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{{GameInfobox
 
{{GameInfobox
|bordercolor = black
+
|bordercolor = #AD352C
|title = Illvelo
+
|title = Chaos Field
|background = #f8f8f8
+
|background = #6BA0AC
|image = Illvelo 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.
 
|
 
|
|releasedate = 2008
+
|publisher = Able Corporation
 +
|
 +
|director = Manabu Matsumoto
 +
|
 +
|producer = Hiroshi Kimura
 +
|
 +
|music = Kō Hayashi </br> Daisuke Nagata
 +
|
 +
|program = Jirō Hamaya </br> Manabu Matsumoto </br> Takahiro Kawachi
 +
|
 +
|art = Ryohei Murakami
 +
|
 +
|releasedate = '''Arcade''' <br> '''JP''' : 25 May 2004 <ref>https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref> <br> '''Dreamcast''' <br> '''JP''' : 16 December 2004 <ref>https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref> <br> '''GameCube''' <br> '''JP''' : 24 February 2005 <ref>https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref>  <br> '''US''' : 20 December 2005 <br> '''PS2''' <br> '''JP''': 21 December 2005 <ref>https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref> <br> '''Milestone Shooting Collection 1 (Wii)''' <br> '''JP''' : 10 April 2008 <ref>https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref><br> '''KO''' : 19 December 2008 <ref>https://www.mobygames.com/game/wii/ultimate-shooting-collection/release-info</ref> <br> '''US''' : 23 January 2009<ref>https://www.nintendolife.com/games/wii/ultimate_shooting_collection</ref> <br> '''Milestone Shooting Collection 2 (Wii)''' <br> '''JP''' : 30 December 2012 <ref> https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref> <br> '''Sakura Flamingo Archives (X360) ''' <br> '''JP''': 27, Nov 2014<ref>https://www.mobygames.com/game/sakura-flamingo-archives</ref>
  
 +
|nextgame = [[Radirgy|Radirgy]]
 
}}
 
}}
  
__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.
  
== Intro ==
+
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.
Illvelo ( イルベロ ), also named Illmatic Envelope ( イルマティックエンベロープ ), is a vertical shmup initially released for the NAOMI arcade system by Milestone in 2008. It's mostly noticeable for its trippy level backgrounds, bizarre sound effects and wacky enemy visual designs, but the game system underneath is also very solid and worth diving into.
 
  
''Note : The screenshots and videos in this guide are taken from an emulation of Milestone Shooting Collection 2 on the Wii in TATE mode. The TATE in this version does not perfectly respect the original aspect ratio so the play-field is slightly wider than it should.''
+
__TOC__
  
== Basic Game Info ==
+
== Gameplay overview ==
Illvelo features 5 stages, as well as a TLB.
+
=== Basic info ===
 +
----
  
The game is played with an 8-way stick and three buttons.
+
* Vertical game, but and regular 4:3 horizontal screen (Configuration also colloquially known as "vertizontal")
 +
* 1 player only
 +
* 8-direction movement and 3 buttons. Home ports can feature up to 5 buttons
 +
* Default extends are at 8 and 20 million points and there are two secret 1UPs
 +
* The player's life stock starts at 3, and is capped at 5
 +
* 5 stages. No loops. A full run lasts around 20 to 25 minutes
 +
* Continuing allows the player to change characters
  
The default extends are at 80 million and 300 million points.
+
=== Controls ===
 +
----
  
A full run is 1 loop only and lasts around 25 minutes.
+
* '''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)
  
== Weapons and Controls ==
+
Note :
Illvelo's weapon and control system features many of the usual Milestone characteristics, and as such is controlled with three buttons (on top of the usual 8-way movement).
 
  
'''A''' fires the standard shot. There already is a rapid-fire in the game so mashing isn't necessary.
+
* 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.
  
There are three different shot types in the game, labeled 1, 2 and 3. You always start with the shot type 1, and a specific item that spawns during the game can make you change the shot type. Another thing to remember is that on top of having different properties, the shot types also change the ship's speed.
+
=== Interface ===
 +
----
  
{|
+
[[File:Chaos Field - Interface 2.png|700px]]
|-
 
|| [[File:Illvelo Shot - Missile.png|thumb|left|<center>Shot type 1 : Missiles, swords and sickles. A standard and reliable shot. Medium ship speed.<center>]]
 
|| [[File:Illvelo Shot - Laser.png|thumb|center|<center>Shot Type 2 : Lasers. The shot type features forward lasers that inflict piercing damage as well as side lasers that lock-on to the targets they hit. High ship speed.<center>]]
 
|| [[File:Illvelo Shot - Bubble.png|thumb|right|<center>Shot Type 3 : Bubbles. The middle bubbles can slow down and inflict continuous damage when they touch an enemy, and the side bubbles can explode and stay active for a few seconds. Low ship speed.<center>]]
 
|}
 
  
 +
* 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
  
'''B''' is used to control the modules. The modules, officially named DOLL, are pods that are attached to the side of your ship. While Radirgy and Karous featured swords as their melee weapon of choice, Illvelo's modules are a lot more flexible and not as risky to use, but still very useful and at the core of the game's weapon mechanics.
+
=== Game loop ===
 +
----
  
When the modules are attached to the ship, they will provide additional firepower to your regular shot. In this state, tapping B and a direction will launch your modules in this direction. If no direction is pressed, the modules will be sent forward by default.
+
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.  
  
{| class="wikitable" style="max-width: 1100px; background-color:#64C8AA; margin-left : 50px"
+
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.
|-
 
|  => Advanced
 
  
Depending on the direction the modules are launched in, the two modules will not be positioned the same in regards to one another. As a result, some situations can favor launching your modules sideways or diagonally to make them closer or oriented in a certain way that's advantageous for you.
+
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.
Video showcase : https://www.youtube.com/watch?v=aSgZ1Kwj-Gc
 
|}
 
  
When the modules are detached from the ship, the ship's fire will be split into two. The ship will still fire its own forward frontal shot, and the modules will fire from their own location as well. This allows you to shoot from two different places at once for instance and some enemy waves in the game are designed with this property in mind.
+
=== Weapons ===
 +
----
  
On top of that, if an enemy is touching the modules while the shot button is held, the modules will inflict contact damage to it. This specific attack is one of the most powerful in the game and is very useful against the bigger enemies. Note that this contact damage does not occur if the modules are not detached from your ship
+
{| 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.  
  
One another thing to note is that when dealing continuous contact damage on an enemy, the modules can also generate a spiraling wave of star or shuriken shaped shots. The shurikens can also inflict damage to enemies.
+
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.
  
