Difference between revisions of "Bullet Hell Monday Black"

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(→‎Video References: Added some top level replays for both scoring and survival play.)
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If the game already has an existing entry in the [[:Category:Video Index|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.
 
If the game already has an existing entry in the [[:Category:Video Index|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.
 
<code>WIP</code>
 
<code>WIP</code>
 +
----
 +
{| class="wikitable sortable mw-collapsible"
 +
|-
 +
! colspan=8 style="background:#222222; color:white;" | Stage All Clears
 +
|-
 +
! Player !! Difficulty !! data-sort-type=number | Score !! Link !! Notes !! Date !! Platform/Version
 +
|-
 +
! lolomolo
 +
|  Heaven || 1,413,437,166 || [https://www.youtube.com/watch?v=bD_LPsJK21w Youtube] || Global World Record, 1st (iOS) || 2020 September 26th || iOS ver.I.1.4.1
 +
|-
 +
! lolomolo
 +
|  Heaven || 618,022,789 || [https://www.youtube.com/watch?v=vkReXGaHXr8 Youtube] || No Miss || 2020 July 24th || iOS ver.I.1.4.1
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|-
 +
! lolomolo
 +
|  Normal || 1,018,787,913 || [https://www.youtube.com/watch?v=AgEjSYrImEs Youtube] || Global World Record, 1st (iOS)|| 2020 Nov 28th || iOS ver.I.1.4.1
 +
|-
 +
! esuwai
 +
|  Normal || 949,256,293 || [https://www.youtube.com/watch?v=XCUtSueuAPE Youtube] || 2nd(unconfirmed) (iOS), Former WR || 2019 September 4th || iOS ver.I.1.2.0
 +
|-
 +
|}
 +
 +
{| class="wikitable sortable mw-collapsible"
 +
|-
 +
! colspan=8 style="background:#8888ff; color:white;" | Original All Clears
 +
|-
 +
! Player !! Difficulty !! data-sort-type=number | Score !! Link !! Notes !! Date !! Platform/Version
 +
|-
 +
! inakilbss
 +
| Heaven || 64,991,447 || [https://www.youtube.com/watch?v=pB7wK6I9sdE Youtube]|| No Miss No Bomb No Specials* || 2020 August 29th || Android ver.A.1.4.0
 +
|-
 +
! inakilbss
 +
| Normal || 60,978,533 || [https://www.youtube.com/watch?v=mOMfB_b0BEY Youtube]|| No Miss No Bomb, World First || 2019 November 26th || Android ver.A.1.4.0
 +
|-
 +
|}
 +
 +
''<small>
 +
(There is probably a better way to sort all the info for these replays, though I'm not sure the best way to go about it. A dedicated Video Index page should definitely be made at this point though. For now, have just been documenting a handful of notable replays I can find on Youtube here.
 +
Can probably also use tables like these to document the leaderboards as well in a separate page or section. It is a lot of scores to go through though, so probably best to only document the top 10-20 of each difficulty/mode + any that have existing videos as well. ~Xeirla)</small>''
 
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Revision as of 05:08, 19 April 2023

BulletHellMondayBlack logo title.png
Bullet Hell Monday: Black
BulletHellMondayBlack title.png

Title screen

Developer: Masayuki Ito
Release date: August 13, 2019 (Mobile), April 24th, 2023 (PC/Steam)
Previous game: Bullet Hell Monday
Next game: Bullet Hell Monday Finale


"Bullet Hell Monday: Black": Dazzling Barrages, to the Ultimate Battlefield - The Fateful Monday, the Black Challenge Begins. ~Masayuki Ito

Bullet Hell Monday: Black is the sequel to the acclaimed Bullet Hell Monday, developed by [Masayuki Ito]. While Bullet Hell Monday was designed to introduce new players to the STG/danmaku genre of games with more beginner friendly gameplay, BHM: Black instead offers a much harder challenge and technical game for experts, and those who are experienced with the first game.

The game offers two distinct difficulty modes: Original, and Black. Both are structured similarly to Challenge Mode in the first game, with Original Mode being the same exact 5 stages seen there. Black Mode instead features all 5 of those stages remixed, with different bullet patterns, enemy placements, and bosses, with a much higher difficulty compared to Original Mode. Unlike the first game, There is no Chapter or Extra Modes available, with the focus being entirely on the challenging arcade style gameplay. A Tutorial is still featured however to allow players to learn the basic gameplay mechanics, and new weapons available in this installment.

New to the game, and one of its most defining features, are the six special weapons/abilities provided to the player. These specials are slightly modified versions of weapons and bomb types from the first game's selection of different ship types, but now accessible all at the same time to the player in addition to the 2 ship types they can select. The special abilities offer much more complex and technical gameplay experience, while also allowing the game to push its difficulty even higher. Additionally, this large array of weapons open the way for higher scoring potential than the last game, challenging the player to survive the increased difficulty of Black Mode while aiming for high scores.

