Difference between revisions of "Senjin Aleste"
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* '''B5 - Blow:''' Pushes back nearby enemy bullets. Temporarily becomes unavailable after using. | * '''B5 - Blow:''' Pushes back nearby enemy bullets. Temporarily becomes unavailable after using. | ||
| − | == Modes and Configuration == | + | === Modes and Configuration === |
| + | ---- | ||
Senjin Aleste begins with a series of options to choose and configure your game. | Senjin Aleste begins with a series of options to choose and configure your game. | ||
| − | === Game Select === | + | ==== Game Select ==== |
| − | |||
* '''Story:''' The standard mode with all 5 stages. | * '''Story:''' The standard mode with all 5 stages. | ||
* '''Score Attack:''' Pick a single stage and play for score. Features unique mechanics such as Rank Items. | * '''Score Attack:''' Pick a single stage and play for score. Features unique mechanics such as Rank Items. | ||
| − | === Game Mode === | + | ==== Game Mode ==== |
* '''Novice Mode:''' Minimal difficulty and a simplified scoring system with no medal counter. | * '''Novice Mode:''' Minimal difficulty and a simplified scoring system with no medal counter. | ||
* '''Casual Mode:''' An easier mode with a fixed, low rank and capped medal counter. | * '''Casual Mode:''' An easier mode with a fixed, low rank and capped medal counter. | ||
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* '''Expert Mode:''' Increased difficulty with denser enemy attacks and more item drops. | * '''Expert Mode:''' Increased difficulty with denser enemy attacks and more item drops. | ||
| − | === Dramatic Mode === | + | ==== Dramatic Mode ==== |
* '''Dramatic Off:''' Dialogue and character popups disabled. | * '''Dramatic Off:''' Dialogue and character popups disabled. | ||
* '''Dramatic On:''' Characters have dialogue in response to game events and character graphics pop up when changing ships. | * '''Dramatic On:''' Characters have dialogue in response to game events and character graphics pop up when changing ships. | ||
| − | === Assist Select === | + | ==== Assist Select ==== |
* '''Manual:''' Power Up must be activated manually. If hit with full energy, all energy is spent to shield the hit. | * '''Manual:''' Power Up must be activated manually. If hit with full energy, all energy is spent to shield the hit. | ||
* '''Assist On:''' If hit with full energy, Power Up is activated automatically. As a trade off, energy drain during Power Up (even when activated manually) is increased. | * '''Assist On:''' If hit with full energy, Power Up is activated automatically. As a trade off, energy drain during Power Up (even when activated manually) is increased. | ||
| − | === Leader Select === | + | ==== Leader Select ==== |
Select one of the four ships to be your leader. You will begin the game as that ship and also gain its corresponding leader skill for all ships: | Select one of the four ships to be your leader. You will begin the game as that ship and also gain its corresponding leader skill for all ships: | ||
* '''Type A:''' Increased energy gain from picking up items | * '''Type A:''' Increased energy gain from picking up items | ||
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=== Characters and leader system === | === Characters and leader system === | ||
---- | ---- | ||
| − | + | In place of lives, Senjin Aleste features four playable characters, each with their own ship/abilities and leadership bonus. One character is selected to be your starting ship and its leadership bonus is applied to all ships, but all four ships are played within the game. When you take a hit, the currently active ship becomes incapacitated for a short time and the next ship is automatically switched to. Incapacitated ships recharge slowly over time. Swap Items also allow you to you switch ships on the fly, and collecting a Swap Item for an incapacitated ship will reduce its recovery time instead of swapping to it. | |
| + | |||
| + | If all four ships become incapacitated, the game is over. | ||
| + | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|} | |} | ||
| − | == Items == | + | === Interface === |
| + | [[File:senjinalestse_hud.png]] | ||
| + | * '''1. Energy Gauge:''' Displays the current energy level, used to activate Power Up mode. When energy is at 25% or higher, a READY label will display on the gauge. Drains while active. | ||
| + | * '''2. Medal Counter:''' Displays the current medal tier and counter. Functionality varies by difficulty, see Difficulty Modes below. | ||
| + | * '''3. Rank Display:''' Displays the current rank (or combo in Casual mode), multiplier, and stage counter. | ||
| + | * '''4. Item Timer:''' Indicates when the next Swap Item and Bomb Item will appear via the white and red markers respectively. When a triangle reaches the top, a carrier spawns to drop the item and the marker resets to the bottom. | ||
| + | * '''5. Target HP:''' Displays the last-damaged enemy's health. Most useful against bosses. | ||
| + | * '''6. Team Display:''' Shows the status of the four ships. ACTIVE indiciates the currently active ship, READY indicates a ready ship that can be swapped to, and a red bar indicates an incapacitated ship which is currently recharging. The team display functions as Senjin Aleste's "lives," with the game ending when all four ships are incapacitated at the same time. | ||
| + | |||
| + | === Items === | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|} | |} | ||
| − | == | + | === Power Up System === |
| − | + | The Power Up system is Senjin Aleste's primary survival and scoring mechanic. Power up is driven by the Energy Gauge, displayed in the top left of the screen. | |
| − | + | ||
