Difference between revisions of "QP Shooting - Dangerous!!"
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{{GameInfobox | {{GameInfobox | ||
|bordercolor = #f05a28 | |bordercolor = #f05a28 | ||
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|imagescalepx = 180px | |imagescalepx = 180px | ||
− | |developer = Orange Juice | + | |developer = [[Orange Juice]] |
| | | | ||
|music = Royalty Free Music | |music = Royalty Free Music | ||
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|releasedate = 14 Nov 2014 | |releasedate = 14 Nov 2014 | ||
− | |nextgame = Xmas Shooting - Scramble!! | + | |nextgame = [[Xmas Shooting - Scramble!!]] |
}} | }} | ||
− | + | '''QP Shooting - Dangerous!!''' (きゅぴシュ~DANGEROUS!!) is a single player [[shooting game]] featuring 2D sprites with backgrounds rendered in 3D. This game was developed by Orange_Juice and published by Fruitbat Factory. It is the sequel to [[QP Shooting]] and the fourth game in the [[Shooting Series]]. | |
+ | QP Shooting - Dangerous!! was released in Japan on December 31st, 2012 during the third day of Comiket 83 and was the tenth game developed by Orange_Juice. It is the eighth "speed shoot'em up" game created by the developer. <ref> [http://daidai.moo.jp/qp2/index.html QP shooting - Dangerous!! Comiket 83 page] </ref> It was released worldwide vía Steam platform on November 14th, 2014. | ||
− | + | __TOC__ | |
− | + | {{clear}} | |
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+ | == Story == | ||
+ | <div style='text-align: center;'> | ||
+ | ''See [[(QP Shooting - Dangerous!!)/Story]] to see information about the plot of the game.'' | ||
+ | </div> | ||
+ | ---- | ||
== Gameplay Overview == | == Gameplay Overview == | ||
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=== Controls === | === Controls === | ||
+ | The game's controls can be configured in the Options menu. These are the default bindings for keyboard and controller. | ||
---- | ---- | ||
− | * '''A:''' | + | * '''Z [A]:''' Shoot |
− | * '''A ( | + | * '''X [X]:''' Hyper (enter Hyper if gauge is at at least 100%) |
− | * ''' | + | * '''Left Shift [RT]:''' Slow (focus button. Some formations are influenced by it) |
− | * ''' | + | * '''V [B]:''' Formation Change (switch to the next formation in line: A->B->C->A->...) |
+ | * '''A [LB]:''' Formation A (switch to Formation A) | ||
+ | * '''S [RB]:''' Formation B (switch to Formation B) | ||
+ | * '''D [Y]:''' Formation C (switch to Formation C) | ||
+ | * '''Esc [Start]:''' Pause | ||
+ | * '''Z [A]:''' Accept (for menu; independant from Shoot configuration) | ||
+ | * '''X [X]:''' Cancel (for menu; independant from Hyper configuration) | ||
+ | |||
+ | If Auto Slow Movement is on, Slow will be activated as well if Shoot is held. | ||
=== Formations === | === Formations === | ||
---- | ---- | ||
− | This game contains 28 formations. | + | This game contains 28 formations with different properties and functionalities. |
+ | Only three formations can be equipped for one run. The Natural formation can only be purchased after all other formations have been purchased. Equipping it also prevents you from using any other during the run. | ||
+ | The other attributes column is mostly relevant for the trophies/achievements of this game. The [https://steamcommunity.com/sharedfiles/filedetails/?id=767728037 source] for this column notes that the information may be incomplete at this time. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Id !! Name !! Cost !! Stars !! Speed !! Other attributes | ||
+ | |- | ||
+ | | 001 || Front || 0 || +0 || moderate || low-power, wide-range | ||
+ | |- | ||
+ | | 002 || Rear || 0 || +0 || moderate || low-power, wide-range | ||
+ | |- | ||
+ | | 003 || Orbit || 500 || +0 || low || low-power | ||
+ | |- | ||
+ | | 004 || Fire || 0 || +1 || low || high-power | ||
+ | |- | ||
+ | | 005 || Support || 500 || +0 || low || high-power | ||
+ | |- | ||
+ | | 006 || Shell || 0 || +1 || moderate || wide-range | ||
+ | |- | ||