In the detached state, holding the B button and moving will move the modules in the same direction as your ship. If B isn't pressed, the modules will simply stay in place. You can thus control the modules' position very easily and adjust their placement on the fly.
+
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.
  
If you want to get the modules back on the ship, quickly tap B. The modules will quickly return to your position and dock themselves to the ship's sides. There is a ~1 second delay before being able to launch the modules again, though this isn't noticeable unless you explicitly try to launch them immediately again.
+
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
 +
|-
 +
| 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.
  
'''C''' is used to fire a bomb, called MEGALOPHAZ. If you check out replays of the game and see a giant flaming ball with a weird, angry, and confused face on it, this is it! Illvelo's bomb deals very minor damage to enemies and its best use is the invincibility it provides. Unlike Karous and Radirgy, this isn't a force field that surrounds and follows the ship. Instead, it's a static bomb that will stay on the position the ship was when it fired for as long as it's active.
+
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.
  
Bomb activation is tied to a bar, visible on the lower left side of the screen. Destroying enemies and inflicting damage fills the bar. When the bar is full, the bomb can be fired. The bar can be recharged an infinite amount of times and it can start recharging even though the previous bomb is still active. If the bar is fully charged before the previous bomb is no longer in effect, you can still fire the new one and have two flaming heads on the screen.
+
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 ]
  
Finally, '''not firing''' brings up a shield. The shield can cancel most bullets (notable exceptions are flames and lasers) and will also damage the enemies it touches. There is around half a second between the moment the player stops firing and when the shield is activated.  
+
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.
  
As usual with Milestone shields, it is deployed in front of the ship; however in Illvelo's case, detached modules also act as shields. In this case, the modules will turn from green to orange, and they gain the same bullet canceling properties. Moving the modules around by holding B will not interfere with the shield activation so it's possible to use the detached modules to protect oneself from bullets or aggressively follow a larger enemy or boss and cancel its bullets at the source.
+
| 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.
  
{| class="wikitable" style="max-width: 1100px; background-color:#64C8AA; margin-left : 50px"
+
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.
|-
 
| ==> Advanced
 
The contact attack is also triggered instead of the shield if the modules touch the enemy during the short animation when the player launches them in a direction, even if the player wasn't shooting.
 
|}
 
  
== Interface ==
+
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
 
|-
 
|-
|| [[File:Illvelo general interface.png|thumb]]
+
| 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.
  
* Bottom left blue bar: Bomb bar
+
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.
  
* Bottom rectangles : 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.
  
* Bottom right : Key count. A red key is one, a blue key is 5, a silver key is 10, and a gold key is 50.
+
| Unlimited uses, but there is a ~5 second cooldown after every Field Switch
 +
|}
  
* Top blue-green bars : Weapon levels and weapon experience gauges
+
=== Field differences ===
 +
----
  
* Top right : Player score
+
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.
  
* Right side scroll bar : Stage/boss timer
+
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 :
  
* Top right red bar (only visible against bosses) : Boss HP
+
{| class="wikitable" style="background-color:#F5F9FA; width:80%; text-align:center"
 
+
|- style="background-color:#9BC5CD"
You can also occasionally notice a menu bar at the top of the screen, alongside a hand icon that clicks on said menu. This part of the HUD is purely for aesthetic purposes, and the hand cursor simply reacts to actions such as picking up point items and shot change capsules, or getting an extend.
+
| 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]]
== Level-up mechanic ==
+
|-
{|
+
|  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.
 
|-
 
|-
|| [[File:Illvelo - Top interface.png|thumb]]
+
| 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.
 
|}
 
|}
  
On the top of the interface you can see three numbered gauges. Those display the experience level of your weapons. From left to right : Shot, Modules, and Shield. Using weapons against enemies and destroying the enemies with the weapons generates experience points that are added to the gauges and level-up the weapons. When reaching specific level thresholds, the weapons get powered up and/or gain new properties. For the info, the bomb doesn't level up.
+
=== Characters ===
 +
----
  
All weapons start at level 0 and can be leveled-up to a maximum of 300.
+
Note : The character profiles and ship descriptions have been taken from the official US localization
 +
<h4> <span style="display:none;">Hal</span></h4>
  
The shot is levelled up by all of your shots when the modules are attached to your ship, or by the shot that comes out of your ship when the modules are detached.
+
{| class="wikitable" style="background-color : #E8EAF3; width:80%"
 
+
|-
The modules are levelled up by the detached modules' contact damage, as well as the shot fired by said detached modules. The damage inflicted by the shurikens that spawn when levelled-up modules do contact damage on enemies also boosts the module experience level-up
+
! colspan="3"style="background-color : #7C85BE ; color : white; text-align :left" |[[File:Chaos Field - Mixed Blue icon.png|32px]] <big>Hal</big>
 
+
|-
The shield is levelled up by damage and bullet cancels performed by the ship's shield and the modules in shield mode. When the shield is levelled up enough to fire bullet cancellers, any bullet that is cancelled and any damage that is done to an enemy by those cancellers also levels up the shield.
+
| 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.
{| class="wikitable"
+
|- 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.
 
|-
 
|-
! Weapon Type !! Level-up threshold !! Special Effect
+
| style="background-color : #B4B9DA ; color : white; text-align:center" | '''<big>Lock-On Laser</big>'''
|- bgcolor="#8CC8FF"
+
| colspan="2" style="text-align:center" | [[File:Chaos Field - Hal - Lock-on Laser.png|250px]]
| Shot || 30 || Each module fires one additional shot
+
The lock-on laser range opens up in a fan shape ahead of the ship. It thus covers the front, and the sides slightly.
|- bgcolor="#8CC8FF"
 
| Shot|| 90|| Each module fires two additional shots
 
|- bgcolor="#8CC8FF"
 
| Shot|| 180 || Each module fires three additional shots
 
|- bgcolor="#8CC8FF"
 
| Shot|| 300 || The shot's fire rate is increased.
 
