Difference between revisions of "Karous"
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| − | |developer = [[Milestone]] | + | |developer = [[Milestone]]/[[RS34]] |
| + | |music = Daisuke Nagata, Kou Hayashi | ||
| + | |program = Manabu Matsumoto, Junpei Isshiki (Milestone)/Jiro Hamaya (RS34) | ||
| | | | ||
| − | |releasedate = 2006 | + | |releasedate = '''Arcade''' <br> '''JP''' : November 15, 2006 <ref>https://web.archive.org/web/20061016200358/http://www.mile-stone.co.jp/product/krs/krs_top.html</ref><br> '''Dreamcast''' <br> '''JP''' : March 8, 2007 <ref name="msproduct">https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref><br> '''Milestone Shooting Collection 1 (Wii)''' <br> '''JP''' : April 10, 2008 <ref name="msproduct" /><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''' : December 30, 2012 <ref name="msproduct" /> <br> '''Sakura Flamingo Archives (X360) ''' <br> '''JP''': November 27, 2014<ref>https://www.mobygames.com/game/sakura-flamingo-archives</ref> <br> '''Switch/PS4/PS5''':<br>'''JP''':<br> November 27, 2025 <br> '''Steam''':<br> January 22, 2026<ref>https://store.steampowered.com/app/4090420/_/</ref> |
| | | | ||
|previousgame = [[Radirgy|Radirgy]] | |previousgame = [[Radirgy|Radirgy]] | ||
| Line 30: | Line 32: | ||
== Gameplay Overview == | == Gameplay Overview == | ||
| − | Karous is a vertical | + | |
| + | === Basic Game Info === | ||
| + | ---- | ||
| + | Karous features 5 stages and 3 game modes: | ||
| + | *Easy Mode: 3 stages | ||
| + | *Normal Mode: 5 stages | ||
| + | *Hard Mode: 5 stages and unlockable [[TLB]] | ||
| + | The game is played with an 8-way stick and three buttons. | ||
| + | |||
| + | The default extends are at 50 million and 200 million points. | ||
| + | |||
| + | A full run is 1 loop only and lasts around 25 minutes. | ||
| + | |||
| + | === Controls === | ||
| + | ---- | ||
| + | * '''A :''' Shot | ||
| + | * '''B :''' Sword | ||
| + | * '''C :''' D.F.S. (when available) | ||
| + | * '''Not holding A or B :''' Shield | ||
| + | |||
| + | The 2025 Ports also offer a rapid-fire option. | ||
| + | |||
| + | === Interface === | ||
| + | ---- | ||
| + | [[File:Karous_interface_base.png|480px]] | ||
| + | *Top left blue vertical gauge : D.F.S. gauge (or SP gauge) | ||
| + | *Top left yellow horizontal gauge : HP gauge | ||
| + | *Top left three circles : Weapon levels | ||
| + | *Top right white number next to "EXP" : Score | ||
| + | *Top right red number : Total level | ||
| + | *Top right small white text : Log | ||
| + | *Long vertical red gauge on the right : Boss Durability gauge (only appears when fighting bosses) | ||
| + | |||
| + | Sometimes you receive a message and it is displayed on the bottom of the screen. | ||
| + | |||
| + | ===HP=== | ||
| + | ---- | ||
| + | {| class="wikitable" style="float:right" | ||
| + | |- | ||
| + | ! HP !! Gauge | ||
| + | |- | ||
| + | | 2 || [[File:Karous_2HP.png|145px]] | ||
| + | |- | ||
| + | | 12 || [[File:Karous_12HP.png|145px]] | ||
| + | |- | ||
| + | | 14 || [[File:Karous_14HP.png|145px]] | ||
| + | |- | ||
| + | | 28 || [[File:Karous_28HP.png|145px]] | ||
| + | |- | ||
| + | | 30 || [[File:Karous_30HP.png|145px]] | ||
| + | |- | ||
| + | | 36 || [[File:Karous_36HP.png|145px]] | ||
| + | |- | ||
| + | | 48 || [[File:Karous_48HP.png|145px]] | ||
| + | |- | ||
| + | | 60 || [[File:Karous_60HP.png|145px]] | ||
| + | |} | ||
| + | |||
| + | In the default settings, Defect (the player machine) has 30 HP at the start of the game. Defect takes damage when it gets hit by enemy bullets or lasers, but it does not take damage from touching enemies. | ||
| + | |||
| + | {| class="wikitable" style="margin-left:0px" | ||
| + | |- | ||
| + | ! Hazard !! Damage | ||
| + | |- | ||
| + | | Destructible bullets (square) || 12 | ||
| + | |- | ||
| + | | Indestructible bullets (round)|| 10 | ||
| + | |- | ||
| + | | Lasers || 8 | ||
| + | |} | ||
| + | A full HP gauge represents 30 HP. When Defect has more than 30 HP, the excess HP is shown by the second green layer of the HP gauge. Defect's HP does not exceed 60. | ||
| + | |||