+ | | 007 || Twin Cannon || 500 || +0 || moderate || high-power, split up | ||
+ | |- | ||
+ | | 008 || 3-Way || 800 || +0 || moderate || high-power, split up | ||
+ | |- | ||
+ | | 009 || Back || 0 || +1 || moderate || high-power, split up | ||
+ | |- | ||
+ | | 010 || Wall || 800 || +0 || low || low-power, wide-range | ||
+ | |- | ||
+ | | 011 || Umbrella || 800 || +1 || moderate || low-power, special control | ||
+ | |- | ||
+ | | 012 || Twin Tail || 800 || +0 || high || high-power, split up | ||
+ | |- | ||
+ | | 013 || Niagara || 1000 || +1 || low || wide-range | ||
+ | |- | ||
+ | | 014 || Trap || 1000 || +2 || high || special control, direct-attack | ||
+ | |- | ||
+ | | 015 || Sword || 1000 || +2 || moderate || special control, direct-attack | ||
+ | |- | ||
+ | | 016 || Catapult || 2000 || +2 || low || high-power, special control | ||
+ | |- | ||
+ | | 017 || Bringer || 1500 || +2 || low || special control | ||
+ | |- | ||
+ | | 018 || Halo || 2000 || +1 || moderate || direct-attack | ||
+ | |- | ||
+ | | 019 || Wing || 1000 || +0 || moderate || wide-range | ||
+ | |- | ||
+ | | 020 || Wiper || 1200 || +1 || moderate || direct-attack | ||
+ | |- | ||
+ | | 021 || Parasol || 1000 || +1 || moderate || special control | ||
+ | |- | ||
+ | | 022 || Shield || 800 || +1 || low || direct-attack | ||
+ | |- | ||
+ | | 023 || Cross || 1500 || +1 || high || | ||
+ | |- | ||
+ | | 024 || Child || 1500 || +0 || high || special control | ||
+ | |- | ||
+ | | 025 || Chainsaw || 1500 || +1 || low || special control, direct-attack | ||
+ | |- | ||
+ | | 026 || Scissors || 1200 || +2 || moderate || special control, direct-attack | ||
+ | |- | ||
+ | | 027 || Wave || 2000 || +0 || moderate || wide-range | ||
+ | |- | ||
+ | | 000 || Natural || 100 || +3 || moderate || | ||
+ | |} | ||
=== Weapons === | === Weapons === | ||
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---- | ---- | ||
Score is only obtained by collecting stars and the stage bonus. | Score is only obtained by collecting stars and the stage bonus. | ||
− | While green star values always get calculated the same way in each play style, small and big golden stars get calculated differently | + | |
+ | ==== Star values ==== | ||
+ | |||
+ | While green star values always get calculated the same way in each play style, small and big golden stars get calculated differently. The Chain (max) column shows the amount of chain required for the value of the star to be maxed. The penalty column shows how much score gets lost if a player were to get hit and then only collect that type of star until the value is maxed rather than collecting the same amount of stars at max value. | ||
<tabber> | <tabber> | ||
Orthodox= | Orthodox= | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! Star Type !! | + | ! Star Type !! Value Formula !! Max Value !! Chain (Max) |
|- | |- | ||
| Green Star || Chain || 100 || 100 | | Green Star || Chain || 100 || 100 | ||
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Aggressive= | Aggressive= | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! Star Type !! | + | ! Star Type !! Value Formula !! Max Value !! Chain (Max) |
|- | |- | ||
| Green Star || Chain || 100 || 100 | | Green Star || Chain || 100 || 100 | ||
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Defensive= | Defensive= | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! Star Type !! | + | ! Star Type !! Value Formula !! Max Value !! Chain (Max) |
|- | |- | ||
| Green Star || Chain || 100 || 100 | | Green Star || Chain || 100 || 100 | ||
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| Small Star || 100 + Chain / 2 || 1000 || 1800 | | Small Star || 100 + Chain / 2 || 1000 || 1800 | ||
|- | |- | ||
− | | Big Star || 500 + Chain || | + | | Big Star || 500 + Chain || 1000 || 500 |
|} | |} | ||
|-| | |-| | ||
Maniac= | Maniac= | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! Star Type !! | + | ! Star Type !! Value Formula !! Max Value !! Chain (Max) |
|- | |- | ||
| Green Star || Chain || 100 || 100 | | Green Star || Chain || 100 || 100 | ||