Increases ship speed
 
|- bgcolor="#6EC864"
 
| Module|| 55 || The purely cosmetic spiraling stars that appear when hitting an enemy are changed into damaging shurikens
 
|- bgcolor="#6EC864"
 
| Module|| 165 || The shurikens become bigger and more powerful. The sound effect when hitting an enemy with the modules changes
 
|- bgcolor="#6EC864"
 
| Module|| 300 || Increases ship speed
 
|- bgcolor ="#FFAA64"
 
| Shield|| 35 || Starts reflecting bullets into arcs
 
|- bgcolor ="#FFAA64"
 
| Shield|| 100 || Reflected bullets are small heads
 
|- bgcolor ="#FFAA64"
 
| Shield|| 135 || Reflected bullets are big heads
 
|- bgcolor ="#FFAA64"
 
| Shield|| 300 || Increases ship speed
 
 
|}
 
|}
''Note : Due to the inconsistency between the module's number of level-up thresholds and the other weapons, it is likely that one of them was overlooked''
+
<h4> <span style="display:none;">Ifumi</span></h4>
  
{| class="wikitable" style="max-width: 1100px; background-color:#64C8AA; margin-left : 50px"
+
{| 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.
 
|-
 
|-
| ==> Advanced
+
| style="background-color : #DFA9A9  ; color : white; text-align:center" | '''<big>Shot</big>'''
Experience points in the game can have different values depending on specific conditions. If you pay attention while playing or watching a recording/replay of a run, you can see that the size of the experience item that is sent to the gauges changes to match its value. There are three experience point values that can appear when damaging and/or defeating an enemy : small, medium and 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.
 
|-
 
|-
|| [[File:Illvelo experience - Small.png]]
+
| style="background-color : #DFA9A9  ; color : white; text-align:center" | '''<big>Lock-On Laser</big>'''
|| [[File:Illvelo experience - Medium.png]]  
+
| colspan="2"  style="text-align:center" | [[File:Chaos Field - Ifumi - Lock-on Laser.png|250px]]
|| [[File:Illvelo experience - Big.png]]
+
Ifumi's lock-on covers a relatively small disc area ahead of her ship.
 
|}
 
|}
In order to maximize the level-up potential of each enemy/wave, there are several tricks that can be used :
 
 
* When damaging an enemy, you get small experience points. If an enemy is immune to anything but a specific weapon, firing the other weapons on it can still level-up those weapons by generating small experience points. There are cases where doing this can be beneficial, for example in bonus stages. In this scenario, the few seconds taken to milk some experience points out of the enemy isn't penalizing as long as you still clear said bonus stage before the time limit.
 
Video showcase : https://www.youtube.com/watch?v=YS8z8HmhJXc
 
* Most popcorn enemy waves have one enemy with a little red ribbon hanging on it. If you kill this specific enemy first, it will yield a big experience value.
 
[[File:Illvelo - No ribbon enemy.png]] [[File:Illvelo - ribbon enemy.png]]
 
* When all enemies in a wave are destroyed, the last enemy in the wave will give a big experience bonus. The last enemy in a bonus stage will also follow this behavior and give more experience.
 
* Ground enemies give big experience points when destroyed, while killing airborne ones will yield medium experience points (aside from the aforementioned conditions)
 
* Cancelling a bullet gives small experience points. This is valid for both bullets you have to cancel with the shield and destructible bullets you can also shoot down with your shot or module. Cancelling a bullet with a bomb will not give any experience points though.
 
|}
 
 
== Bullets and hazards ==
 
 
Illvelo, like its Milestone predecessors, features no contact damage. This means the only ways to lose lives are to touch bullets or other projectiles. Here are the different varieties of bullets :
 
  
* Standard bullet  : Round-shaped, this type of bullets comes in several colors through the game, but the behavior remains the same. When fired, it keeps moving in the same direction and doesn't do anything fancy. This bullet can be canceled by the shield and the bomb.
+
<h4> <span style="display:none;">Jinn</span></h4>
  
* Long Bullet : While exactly similar in behavior to the standard bullet, this one has an elongated form, making it slightly bigger.
+
{| class="wikitable" style="background-color : #F0F4DB; width:80%"
 
 
* Destroyable pink bullet : Oval-shaped and spinning, those pink bullets can be easily destroyed by any weapon.
 
 
 
* Destroyable missiles : Some enemies and bosses fire missiles that can be destroyed/canceled. Some missiles fly straight down, while others curve and slowly try to home in on you. If you try to cancel the missiles with a low-level front shield, keep in mind that the missile HP makes the cancel with the ship's shield not necessarily instantaneous. This specific behavior fortunately comes up rarely and past stage 1, the shield should be leveled up enough so that it isn't an issue anymore.
 
 
 
* Lasers : A few specific enemies can use lasers. Lasers in this game are pink, have a little warning before they are fired, and can't be erased by the bomb. The most prominent laser user is the spider enemy. It spawns at the top of the screen in groups and cover most of the screen's width in lasers. Two spider variants exist, with a brown one that fires one laser, and a blue one that fires two angled lasers.
 
Some bosses can also use lasers as part of their attacks.
 
 
 
* Hearts : This kind of bullet is generated by a specific enemy type which looks like a pink disc with side wings. Heart bullets are actually completely harmless but can also be destroyed and canceled for points and experience.
 
 
 
* Flames : Thrown by some bigger enemies and a few bosses, flames can't be canceled by the shield so be careful! However, bombs can erase them.
 
 
 
* Molotov cocktails : Thrown by some late-game enemies and the last boss, those destroyable bullets quickly explode. The resulting pink explosions can hurt you too so watch out for them.
 
 
 
== Items ==
 
 
 
When destroying enemies, you can make some items spawn. Whenever an item is spawned, it will slowly move downwards before leaving the screen. You have to touch the items to collect them but most of them can be also attracted towards the player if they come in contact with the bomb. The only items that can't be auto-collected with the bomb are the keys, the Milestone logos and the Shot Change items.
 
 
 
Unlike Radirgy and Karous, there is no way to use the modules on the items to juggle them. As a result, the items can't be changed to another item type and their fall can't be halted. With the removal of the bullet converter item that was in Radirgy and Karous, this means that the scoring strategies focused around this trick are not usable in Illvelo.
 