| − | + | While not in Power Up mode, enemies drop P Chips which add a small amount of energy to the Energy Gauge. Collecting a Swap Item also adds a large chunk of energy, unless collected for an incapacitated ship. When the Energy Gauge is filled 25% or higher, a red "READY" label will display over the Energy Gauge indicating Power Up mode can be activated. | |
| − | + | ||
| − | + | Power Up is activated by pressing the Power Up button. Upon activation, the player gains a brief shield that cancels enemy bullets. While in Power Up, the Energy Gauge will slowly drain and enemy bullets are slowed down. Shooting down an enemy while in Power Up drops score medals instead of P Chips and also cancels all of that enemy's bullets into additional score medals. Power Up mode ends automatically once the Energy Gauge runs out, or can be deactivated manually by pressing the Power Up button again, however note that manually existing Power Up drains a large chunk of energy so this is primarily used for survival and only when enough energy remains to be able to reactivate it for another shield. | |
| − | |||
| − | |||
| − | + | If "Assist On" is selected on game setup, getting hit with a full Energy Gauge will block the hit and automatically activate Power Up. If "Manual" was selected instead, getting hit with a full Energy Gauge will block the hit but empty the energy gauge without activating Power Up. | |
| − | |||
| − | |||
| − | + | == Scoring == | |
| − | |||
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page. | This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page. | ||
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''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' | ''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' | ||
</div> | </div> | ||
| − | |||
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. | 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.)'' | ''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)'' | ||
| − | |||
== Story == | == Story == | ||
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If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can. | If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can. | ||
| − | |||
== Development History == | == Development History == | ||
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.'' | If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.'' | ||
| − | |||
== Version Differences == | == Version Differences == | ||
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like. | * Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like. | ||
| − | |||
== Trivia == | == Trivia == | ||
* Cool facts and random tidbits go here! | * Cool facts and random tidbits go here! | ||
| − | |||
== Gallery == | == Gallery == | ||
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''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.'' | ''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.'' | ||
</div> | </div> | ||
| − | |||
== Other == | == Other == | ||
Latest revision as of 03:02, 18 May 2026
Senjin Aleste (戦刃アレスタ "Battle Alester") is a vertical scrolling shooter developed by M2 ShotTriggers, released in fall of 2021 to arcades in Japan on the ALL.Net P-ras MULTI platform, a multi-game arcade platform developed and maintained by SEGA.
Unlike previous entries in the Aleste game series, which were all home-console releases, this game was released exclusively to arcades. This was initially met with negative reception. It was the first original title in the series since the release of GG Aleste II in 1993.
In terms of visual style, the game is largely similar to previous titles, with the exception of the pilot characters. The scoring system of the game is different from previous entries, likely to accommodate for the arcade platform.
Contents
Gameplay Overview
The game is played on a one-stick, 8-button arcade set-up. However, for the purpose of gameplay, only 4 buttons are used. Buttons can be re-mapped to any of the 8 buttons present on the cabinet, and this configuration is saved across machines if the player uses a compatible ID card.
Controls
- B1 - Shot: Tap for standard wide shot, hold to slow ship movement and concentrate fire for more accurate targeting.
- B2 - Power Up: Enters (or cancels) Power Up mode. This mode slows down enemy projectiles and causes shot down enemies to drop score medals. It depletes a power gauge on the top-left of the screen.
- B3 - Rapid Shot: Holding is equivalent to tapping B1. While holding down the button, pressing B1 will override it.
- B5 - Blow: Pushes back nearby enemy bullets. Temporarily becomes unavailable after using.
Modes and Configuration
Senjin Aleste begins with a series of options to choose and configure your game.
Game Select
- Story: The standard mode with all 5 stages.
- Score Attack: Pick a single stage and play for score. Features unique mechanics such as Rank Items.
Game Mode
- Novice Mode: Minimal difficulty and a simplified scoring system with no medal counter.
- Casual Mode: An easier mode with a fixed, low rank and capped medal counter.
- Original Mode: The standard difficulty. Features a rank system and uncapped medal counter.
- Expert Mode: Increased difficulty with denser enemy attacks and more item drops.
Dramatic Mode
- Dramatic Off: Dialogue and character popups disabled.
- Dramatic On: Characters have dialogue in response to game events and character graphics pop up when changing ships.
Assist Select
- Manual: Power Up must be activated manually. If hit with full energy, all energy is spent to shield the hit.
- Assist On: If hit with full energy, Power Up is activated automatically. As a trade off, energy drain during Power Up (even when activated manually) is increased.