Line 124: | Line 187: | ||
</tabber> | </tabber> | ||
− | == | + | ==== Stage bonus ==== |
− | + | ||
+ | ==== Boss milking ==== | ||
+ | |||
+ | Technically, bosses in this game do not time out. Instead, they take damage every time one of their destructible minions (whether alive or any type of object) is destroyed. While an enemy's health gauge is blue, they take less damage. The more time is spent in one pattern, the more damage destroying a minion will deal to the boss. | ||
+ | Therefore, the goal is to collect as many stars as possible while in hyper during every boss phase by dealing little to no damage to the boss directly without losing chain. | ||
+ | While this system is meant to act as a substitute to timeouts, there is still [https://youtu.be/5d3nUXokjNE one pattern] that can be milked for a seemingly infinite amount of stars on the first boss by having the boxes stack for a long time as they do not leave the screen without being destroyed or the phase being ended. | ||
− | |||
− | |||
== Development History == | == Development History == | ||
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== References & Contributors == | == References & Contributors == | ||
<small> | <small> | ||
− | + | <references /> | |
− | + | * [https://100orangejuice.fandom.com/wiki/QP_Shooting_-_Dangerous!! Orange Juice Wiki] | |
− | + | * [https://steamcommunity.com/sharedfiles/filedetails/?id=767728037 QP Shooting - Dangerous!! Formation Info] | |
+ | <small> | ||
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].</small> | * This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].</small> |
Latest revision as of 07:20, 8 November 2022
Title screen
Developer: | Orange Juice |
---|---|
Music: | Royalty Free Music |
Program: | Junpyon |
Art: | Hono |
Release date: | 14 Nov 2014 |
Next game: | Xmas Shooting - Scramble!! |
QP Shooting - Dangerous!! (きゅぴシュ~DANGEROUS!!) is a single player shooting game featuring 2D sprites with backgrounds rendered in 3D. This game was developed by Orange_Juice and published by Fruitbat Factory. It is the sequel to QP Shooting and the fourth game in the Shooting Series.
QP Shooting - Dangerous!! was released in Japan on December 31st, 2012 during the third day of Comiket 83 and was the tenth game developed by Orange_Juice. It is the eighth "speed shoot'em up" game created by the developer. [1] It was released worldwide vía Steam platform on November 14th, 2014.
Contents
Story
See (QP Shooting - Dangerous!!)/Story to see information about the plot of the game.
Gameplay Overview
The gameplay overview section starts out with the controls of the game, including all of the buttons used and what they're used for. It's recommended to keep the control layout simple and easy to understand. Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.
Controls
The game's controls can be configured in the Options menu. These are the default bindings for keyboard and controller.
- Z [A]: Shoot
- X [X]: Hyper (enter Hyper if gauge is at at least 100%)
- Left Shift [RT]: Slow (focus button. Some formations are influenced by it)
- V [B]: Formation Change (switch to the next formation in line: A->B->C->A->...)
- A [LB]: Formation A (switch to Formation A)
- S [RB]: Formation B (switch to Formation B)
- D [Y]: Formation C (switch to Formation C)
- Esc [Start]: Pause
- Z [A]: Accept (for menu; independant from Shoot configuration)
- X [X]: Cancel (for menu; independant from Hyper configuration)
If Auto Slow Movement is on, Slow will be activated as well if Shoot is held.
Formations
This game contains 28 formations with different properties and functionalities. Only three formations can be equipped for one run. The Natural formation can only be purchased after all other formations have been purchased. Equipping it also prevents you from using any other during the run. The other attributes column is mostly relevant for the trophies/achievements of this game. The source for this column notes that the information may be incomplete at this time.