 
 
Here is the list of items :
 
{| class="wikitable"
 
 
|-
 
|-
|
+
! colspan="3"style="background-color : #BBCF54  ; color : white; text-align :left" | [[File:Chaos Field - Fake Yellow icon.png|32px]] <big>Jinn</big>
{|
 
|-
 
||[[File:Illvelo - Point Envelope (small).png]]
 
||[[File:Illvelo - Point Envelope (Big).png]]
 
|}
 
|| Point item : White icon in the shape of a computer folder, with a blue point kanji on it. Gives you points. There are regular and big point items.
 
 
|-
 
|-
 +
| 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.
 +
 +
There's also a rumor going on that he was "built" from organic data obtained from captured enemy Abo.
 +
|- style="vertical-align: middle;"
 +
|  colspan="2" | [[File:FakeYellow.png|left|300px]] '''Fake Yellow''' : A prototype that was built in the early stages of development. Though its maneuverability is lower then that of the others because of its heavy equipment, its striking performance is higher than that of the present models.
 
|-
 
|-
|  
+
style="background-color : #CFDD87  ; color : white; text-align:center" | '''<big>Shot</big>'''
  {|
+
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Jinn - Shot order.png|150px]]
|-
+
'''Order Field''' : The ship fires a short-ranged lightning blast attack ahead of it. This blast is also accompanied by piercing circular sparks that first spawn near the ship's cannons, and then travel upwards in stop & go steps rather than by simple moving on a linearly path. The sparks will also slightly move sideways during their course, as to match the ship's own left and right movements.
||[[File:Illvelo - Shot level-up icon.png]]
+
| style="width:50%; text-align:center; vertical-align:top" | [[File:Chaos Field - Jinn - Shot chaos.png|150px]]
  ||[[File:Illvelo - Module level-up icon.png]]
+
'''Chaos Field''' : The forward blast's range is longer, and the electric sparks are bigger.
||[[File:Illvelo - Shield power-up icon.png]]
 
|}
 
|| Weapon level-up : Blue, green or orange icon in the shape of a computer file, with a symbol on it that's similar to one of your weapons. Increases the level of the displayed weapon by 1. The blue icon is for shot, the green one for the modules, and the orange one for the shield. Even though weapon experience levels are represented with bars that get filled, this item will not just lazily fill the bar to get to the next level. It will actually give you enough experience to get to the next level and fill the bar to the same %. As a result, you don't have to worry about picking up the item with the correct timing to maximize the exp points you get from it. Just grab it.
 
|-
 
| [[File:Illvelo - Mail icon.png]]
 
|| Mail : Green file folder icon with "Mail" written on it. This item generates a random email at the bottom of the screen. No points are given so the item is mostly for story purposes. The email is displayed on the playing field but becomes transparent when you move over it.
 
 
|-
 
|-
| Example || Shot Type change : Circular item with a number on it. This item changes the player's shot type whenever it is picked. The number on it continuously cycles from 1 to 3, each number giving you a different shot type. If you have played Zanac Neo, this item's behavior should be reminiscent of the green weapon change item from that game. However, changing shot types does not recharge the bomb gauge here.
+
| style="background-color : #CFDD87  ; color : white; text-align:center" | '''<big>Sword</big>'''
 +
|  colspan="2" style="text-align:center" | [[File:Chaos Field - Jinn - Sword 1.png|200px]] [[File:Chaos Field - Jinn - Sword 2.png|200px]] [[File:Chaos Field - Jinn - Sword 3.png|200px]]
 +
The ship swings a yellow sword. Jinn's sword combo has the longest cooldown out of all three.
 
|-
 
|-
| Example || Bomb refill : Circular icon with a dark blue outer ring, a black core and a white symbol on it. It looks like the logo at the bottom of the player's bomb gauge and entirely refills said gauge.
+
| rowspan="2" style="background-color : #CFDD87 ; color : white; text-align:center" | '''<big>Wing Layer</big>'''
 +
| 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.
 +
| 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.
 
|-
 
|-
| Example || Life up : Red envelope with a heart and "Life" on it. Increases your life count by 1 (up to 5 lives). Those icons spawn when the point extend thresholds are reached and are automatically rushing towards your ship, but some can randomly appear when destroying enemies. In this second scenario, the life up will behave like regular items and slowly fall off the screen instead.
+
| 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]
 
|-
 
|-
| Example || Milestone logo : Yellow M-shaped logo. Logos appear when some specific locations are destroyed. Unlike Karous, you can fail to pick up the logos and it will not penalize you for the TLB unlock. They do not even grant points when picked up.
+
| style="background-color : #CFDD87  ; color : white; text-align:center" | '''<big>Lock-On Laser</big>'''
|-
+
| colspan="2" style="text-align:center" | [[File:Chaos Field - Jinn - Lock-on Laser.png|250px]]
| Example || Key : Spinning key that spawns from the top of the screen. Awarded when completing a bonus stage. Comes in two variants : the standard red and a blue one worth 5 keys. This item is key (heh) to unlocking (heh²) the TLB.
+
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.
 
|}
 
|}
[img]https://i.imgur.com/GYA4Dbo.png[/img] [img]https://i.imgur.com/IH9Gi9o.png[/img]
 
-
 
  
[img]https://i.imgur.com/6iZnufz.png[/img] [img]https://i.imgur.com/1M2T3Ku.png[/img] [img]https://i.imgur.com/XGcR0vB.png[/img]
+
=== Items ===
-  
+
----
  
[img]https://i.imgur.com/OguPIYj.png[/img]
+
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.
-
 
  
[img]https://i.imgur.com/Dhr88kN.png[/img] [img]https://i.imgur.com/uZd7mDL.png[/img] [img]https://i.imgur.com/IbTwp7w.png[/img]
+
{| 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 ]
  
[img]https://i.imgur.com/BthYZo2.png[/img]
+
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.
-
 
  
[img]https://i.imgur.com/bfxXZY8.png[/img]
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=onqZmuqAldI ]
-
+
| No
 
+
|}
[img]https://i.imgur.com/gvMVsFQ.png[/img]
 
-
 
 
 
[img]https://i.imgur.com/b24i9zo.png[/img] [img]https://i.imgur.com/hkdb8wL.png[/img]
 
-
 
 
 
 
 
[u][size=125][b]Enemies[/b][/size][/u]
 
[b]Enemy wave composition[/b]
 
 
 
Touching an enemy with your ship does not result in life loss so some enemies can spawn from the bottom of the screen or jump from the sides without killing you in unfair ways.
 
The enemy waves in the stages spawn in waves. Whenever you destroy an enemy wave, the next one is spawned. As a result, you are encouraged to destroy waves as fast as possible to get higher scores.
 
 
 
In addition, there is one enemy wave mechanic that was also seen in Radirgy and Karous. Most of the time, there are actually two simultaneous and independent sets of enemy waves active at once. One set is made of popcorn enemies, and the other is made of larger enemies. If you destroy all the popcorn on screen but haven't destroyed the medium/big enemy, the next popcorn wave will still be spawned. And vice-versa, as destroying the larger enemies with some popcorn still alive will nonetheless spawn the next big enemy wave.
 
 
 
[b]Weakness to specific weapons[/b]
 
 
 
Most of the enemy types in the game are vulnerable to all the weapons. However, some of them can only be damaged by a specific one. In those cases, the enemy in question will flash in a specific color whenever you try to damage with with the incorrect weapon.
 