| + | The HP gauge turns red when it is 12 HP or below. | ||
| + | <br> | ||
| + | |||
| + | === Log === | ||
| + | ---- | ||
| + | When you get multiplied scores, it is shown in the log like | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | |''base score''(''total level'')=''score'' | ||
| + | |} | ||
| + | where ''score'' = ''base score'' ×''total level''. Score logs are formatted so that parentheses and equal symbols are placed consistently and ''score'' is right-aligned except for the RS34 releases. | ||
| + | |||
| + | The log also shows when Defect gets hit, when D.F.S. is ready, when a weapon level increases, and when an item is obtained. | ||
| + | |||
| + | |||
| + | === Enemy Spawning === | ||
| + | ---- | ||
| + | [[File:Karous_formation.png|200px|thumb|right|An enemy formation. Its leader is in the center.]] | ||
| + | Karous features a dynamic wave spawning system, where once all enemies in a wave disappear (either by being defeated or leaving the screen), the next enemy wave spawns. A stage starts with a flying enemy table and a mid-sized enemy table starts a little later. | ||
| + | |||
| + | A wave in the flying enemy table consists of one flying enemy formation with one leader. A leader enemy has a flashing outline. | ||
| + | |||
| + | A wave in the mid-sized enemy table consists of at least one mid-sized enemy. A mid-sized enemy has multiple parts you can destroy. | ||
| + | |||
| + | The tables are interrupted by midbosses in stages 3, 4, and 5. After a certain amount of time has passed, both of the enemy tables stop and a boss appears. | ||
| + | |||
| + | There are no ground enemies except for hidden item spots. | ||
| + | |||
| + | ===Weapons and Level-up Mechanics=== | ||
| + | ---- | ||
The player’s ship has 4 different weapon systems, a regular spread shot, a sword for melee range, a shield and a D.F.S. Bomb. The shot, sword and shield can be powered up by earning experience points from destroyed enemies or collecting specific power up items dropped by special enemies. The D.F.S. gauge can be filled by destroying enemies and cancel enemy bullets with the shot or shield. When the gauge is full it can be consumed to use the D.F.S. Bomb. During the D.F.S.-attack the player ship is invincible and the player gets a bonus on experience points and score from destroyed enemies. | The player’s ship has 4 different weapon systems, a regular spread shot, a sword for melee range, a shield and a D.F.S. Bomb. The shot, sword and shield can be powered up by earning experience points from destroyed enemies or collecting specific power up items dropped by special enemies. The D.F.S. gauge can be filled by destroying enemies and cancel enemy bullets with the shot or shield. When the gauge is full it can be consumed to use the D.F.S. Bomb. During the D.F.S.-attack the player ship is invincible and the player gets a bonus on experience points and score from destroyed enemies. | ||
| − | As soon the shield is leveled up to 20, it acts also as an offensive weapon by | + | As soon the shield is leveled up to 20, it acts also as an offensive weapon by reflecting enemy bullets. |
The overall level of the ship is displayed on the right side of the screen and also appears on the leaderboard. | The overall level of the ship is displayed on the right side of the screen and also appears on the leaderboard. | ||
| − | |||
| − | |||
=== Items === | === Items === | ||
| Line 78: | Line 179: | ||
| [[File:karous_SpeedDown.png|80px]] || '''Speed down:''' Decreases your movement speed by one level.<br>Slashing this item will change it into a shot level-up item.|| SPEED DOWN!(1.0) | | [[File:karous_SpeedDown.png|80px]] || '''Speed down:''' Decreases your movement speed by one level.<br>Slashing this item will change it into a shot level-up item.|| SPEED DOWN!(1.0) | ||
|- | |- | ||
| − | | [[File:karous_Heart.png|80px]] || '''Recovery:''' Gives you 10 HP. <br>Your HP does not exceed 60.<br>When you reach a score extend threshold, this item flies to your | + | | [[File:karous_Heart.png|80px]] || '''Recovery:''' Gives you 10 HP. <br>Your HP does not exceed 60.<br>When you reach a score extend threshold, this item flies to your machine. If you already have 60 HP, a level-up item appears instead.<br>Recovery item also has a small chance to spawn from an item career or slashing a career item.|| RECOVER!!(+10=''your HP'') |