Leader Select
Select one of the four ships to be your leader. You will begin the game as that ship and also gain its corresponding leader skill for all ships:
- Type A: Increased energy gain from picking up items
- Type B: Decreases the amount of time between item carrier spawns
- Type C: Increases the firepower of every team member
- Type D: Decreases the amount of time until downed teammates recover
Characters and leader system
In place of lives, Senjin Aleste features four playable characters, each with their own ship/abilities and leadership bonus. One character is selected to be your starting ship and its leadership bonus is applied to all ships, but all four ships are played within the game. When you take a hit, the currently active ship becomes incapacitated for a short time and the next ship is automatically switched to. Incapacitated ships recharge slowly over time. Swap Items also allow you to you switch ships on the fly, and collecting a Swap Item for an incapacitated ship will reduce its recovery time instead of swapping to it.
If all four ships become incapacitated, the game is over.
Interface
- 1. Energy Gauge: Displays the current energy level, used to activate Power Up mode. When energy is at 25% or higher, a READY label will display on the gauge. Drains while active.
- 2. Medal Counter: Displays the current medal tier and counter. Functionality varies by difficulty, see Difficulty Modes below.
- 3. Rank Display: Displays the current rank (or combo in Casual mode), multiplier, and stage counter.
- 4. Item Timer: Indicates when the next Swap Item and Bomb Item will appear via the white and red markers respectively. When a triangle reaches the top, a carrier spawns to drop the item and the marker resets to the bottom.
- 5. Target HP: Displays the last-damaged enemy's health. Most useful against bosses.
- 6. Team Display: Shows the status of the four ships. ACTIVE indiciates the currently active ship, READY indicates a ready ship that can be swapped to, and a red bar indicates an incapacitated ship which is currently recharging. The team display functions as Senjin Aleste's "lives," with the game ending when all four ships are incapacitated at the same time.
Items
| Icon | Description |
|---|---|
| P Chip Dropped by enemies while not in Power Up. Adds a small amount of energy to the Energy Gauge. | |
| Bronze Medal Dropped by enemies while in Power Up. Grants score. Medal tier depends on the game mode, medal counter, and proximity to the destroyed enemy. Bronze is the tier 1 medal. | |
| Silver Medal Dropped by enemies while in Power Up. Grants score. Medal tier depends on the game mode, medal counter, and proximity to the destroyed enemy. Silver is the tier 2 medal. | |
| Gold Medal Dropped by enemies while in Power Up. Grants score. Medal tier depends on the game mode, medal counter, and proximity to the destroyed enemy. Gold is the tier 3 medal. | |
| Platinum Medal Dropped by enemies while in Power Up. Grants score. Medal tier depends on the game mode, medal counter, and proximity to the destroyed enemy. Platinum is the tier 4 medal. | |
| Swap Item Dropped by a carrier when the white marker on the left edge of the screen reaches the top. Cycles through the four ship types (skipping over the currently active one). When collected, if the corresponding ship is ready, it is switched to and a medium amount of energy is added to the Energy Gauge. If the corresponding ship is disabled, its recovery time is reduced but no energy is granted. | |
| Bomb Dropped by a carrier when the red marker on the left edge of the screen reaches the top. Activates immediately when collected, bombs cannot be stored and activated later. While in Power Up, enemy bullets are canceled into medals. While not in Power Up, enemy bullets are canceled into P Chips. | |
| Fairy Exists in hidden locations in the stages, only visible while in Power Up. Shooting the fairy frees it to be collected. | |
| Rank Item Exclusive to Score Attack mode. Increases rank when collected. |
Power Up System
The Power Up system is Senjin Aleste's primary survival and scoring mechanic. Power up is driven by the Energy Gauge, displayed in the top left of the screen.
While not in Power Up mode, enemies drop P Chips which add a small amount of energy to the Energy Gauge. Collecting a Swap Item also adds a large chunk of energy, unless collected for an incapacitated ship. When the Energy Gauge is filled 25% or higher, a red "READY" label will display over the Energy Gauge indicating Power Up mode can be activated.
Power Up is activated by pressing the Power Up button. Upon activation, the player gains a brief shield that cancels enemy bullets. While in Power Up, the Energy Gauge will slowly drain and enemy bullets are slowed down. Shooting down an enemy while in Power Up drops score medals instead of P Chips and also cancels all of that enemy's bullets into additional score medals. Power Up mode ends automatically once the Energy Gauge runs out, or can be deactivated manually by pressing the Power Up button again, however note that manually existing Power Up drains a large chunk of energy so this is primarily used for survival and only when enough energy remains to be able to reactivate it for another shield.
If "Assist On" is selected on game setup, getting hit with a full Energy Gauge will block the hit and automatically activate Power Up. If "Manual" was selected instead, getting hit with a full Energy Gauge will block the hit but empty the energy gauge without activating Power Up.
Scoring
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the DoDonPachi page.
Strategy
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.)
Story
Basic story breakdowns, plot information, and endings are included here.
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.
Development History
If available, you can include information here about the hardware, the development of the game, and its general reception. Try to have as much information in this section cited as possible.
Version Differences
- Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.
Trivia
- Cool facts and random tidbits go here!
Gallery
See (Template Page)/Gallery for our collection of images and scans for the game.
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
- Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.
- If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: [[User:(You)|(Your Name)]]
- And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.