 
 
Shot enemies : blue
 
Module enemies : green
 
Shield enemies : orange
 
 
 
For as long as the enemy is being damaged by the correct weapon, it will be vulnerable to damage from other weapons as well, so it is possible to kill an enemy with a weapon it should be immune to, and thus give you experience points for a weapon that shouldn' affect it under normal circumstances. [url=https://www.youtube.com/watch?v=0HMueX7idfU][VIDEO][/url]
 
 
 
For the info, the majority of immunity-wielding enemies that are encountered in the game are vulnerable to the module. The only noticeable shot-only enemy is a specific form of the modules spawned by the TLB, and the main shield-only enemy is exclusive to the blue key bonus stage in stage 4. There is also a rare enemy type that becomes vulnerable to any weapon but only when they are hit by a bomb. That specific enemy type is a red and gray box in one of the bonus stages that can appear in Stage 5 but isn't seen anymore when having enough keys. Being prepared for this bonus stage is still important if you play Special Mode.
 
 
 
[size=125][b]Scoring[/b][/size]
 
[b]Keys and multipliers[/b]
 
 
 
In order to achieve high scores in Illvelo, there two main things to focus on : getting keys and leveling up your weapons.
 
 
 
Leveled-up weapons will make it easier to destroy enemy waves and trigger new ones faster. Besides, the levels also act as score multipliers. 
 
Keys are essential as they boost your multiplier and also unlock the TLB.
 
 
 
The formula for score when killing enemies should be as follows :
 
 
 
Point value = enemy base point value * key count * sum of levels
 
 
 
 
 
[b]Bonus Stages[/b]
 
 
 
Bonus stages are spread out through the 5 stages of the game and can be accessed by touching their entrances with the ship. Clearing bonus stages rewards you with keys.
 
 
 
There are two types of bonus stages :
 
 
 
-The first type will spawn air enemies and you have to kill every single one of them before they leave the screen and before the time runs out. The background scrolling is static most of the time.
 
 
 
- The second type will first spawn air enemies but you can let them escape without compromising the key unlock. The background in those bonus stages first scrolls and then reaches a target location with plenty of floor turrets that are similar to Compile's multi-turret bosses. You have to destroy all those turrets before the timer runs out to get the key.
 
 
 
There are two types of keys :
 
 
 
- A red key is the regular key that is given when an individual bonus stage is cleared.
 
 
 
- A blue key is worth 5 red keys and can be obtained at specific entrances that will pit you against 8 of the first type of bonus stages. These special stages always features a specific set of small air enemies to destroy, and each time they come from a specific direction. These stages are the only ones where the objective is to destroy air enemies and where the background also scrolls. You can use the scrolling to determine from which of the 8 directions enemies will be coming from.
 
 
 
If you don't fail any of the 8 bonus stages, you'll be given the blue key. If you fail any of them, you'll be booted out of the set of bonus stages without having to do the remaining ones.
 
 
 
There is one such bonus entrance in each of the 4 first stages. If your number of keys is low enough, you can also be sent to such bonus stages in stage 5. This allows you to recover some keys and multiplier to catch up with what a player with more keys would have had at this point of the game. However, if getting more blue keys in Stage 5 can increase your key count to 50+, you will not be sent to a Blue Key bonus stage but a regular Red key stage (or no stage at all). This ensures that getting 50+ keys has to be done "the hard way" by clearing almost all bonus stages from the previous levels.
 
 
 
 
 
There are two types of bonus stage entrances. All of them have the similar appearance of a flashing gray square with a pink arrow on top of it. However, there are some differences in how to make the entrances appear :
 
 
 
[img]https://i.imgur.com/PnuXZuT.png[/img]
 
- Uncovered entrances : Those entrances already are in plain sight and can be directly accessed by touching them with the ship. Their locations are fixed and they move alongside the level's background scrolling. This implies two things :
 
 
 
- Some bonus stage entrances only appear on screen for a shorter amount of time because the screen is scrolling faster than usual at the point in the stage where they are, or in a direction that quickly puts them out of the playable area. As a result, you should quickly get in those entrances before they are gone.
 
- Some bonus stage entrances are smaller because the background is supposed to be further away from the foreground layer. This means you'll need to be more accurate when entering the bonus stage.
 
 
 
- Covered entrances : The second type of entrance is not immediately available to the player, and needs to be uncovered beforehand. Scattered through the stages are some shiny star spots that come in various colors. When the player manages to destroy one of them, a Milestone icon will be spawned, and every third star spot destroyed will instead spawn a bonus entrance. Collecting the Milestone logos is not mandatory at all and doesn't affect whether the bonus entrances will spawn or not.
 
 
 
The shiny star spots' color determines what weapon is necessary to destroy it. Here are the various colors that appear in the game :
 
 
 
[img]https://i.imgur.com/tPqjzKh.png[/img]
 
-White : The shot, modules, and shield all work on this spot. (be careful : the bomb doesn't)
 
[img]https://i.imgur.com/UTxCjZo.png[/img]
 
-Blue : The shot is necessary
 
[img]https://i.imgur.com/5KeBq4L.png[/img]
 
-Green : The module is necessary
 
[img]https://i.imgur.com/bnuSz7F.png[/img]
 
-Yellow : The shield is necessary
 
[img]https://i.imgur.com/JrykInn.png[/img]
 
-Red : A bomb is required. Hopefully, this type of entrance is rare; there are only three in the entire game.
 
 
 
Another way to unlock covered entrances is by defeating the mid-bosses in Stage 5. Up to four entrances can be unlocked this way.
 
 
 
Unlike the uncovered entrances, those entrances are not bound to the background scrolling. Once they are unlocked, they move like regular items and slowly fall off the screen in a strictly vertical fashion and you can't use the bomb to attract them. Be careful as this means you can miss them if you don't enter before they disappear from the play-field.
 
 
 
==> Advanced
 
If at any point in the stage, you unlock a bonus stage while a non-hidden, uncovered bonus stage entrance is also on screen, get in the bonus stage that was locked. When you leave the bonus stage, the non-hidden bonus stage will still be there if the scrolling didn't leave it behind. However, the other way round is not true, as the hidden bonus stage entrance will no longer be there if you enter the non-hidden bonus stage first. [url=https://www.youtube.com/watch?v=QCxzg3ABNL0][VIDEO][/url]
 
 
 
In a run where all the bonus stages are cleared and all the star spots are destroyed, this scenario should not occur anyway. However, at an intermediate level or when recovering from mistakes, it can be handy to keep this tip in mind.
 