|} | |} | ||
| − | === | + | ====Hidden Items==== |
| − | + | Each stage in Normal Mode and Hard Mode has one hidden item on the ground. The spots where the items are hidden react to the player's weapons, but only one weapon can uncover each one of them. | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | The hidden item locations and the weapon to uncover it is indicated in Shigi's message. | |
| − | + | The hidden item appears as a 3D Milestone logo[[File:Radirgy_-_Milestone_logo.png|32px]] in Milestone releases, an SFL logo [[File:Sakura_Flamingo_Archives_-_Sakura_Logo.png|32px]] in Sakura Flamingo Archives, and a cicada [[File:Karous_cicada.png|64px]] in RS34 releases. | |
| − | -- | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | Playing in Hard Mode, collecting all 5 hidden items, and defeating the boss in stage 5 without [[Time-out]] are required to see the TLB. | |
== Characters == | == Characters == | ||
| Line 104: | Line 196: | ||
* ''Akahara (アカハラ(赤原))'' | * ''Akahara (アカハラ(赤原))'' | ||
* ''Hakugan (ハクガン(剥眼))'' | * ''Hakugan (ハクガン(剥眼))'' | ||
| + | |||
== Scoring/Strategy == | == Scoring/Strategy == | ||
Latest revision as of 17:50, 23 May 2026
Title screen
| Developer: | Milestone/RS34 |
|---|---|
| Music: | Daisuke Nagata, Kou Hayashi |
| Program: | Manabu Matsumoto, Junpei Isshiki (Milestone)/Jiro Hamaya (RS34) |
| Release date: | Arcade JP : November 15, 2006 [1] Dreamcast JP : March 8, 2007 [2] Milestone Shooting Collection 1 (Wii) JP : April 10, 2008 [2] KO : 19 December 2008 [3] US : 23 January 2009[4] Milestone Shooting Collection 2 (Wii) JP : December 30, 2012 [2] Sakura Flamingo Archives (X360) JP: November 27, 2014[5] Switch/PS4/PS5: JP: November 27, 2025 Steam: January 22, 2026[6] |
| Previous game: | Radirgy |
| Next game: | Illmatic Envelope (Illvelo) |
Karous (jap.: カラス, karasu) is a cel-shaded, vertical shmup from 2006 developed by Milestone. It was published by Sega and released November 15, 2006 in japanese Arcades on Sega’s NAOMI platform and later ported to Sega Dreamcast on March 8, 2007. It was the last Dreamcast game, that was officially licensed by Sega.
For replay videos, visit the Video Index.
Contents
Gallery
See Karous/Gallery for our collection of images and scans for the game.
Gameplay Overview
Basic Game Info
Karous features 5 stages and 3 game modes:
- Easy Mode: 3 stages
- Normal Mode: 5 stages
- Hard Mode: 5 stages and unlockable TLB
The game is played with an 8-way stick and three buttons.
The default extends are at 50 million and 200 million points.
A full run is 1 loop only and lasts around 25 minutes.
Controls
- A : Shot
- B : Sword
- C : D.F.S. (when available)
- Not holding A or B : Shield
The 2025 Ports also offer a rapid-fire option.
Interface
- Top left blue vertical gauge : D.F.S. gauge (or SP gauge)
- Top left yellow horizontal gauge : HP gauge
- Top left three circles : Weapon levels
- Top right white number next to "EXP" : Score
- Top right red number : Total level
- Top right small white text : Log
- Long vertical red gauge on the right : Boss Durability gauge (only appears when fighting bosses)
Sometimes you receive a message and it is displayed on the bottom of the screen.
HP
| HP | Gauge |
|---|---|
| 2 | |
| 12 | |
| 14 | |
| 28 | |
| 30 | |
| 36 | |
| 48 | |
| 60 |
In the default settings, Defect (the player machine) has 30 HP at the start of the game. Defect takes damage when it gets hit by enemy bullets or lasers, but it does not take damage from touching enemies.
| Hazard | Damage |
|---|---|
| Destructible bullets (square) | 12 |
| Indestructible bullets (round) | 10 |
| Lasers | 8 |
A full HP gauge represents 30 HP. When Defect has more than 30 HP, the excess HP is shown by the second green layer of the HP gauge. Defect's HP does not exceed 60.
The HP gauge turns red when it is 12 HP or below.