Id | Name | Cost | Stars | Speed | Other attributes |
---|---|---|---|---|---|
001 | Front | 0 | +0 | moderate | low-power, wide-range |
002 | Rear | 0 | +0 | moderate | low-power, wide-range |
003 | Orbit | 500 | +0 | low | low-power |
004 | Fire | 0 | +1 | low | high-power |
005 | Support | 500 | +0 | low | high-power |
006 | Shell | 0 | +1 | moderate | wide-range |
007 | Twin Cannon | 500 | +0 | moderate | high-power, split up |
008 | 3-Way | 800 | +0 | moderate | high-power, split up |
009 | Back | 0 | +1 | moderate | high-power, split up |
010 | Wall | 800 | +0 | low | low-power, wide-range |
011 | Umbrella | 800 | +1 | moderate | low-power, special control |
012 | Twin Tail | 800 | +0 | high | high-power, split up |
013 | Niagara | 1000 | +1 | low | wide-range |
014 | Trap | 1000 | +2 | high | special control, direct-attack |
015 | Sword | 1000 | +2 | moderate | special control, direct-attack |
016 | Catapult | 2000 | +2 | low | high-power, special control |
017 | Bringer | 1500 | +2 | low | special control |
018 | Halo | 2000 | +1 | moderate | direct-attack |
019 | Wing | 1000 | +0 | moderate | wide-range |
020 | Wiper | 1200 | +1 | moderate | direct-attack |
021 | Parasol | 1000 | +1 | moderate | special control |
022 | Shield | 800 | +1 | low | direct-attack |
023 | Cross | 1500 | +1 | high | |
024 | Child | 1500 | +0 | high | special control |
025 | Chainsaw | 1500 | +1 | low | special control, direct-attack |
026 | Scissors | 1200 | +2 | moderate | special control, direct-attack |
027 | Wave | 2000 | +0 | moderate | wide-range |
000 | Natural | 100 | +3 | moderate |
Weapons
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. This can be omitted if not relevant to the game in question.
Items
- Green Stars: Get generated by cancelling bullets outside of Hyper. Charge the Hyper gauge.
- Golden Stars: Get generated by cancelling bullets during Hyper.
- Big Golden Stars: Dropped by destroyed enemies and some boss minions.
Scoring
Score is only obtained by collecting stars and the stage bonus.
Star values
While green star values always get calculated the same way in each play style, small and big golden stars get calculated differently. The Chain (max) column shows the amount of chain required for the value of the star to be maxed. The penalty column shows how much score gets lost if a player were to get hit and then only collect that type of star until the value is maxed rather than collecting the same amount of stars at max value.
Star Type | Value Formula | Max Value | Chain (Max) |
---|---|---|---|
Green Star | Chain | 100 | 100 |
Small Star | 100 + Chain | 500 | 400 |
Big Star | 500 + Chain * 2 | 2000 | 750 |
Star Type | Value Formula | Max Value | Chain (Max) |
---|---|---|---|
Green Star | Chain | 100 | 100 |
Small Star | 100 + Chain | 300 | 200 |
Big Star | 500 + Chain * 2 | 3000 | 1250 |
Star Type | Value Formula | Max Value | Chain (Max) |
---|---|---|---|
Green Star | Chain | 100 | 100 |
Small Star | 100 + Chain / 2 | 1000 | 1800 |
Big Star | 500 + Chain | 1000 | 500 |
Star Type | Value Formula | Max Value | Chain (Max) |
---|---|---|---|
Green Star | Chain | 100 | 100 |
Small Star | 100 + Chain | 500 | 400 |
Big Star | 500 + Chain * 2 | 2000 | 750 |
Stage bonus
Boss milking
Technically, bosses in this game do not time out. Instead, they take damage every time one of their destructible minions (whether alive or any type of object) is destroyed. While an enemy's health gauge is blue, they take less damage. The more time is spent in one pattern, the more damage destroying a minion will deal to the boss. Therefore, the goal is to collect as many stars as possible while in hyper during every boss phase by dealing little to no damage to the boss directly without losing chain. While this system is meant to act as a substitute to timeouts, there is still one pattern that can be milked for a seemingly infinite amount of stars on the first boss by having the boxes stack for a long time as they do not leave the screen without being destroyed or the phase being ended.
Development History
If available, you can include information here about the hardware, the development of the game, and its general reception. Try to have as much information in this section cited as possible.
Version Differences
- Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.
Trivia
- Cool facts and random tidbits go here!
Gallery
See (Template Page)/Gallery for our collection of images and scans for the game.
Video References
If the game already has an existing entry in the Video Index, please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.
References & Contributors