 
 
 
 
Here are all the bonus entrances and shiny star locations in the game :
 
 
 
Stage 1 : https://www.youtube.com/watch?v=mpuyWlPvrqY
 
 
 
Stage 2 : https://www.youtube.com/watch?v=pcggLUkv7xA
 
 
 
Stage 3 : https://www.youtube.com/watch?v=eY-HhvYLsqA
 
 
 
Stage 4 : https://www.youtube.com/watch?v=fcSD9ho9AIA
 
 
 
 
 
[u][size=125][b]Misc. tips and info[/b][/size][/u]
 
 
 
- In order to destroy the green popcorn enemy that uses a parachute, you have to focus on the parachute rather than the enemy itself.
 
[img]https://i.imgur.com/kSdJybK.png[/img]
 
 
 
-Killing a spider before it fires its laser can prevent the laser from being fired. Killing a spider while it fires its laser removes the laser from the field. However, there are cases where the timing is such that the laser will remain on screen even after the spider is killed, so be careful. In such situations, the laser will end up being canceled on its own as it would if the spider was still alive, but it can still kill you before it does that. [url=https://www.youtube.com/watch?v=bWesDXMc4e8][VIDEO][/url]
 
 
 
-Yes, the loading times between stages in the Wii ports are annoyingly long. Yes, they tremendously sped up the loading for Illvelo Still and then didn't apply said fix to regular Illvelo later when releasing Milestone Shooting Collection 2. Welcome to Milestone ports.
 
 
 
-The final bonus stage in Stage 4 can give you a blue key, which means it's mandatory for a high score. However, it requires you to get a shield level of at least 200, otherwise you'll be sent to an alternate version of the stage which only gives you a red key [url=https://www.youtube.com/watch?v=QB0gHBUfEIQ][VIDEO][/url]
 
 
 
-The last boss' last form (the small man moving all over the place dropping circular modules everywhere) follows a specific set of movements. Said set may seem completely random since it changes from a playthrough to another, and this can make it hard to properly kill it on time (especially if you milked the previous form a bit), but it's possible to ensure one specific fixed pattern in some of the ports.
 
 
 
If you encountered the boss in your previous run, simply go back to the main menu (by selecting the "Return Title" option) and then launch the game again to reset the set of movements that will be used. I personally have the first set used by the boss in my muscle memory so this allows me to face the same movement pattern every time.
 
 
 
-For some wacky reason, the TLB warning sound is completely different in the standalone Illvelo Wii release. This non-default sound is very unfitting.
 
[url=https://www.youtube.com/watch?v=DW4TqWdwzEU][VIDEO][/url]
 
 
 
-In Illvelo Wii and Milestone Shooting Collection 2, pausing the game in a bonus stage will interrupt the music. However, upon resuming playing, the game will play both the bonus stage music (as intended) and the stage music on top of it. This glitch has been fixed in Illvelo Still : pausing the game here does not interrupt the bonus stage music and unpausing will not play the stage music. [url=https://www.youtube.com/watch?v=jfDcn6El_9Y][VIDEO][/url]
 
 
 
 
 
[u][size=125][b]Ports[/b][/size][/u]
 
 
 
Here is the list of ports where the game (or an alternate mode of the game) is playable :
 
 
 
- Illvelo Wii (Wii, 2008)
 
- Radirgy Noa Wii (Wii, 2010)
 
- Milestone Shooting Collection 2 (Wii, 2010)
 
- Sakura Flamingo Archives (X360, 2014)
 
 
 
[u][size=125][b]Game modes[/b][/size][/u]
 
 
 
Illvelo's arcade version only has one single mode, which is referred to as the "Arcade Mode" in the ports and is available in Illvelo Wii, Milestone Shooting Collection 2 and Sakura Flamingo Archives.
 
However there are several alternate ways to play the game in the console versions :
 
 
 
-Easy
 
Available in : Illvelo Wii, Milestone Shooting Collection 2
 
 
 
Easy mode tweaks Illvelo a bit to make the game a lot more accessible to newcomers. Here are the changes :
 
-All of your weapons level-up faster
 
-None of the enemies fire lasers, flames, or molotov cocktails anymore
 
-The shiny star spots are all white
 
-The bonus stage timers are longer
 
 
 
 
 
The TLB is still available in this mode and can be fought under the same conditions as the Arcade Mode.
 
 
 
 
 
-Hard
 
Available in :  Illvelo Wii, Milestone Shooting Collection 2
 
 
 
The Hard Mode keeps the Arcade mode layout and stages, but the enemy bullets are much bigger.
 
 
 
Another change is the TLB unlock condition. While 50 keys are needed in Normal, Hard Mode requires getting all 52 available keys from the game to be able to unlock the TLB.
 
 
 
And speaking of keys, the Hard Mode makes some of the shiny star spots harder to notice and destroy. Some are invisible at first and need to be damaged to become visible. Other spots have additional conditions before appearing, such as destroying other specific ground enemies or bombing the star spot's location.
 
 
 
 
 
-Special
 
Available in :  Illvelo Wii, Milestone Shooting Collection 2
 
 
 
Special Mode pits the player against all the 105 bonus stages in the game, played in ascending order of their numbers.
 
 
 
In this mode, there are no blue keys. The bonus stages that were played in rapid succession in the full-game modes and that give a blue key when all of them are cleared are considered the same as other bonus stages, and despite still being played one after the other (due to their stage numbers), each one of them will instead give you one red key upon successful completion.
 
 
 
The music tracks played in each of this mode's stages do not necessarily match the track used when playing them in the full-length modes. Besides, the track changes every bonus stage. Even bonus stages that are part of a blue key set of stages (and thus follow each other with the same track in the full length modes) now have a different track for each stage.
 
 
 
 
 
-Still
 
Available in : Radirgy Noa Wii
 
 
 
Illvelo Still is a modified version of the Easy difficulty, and the ship now uses the weapon types from Radirgy Noa. Weapon 1 is the green forward shot, Weapon 2 is the yellow sideways shot, and Weapon 3 is the red X-shaped shot.
 
 
 
Cosmetic changes include the player ship being orange instead of white, the second type of heads that reflected bullets turn into being colored blue instead of orange, and new eye-catches on the loading screens. Speaking of loading screens, one big noticeable improvement over the other Wii versions of Illvelo is that the loading times are much shorter.
 