Log
When you get multiplied scores, it is shown in the log like
| base score(total level)=score |
where score = base score ×total level. Score logs are formatted so that parentheses and equal symbols are placed consistently and score is right-aligned except for the RS34 releases.
The log also shows when Defect gets hit, when D.F.S. is ready, when a weapon level increases, and when an item is obtained.
Enemy Spawning
Karous features a dynamic wave spawning system, where once all enemies in a wave disappear (either by being defeated or leaving the screen), the next enemy wave spawns. A stage starts with a flying enemy table and a mid-sized enemy table starts a little later.
A wave in the flying enemy table consists of one flying enemy formation with one leader. A leader enemy has a flashing outline.
A wave in the mid-sized enemy table consists of at least one mid-sized enemy. A mid-sized enemy has multiple parts you can destroy.
The tables are interrupted by midbosses in stages 3, 4, and 5. After a certain amount of time has passed, both of the enemy tables stop and a boss appears.
There are no ground enemies except for hidden item spots.
Weapons and Level-up Mechanics
The player’s ship has 4 different weapon systems, a regular spread shot, a sword for melee range, a shield and a D.F.S. Bomb. The shot, sword and shield can be powered up by earning experience points from destroyed enemies or collecting specific power up items dropped by special enemies. The D.F.S. gauge can be filled by destroying enemies and cancel enemy bullets with the shot or shield. When the gauge is full it can be consumed to use the D.F.S. Bomb. During the D.F.S.-attack the player ship is invincible and the player gets a bonus on experience points and score from destroyed enemies. As soon the shield is leveled up to 20, it acts also as an offensive weapon by reflecting enemy bullets. The overall level of the ship is displayed on the right side of the screen and also appears on the leaderboard.
Items
Normal Items
A small point item spawns when you defeat all enemies in a formation of flying enemies. 10 small point items and a D.F.S. Change item spawn when you take a damage. Slashing a normal item with sword pushes it upwards and can change it into another normal item.
Career Items
A career item is spawned when you defeat an item career. Slashing a career item changes it in a more predictable way, so you are likely to get what item you want.
Hidden Items
Each stage in Normal Mode and Hard Mode has one hidden item on the ground. The spots where the items are hidden react to the player's weapons, but only one weapon can uncover each one of them.
The hidden item locations and the weapon to uncover it is indicated in Shigi's message.
The hidden item appears as a 3D Milestone logo
in Milestone releases, an SFL logo
in Sakura Flamingo Archives, and a cicada
in RS34 releases.
Playing in Hard Mode, collecting all 5 hidden items, and defeating the boss in stage 5 without Time-out are required to see the TLB.
Characters
- Karous (カラス) – Player's ship pilot
- Shigi (シギ) – Navigator
- Akahara (アカハラ(赤原))
- Hakugan (ハクガン(剥眼))
Scoring/Strategy
The main strategy is to fill your D.F.S. - gauge as quick as possible and use the D.F.S. to absorb bullets, destroy enemies for score and level up your preferred weapons early. High scoring requires a very aggressive playstyle.
Also try to make use of the score items as much as possible by "juggling" them and picking them up at their maximum worth.
Bigger enemies, midbosses and bosses have destroyable parts, so you want to destroy them piece by piece.
You can earn a lot of points from bossfights, by destroying single parts and absorb bullets with your D.F.S. The bosses can be milked, but time out pretty quickly so if you take to long you won’t earn points for destroying the boss.
This also makes it pretty easy to dodge the bossfights by sitting on the bottom of your screen and hiding behind your shield.
Ports / Releases
- Milestone Shooting Collection 2 - 2010, Wii (JP)
- Sakura Flamingo Archives - 2014, Xbox 360 (JP)
- Karous - The Beast of Re:Eden - 2015, 3DS (JP/NA/EU)
- Karous - 2025 by RS34, Steam (JP/NA/EU), Switch/PS5 (JP)
References
- 1CC Log for Shmups (https://1cclog.blogspot.com/2015/09/karous-dreamcast.html)
- Manual for the Steam version (https://store.steampowered.com/manual/4090420?l=english)
- ↑ https://web.archive.org/web/20061016200358/http://www.mile-stone.co.jp/product/krs/krs_top.html
- ↑ 2.0 2.1 2.2 https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html
- ↑ https://www.mobygames.com/game/wii/ultimate-shooting-collection/release-info
- ↑ https://www.nintendolife.com/games/wii/ultimate_shooting_collection
- ↑ https://www.mobygames.com/game/sakura-flamingo-archives
- ↑ https://store.steampowered.com/app/4090420/_/