, so the value shown at the left side of the screen is the sum of the power-up and enemy multipliers.
  • Enemy multiplier works identical to Original mode, increasing based on waves completing and decreasing when an enemy escapes.
  • Getting hit will reduce the enemy multiplier down to one. This means extra caution should be taken during boss encounters, as a 26x multiplier can go crashing back down to 6x should the player get reckless and take a hit. For this reason, and this is merely opinion, I don't think picking up F-bombs in Advanced mode should be stigmatized. It's obviously preferable to yo-yo between 26x and 25x, if you think you're in danger, instead of taking a hit due to your pride and receiving a 6x multiplier as a reward.
  • The power-up multiplier is directly tied to the ship's power level, ranging from 0 to 6. A fully powered ship will always have at least 7x multiplier unless the power level is reduced by taking a hit or collecting a Flash.
  • Your shield is weakened to these values with each respective powerup: 90, 80, 70, 60, 50, and finally 30 at maximum power.
  • Shielding bullets will create purple gems that act as an offensive barrier around your ship. When the shield is lowered, these purple items are automatically collected and converted into points.
  • There is no time bonus in Advanced mode, which means speed killing isn't prioritized. There are two ways you can abuse this: waiting for item carriers to give you powerups/F-bombs at a safer time or waiting for a more lucrative bullet cancel. I've provided a list below for when you might want to stall a bit for bullet cancels.
  • Yellow Flashes appear only during the stage, while blue Flashes only appear when the power meter is maxed or during boss encounters. The pods that drop items appear to do so in a pattern: the first two drop power-ups/blue Flashes, and every third will drop a gold Flash.
  • Wonder witches cancel bullets into purple gems, just like yellow F-bombs - however they do NOT power you down like yellow F-bombs. Good luck finding any decent opportunities to cancel with witches, though.

Time Attack

Time Attack mode operates similarly to Original mode, but on a time limit. There is no score or multiplier, only the total time used for the game session. There are infinite lives, but dying removes five seconds from the clock. Time is added when clearing a wave or collecting a 1UP. The clock pauses in-between waves, mainly when the camera is maneuvering to another angle. There are no continues for this mode - if time runs out, a game over is triggered. After defeating the final boss, the time left on the clock is subtracted from the current playthrough time to establish a final time.

Strategy

See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.


This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page.

(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)

Version Differences

  • Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.

Trivia

  • While the sparks when grinding bullets look like they indicate a bullet-grinding mechanic, it is just there for visual flair.

Gallery

Official Digital Game Manual

Eschatos Game Manual made by Qute Corporation in digital format, bundled with the purchase of the game vía Steam (PC), Nintendo eShop or PSN.

Contains a brief explanation of the Controls and the Game System.

Other

We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.

(Template Page)
put your stuff here

References & Contributors