 
 
 
 
-Mixture
 
Available in : Sakura Flamingo Archives
 
 
 
This crossover mode gives you the ability to select ships from the other Milestone games to clear Illvelo's five stages. The available ships are as follows :
 
-Mixed Blue (HAL's hip from Chaos Field)
 
-Flawed Red (Ifumi's hip from Chaos Field)
 
-Fake Yellow (Jin's ship from Chaos Field)
 
-Kojiro (Shizuru's ship from Radirgy)
 
-Defect (Karous' ship)
 
-Trax (the regular Illvelo ship)
 
-Kanemaki (Radirgy Noa's 2P ship)
 
 
 
The stages themselves are similar to the Arcade version; however all the bonus entrances and shiny star spots have been removed. Despite the removal of keys, you can still fight the TLB at the end.
 
 
 
 
 
[u][size=125][b]References[/b][/size][/u]
 
 
 
[b]Links[/b]
 
-Blog posts from sht, one of the top scorers in the game who was featured in the superplay DVDs and also managed to get 9 billion points
 
http://createsht.blog15.fc2.com/blog-category-6.html
 
 
 
-Illvelo's Japanese Wikipedia page. Contains general infos on the game system, controls, characters and world : https://ja.wikipedia.org/wiki/%E3%82%A4%E3%83%AB%E3%83%9E%E3%83%86%E3%82%A3%E3%83%83%E3%82%AF%E3%82%A8%E3%83%B3%E3%83%99%E3%83%AD%E3%83%BC%E3%83%97
 
 
 
-atWiki page. Provides information about the story, world, characters, and also has a list of all the loading screens eyecatches you can come across in the game :
 
https://w.atwiki.jp/milestonematome
 
 
 
 
 
-System11 hiscore board : https://shmups.system11.org/viewtopic.php?t=32456
 
  
-Restart syndrome hiscore board : https://www.restartsyndrome.com/board.php?id=253
+
=== Scoring ===
 +
----
  
-hiscores.shump.com board : https://hiscores.shmup.com/games/114
+
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.
  
[b]Replays[/b]
+
==== Increasing the combo multiplier ====
  
-Arcade Mode ALL+TLB 9.1 bil (playlist with one video per stage)
+
[[File:Chaos Field - Combo information.png]]
https://www.youtube.com/playlist?list=PLKYBojsNAT5Px1_erFu1OYRfIPTHJ6bdF
 
  
-Another Arcade Mode ALL+TLB 9bil (split into 5 parts)
+
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.
https://www.nicovideo.jp/watch/sm5660505
 
https://www.nicovideo.jp/watch/sm5660604
 
https://www.nicovideo.jp/watch/sm5699375
 
https://www.nicovideo.jp/watch/sm5699504
 
https://www.nicovideo.jp/watch/sm5699573
 
  
-Special Mode All keys (split in 2 parts)
+
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.
https://www.youtube.com/watch?v=N1F0QykgsiA
 
https://www.youtube.com/watch?v=SK4gAWr-Qfs
 
  
-Easy Mode ALL+TLB (played by myself)
+
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.
https://www.youtube.com/watch?v=UyQVrzx2G18
 
  
-Illvelo Still ALL+TLB (played by myself)
+
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]
https://www.youtube.com/watch?v=hdIsjx_08uM
 
  
[b]List of official superplay materials[/b]
+
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.
  
- Illvelo Wii superplay disc. (2008)
+
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.
  
[img]https://i.imgur.com/xL3XxBz.jpg[/img]
+
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.
This disc was bundled with the first-print copies of Illvelo Wii. Its contents are as follows :
 
  
-- Illvelo Arcade Mode run - ALL+TLB - Score : 8.307.837.850 - Player : sht
+
[[File:Chaos Field - 9999 combo.png|100px]]
-- Illvelo Hard Mode run - ALL+TLB -  Score : 8.223.889.720 - Player : ADO
 
-- Illvelo Special Mode run - ALL - 105 Keys - Score : 3.281.585.100 - Player : ADO
 
-- 18-minute long Developer commentary video.
 
  
All the runs have been played on Illvelo Wii instead of on an arcade board+cabinet.
+
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.
  
-Milestone Sound Collection Takadanobaba Mikado Limited Bonus Disc INH Insanity DVD' : Karous & Illvelo. (2011)
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=FzywOkoK4NU]
  
[img]https://i.imgur.com/wJ7uOIn.jpg[/img]
+
==== Meta cubes VS Point items ====
  
This DVD was released as a promotional bonus given to the first 100 people who bought Milestone Sound Collection (a soundtrack set of all Milestone shmup OSTs) at the Takadanobaba Mikado Game Center.
+
[[File:Chaos Field - Meta Stock item.png]] [[File:Chaos Field - Point item.png]]
  
Want to get your hands on it nowadays? Good luck. (╭ರ_⊙)
+
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.
  
Contents of the DVD :
+
==== Combo VS Time bonus ====
-- Karous beginner-oriented content (of what kind??)
 
-- Illvelo Arcade mode run - Player : TZW-ART? - Score : "Over 10.1 bil"
 
-- A k.h.d.n. feature or something about the differences in the soundtracks maybe? Here, if you can read Japanese : 違いのわかるラジオ特別編(新録MP3データ)(ゲスト:k.h.d.n.)
 
  
Archived version of the webpage from where I picked up my info : https://web.archive.org/web/20180817104715/http://www.inhgroup.com:80/item/insanity'.php
+
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.
  
- Fxxk Of Tha World (2018)
+
==== Halting the combo timer decrease for links ====
  
[img]https://i.imgur.com/zcinqzX.jpg[/img]
+
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.
FxxK of Tha World is a 7-DVD set with superplay videos on all 5 Milestone shmups. It was released in November 2018 by charlieskystage ( http://charlieskystage.blog.fc2.com/ ) and contains various runs for each game.
 
  
DVD #4 contains the following Illvelo content  :
+
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.
  
-- Arcade Mode (Milestone Shooting Collection 2) - ALL+TLB -Score : 7.538.034.360 - Player : FAT
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=5zKsiGXtXck ]
-- Illvelo Still (Radirgy Noa Wii) - ALL+TLB - Score : 9.313.566.590 - Player : FAT
 
-- Special Mode (Milestone Shooting Collection 2) - ALL - Score : 3.640.682.680 - 105 keys - Player : FAT
 
-- Special Mode ending with 100 keys
 
-- Tutorial video with the locations of all the star spots and bonus stage entrances
 
-- Special Mode ending with 0 keys
 
  
DVD #7 contains the following Illvelo runs :
+
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.
-- Arcade Mode (Sakura Flamingo Archives) - ALL+TLB - Score : 8.104.172.810 - Player : FAT
 
--Mixture Mode (Sakura Flamingo Archive) - ALL+TLB - Score : 9.855.930
 
  
[u][size=125][b]??! (@_@) ???!? (゜Д゜;)[/b][/size][/u]
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=2USTJOuOink ]
  
Despite having played this game quite a bit, there are always things that I don't completely understand yet. So I'll let you know what I know that I don't know. (#◉‿◉#)
+
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.
  
- What is the exact point calculation formula for point items?
+
==== Self-destructs for energy recharge ====
  
Their value doesn't seem to shoot into the stratosphere in the late-game the same way enemy kills do so the formula might be different. My hypothesis is that it is base value * (sum of levels+1), rounded up to the next 500k. But I could be smoking crack on this one.  
+
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.
  
-What are the specific rules that determine what enemy waves each stages starts with?
+
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.
  
In this game (and in Karous too I think), the dynamic enemy wave spawns are not strictly the same from a run to another.  What happens is that sometimes you will immediately face waves that you would have faced later in another run. What determines this? The sum of levels maybe?  How many enemy waves you destroyed in the previous stage?
+
== Game modes ==
  
-How would the fixed last boss movement pattern trick be applicable for arcade players?
+
=== Arcade ===
  
Having a PC and a Wii but not any arcade hardware myself I just gotta try this on NAOMI emulation really. In MSC2 and Illvelo Still, it's easy to go back to the main menu but it might be another story with actual PCBs.
+
Arcade is the main mode of the game, featured in every port.
  
-What does the JP Wiki page mean by bombs boosting the other weapons?
+
=== Original Mode ===
  
According to that page (or at least a machine translation of it), using bombs could temporarily boost the power of other weapons, but my tests on bosses (whose HP can be seen in real-time on the HUD) are inconclusive [url=https://www.youtube.com/watch?v=xnxzdwn3DiE][VIDEO][/url]
+
Only available on : GC
  
Whether you bomb or not, the boss dies at the same time so the power is not increased.
+
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.
The experience you get is nearly identical (the no-bomb one gets slightly more) and the score is slightly higher for the bomb (since its radius gave some ticks points on the square turrets).
 
  
So what is it? What if it was just a bad translation, or wrong info, or something that works on regular enemies but not bosses.
+
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.
  
-What if you have to change shot types during the run for WR-tier scores?
+
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.
  
The replays in the links from this guide are able to get 9bil scores while keeping the default #1 shot type, and so far I also stubbornly stick to it. While this seems to be the best shot type with good range and power, the properties of some other shot types (such as #2's higher movement speed) may come in handy for score at even higher levels of optimization...or maybe not? Please Illvelo, don't make me use shot type #2, its sound effect is a crime against humanity, especially in a game where the rest of the sound design is incredible. You don't have the excuse of being on the Megadrive.
+
== References ==
  
Oh, and the same question can also be asked for Illvelo Still, since the shot types are different. Shot #3 is the red X-shot from Radirgy Noa and that was the most powerful shot type in that game, however the lower speed might be an issue at times, and so could be the unconventional firing pattern.
+
=== Scoreboards ===
  
-What exactly is that 51 key arcade version bug mentioned in the JP Wikipedia page?
+
* 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
  
According to that page, you can only get up to 51 keys instead of 52 in the arcade version due to a bug that was only fixed in the console ports. While the TLB can still be triggered since it requires 50 keys in Arcade Mode, this means you have a little bit less room for error in the arcade version.
+
* System11 hiscore board : https://shmups.system11.org/viewtopic.php?t=42140
  
Or maybe it actually doesn't even spawn the bonus stage which would give you the 52nd key in the last stage, which would make the bug significantly penalizing for score since you miss out on the bonus stage's enemies and points? Would this be why the replays I found all use ports?
+
* Restart syndrome hiscore board : https://restartsyndrome.com/board.php?id=278
  
Speaking of keys...
+
* hiscores.shump.com board : https://hiscores.shmup.com/game/112
  
-Is it important to get keys even after you already have 50 of them? (For every full-length mode except Hard Mode where you need all 52 anyway)
+
=== Replays ===
  
When looking at the interface, grabbing the 50th key will make your key count appear as one gold key. And grabbing the two leeway keys after that point will not change the visual for the key count. The score tally will also consider your key count to be 50 even if you collected those two additional keys. Are they really ineffective or can they still boost the score multiplier?
+
Please refer to https://shmups.wiki/library/Chaos_Field/Video_Index
  
There isn't any reason not to go after those keys anyways since you will inherently get additional points and enemies if you go for them, but in the very specific case where you fail one of those two bonus stages at the very last second but still kill all the enemies in said bonus stage during the little downtime before being sent back to the main stage, would that mean there is no difference at all and no need to be worried about missing out on potential points?
+
=== List of superplay materials ===
  
-Why are Milestone logos pointless to collect? I mean... if they actually are pointless.
+
Please refer to https://shmups.wiki/library/List_of_superplay_materials#Milestone
  
Not grabbing M icons will still open up bonus stage entrances and doesn't seem to hurt your overall score. Besides, collecting one of those icons doesn't give any points. So what are their usefulness aside from just telling you that you successfully destroyed a star spot that didn't yield a bonus stage entrance? M icons in previous games were more secretive but very useful, and here they are just...there. Even the superplays don't go out of their way to collect these items.
+
== Story ==
  
-What determines some specific item spawns?
+
[Taken from the US GC manual]
  
Items seem to be generated by destroying ground enemies, killing entire waves, destroying the ribbon enemy first in a wave, destroying boss/enemy parts, and possibly following some other actions too. What other actions could I have missed? And what determines the item spawns? Most of the time you get points but what determines when you get a shot change, mail, or level-up item instead? Is there a hidden item spawn counter with special items spawned when specific thresholds have been reached? I know the first weapon change item spawns at more or less the same place in my runs, so maybe this one has an "every X things destroyed" condition.
+
The "Chaos Field", a warped and chaotic dimension.
  
-When a level-up item spawns, what determines which weapon it will be?
+
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.
  
From my few Special Mode runs, it seems like weapon level-up items are always for your weapon with the lowest experience level. However, this behavior doesn't apply to the full run modes. Is it completely random? Does it depend on the kind of weapon that was used to kill the enemy that spawned said item? Or something else?
+
Over time, the battle spread out beyond the Chaos Field to engulf another time-space dimension called the "Order Field".
  
-Are the speed boosts from level 300 weapons cumulative?
+
In order to put a stop to this multi dimensional war, three pilots have been chosen for an assault...
  
When one of the weapons reaches level 300, the ship should gain a little speed boost. However, I have no idea if you can get yet another speed boost if another weapon gets to that level too. I've never managed to get two weapons to such a high level so I can't say.
+
----

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...