Here is a brief list of the main features of BHM: Black compared to Bullet Hell Monday, taken from the Google Play store page:
■ Characteristics
- 2 weapons and 6 specials
- Original mode and Black mode
- 4 difficulty settings
- Replay functionality
- A leader board for all stages on all difficulties
- Cloud saving

Some of these features would later be expanded and added to other titles in the BHM series, such as cloud saving added to all of the games, 2 more weapons added to BHM: Black, and the replay system being greatly improved and expended in BHM's PC/Steam release.

Like Bullet Hell Monday, BHM:Black would later receive a PC/Steam port by the developer. A handful of promotional content has since been shared throughout early 2023 by Masayuki Ito, via the game's official Twitter and Youtube channel. Videos showcase the game running on PC, with gameplay of various stages in development, and a showcase of the full tutorial both in English and Japanese Languages. Additionally, 2 more ship types "Homing" and "Search", which did not appear in the mobile version, have also been implemented into the PC version. The comments on these videos and announcements show that many players are excited and looking forward to a PC version of the game coming soon!

The planned release date is April 24th, 2023, with the Steam Store page going live on March 30th, 2023. Since its release on mobile storefronts, the game has amassed over 10,000 downloads on the Google Play store, and a 4.0/5.0 star review by players. Many players were critical of the game on mobile platforms, due to its high increase in difficulty and complexity, as well as not being entirely Free to Play like its predecessor. Despite its shortcomings with how the game was received by players, when compared to the first game in the series, it has still found its niche with a more hardcore audience of players. In that regard, it is still very successful. The next entry in the series as well, Bullet Hell Monday: Finale, would later aim to combine the two games into a middle ground to appeal to both kinds of players, seemingly to better bridge the gap from beginner to expert level of play, and would garner much more positive reception as a result.

Gameplay Overview

WIP

Controls (Mobile)


  • Touch: Move and Shoot
  • Bomb/2-Finger Tap:Bomb
  • Switch/Double Tap: Switch Shot Type

Special Weapon Controls (controlled with 2nd finger touch)

  • Swipe Up: Spark
  • Hold and Swipe Up: Time
  • Swipe Down: Decoy
  • Hold and Swipe Down: Barrier
  • Switch to Secondary Weapon: Blade
  • Switch to Primary Weapon: Homing Lasers

Unlockable Secrets


Characters / Ships / Styles


The Ship Types are as follows:

  • Laser: A ship with a powerful narrow shot. (Unlocked by default)
  • Wide: A ship with a weaker wide-spread shot. Shoots in a unique radial formation. (Unlocked by default)
  • Lock-On: A ship with a shot that will lock-on directly to nearby enemies.
  • Shielding: A ship that can shield itself from damage.

PC/Steam Exclusive:

  • Search: A ship with a shot that can sway form side to side, with options that will aim towards enemies.
  • Homing: A ship with powerful missiles that home in on enemies.

Each Ship Type also has a unique bomb as well, themed after its shot type.

The player is able to equip 2 different Ship Types at a time, and switch between them freely at any time when in a level.

Notably Phantom, Blade, and Time types are not present, likely because their unique weapons are now available at all times via special abilities.

Special Abilities:

  • Spark: Increase damage dealt for a short time, and increases Multiplier gained from enemies by 1.5x. Items auto-collect while active.
  • Time: Slowdown time for a short period.
  • Barrier: Place a Barrier in front of your ship's current position that converts bullets into items
  • Decoy: Place a Decoy at your ship's current position that will misdirect aimed bullets.
  • Blade: Cancel bullets and deal damage in a small radius around your ship.
  • Homing Lasers:Release powerful Homing Lasers that lock on to nearby enemies.

Some special abilities have a radius that will cancel bullets around the player. The size of the cancel radius depends on the ability used (In the case of Barrier, the Barrier itself is the cancel radius, and thus does not have another associated with it). Activating Spark has the largest radius, providing a full screen cancel, with Decoy and Time providing the smallest ones, only canceling bullets immediately next to the player.

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


Items are geometric shapes dropped by enemies when defeated, or when converted to from cancelled bullets. Items act as the primary source of score in the game. Their value is affected by the current score Multiplier.

  • Small Items are worth a small amount of score. They are pentagon shaped
  • Large items are worth a larger amount of score. They are hexagon shaped

Items can be collected by moving into them with your ship, by using a bomb, or by using the Auto-Collect function by remaining still for a short period of time. Likewise, activating a special weapon also will auto-collect all items on the screen.

Bomb Items can also occasionally be rewarded by fulfilling certain conditions, such as destroying specific enemies, defeating a boss phase, or reaching a certain multiplier/item threshold in the Challenge and Extra Modes. These are indicated by a large box appearing with an audio cue. Once the box is destroyed, the player can collect it in the same manner as score items.

Scoring


WIP Scoring in Bullet Hell Monday is relatively straightforward. Destroying enemies and collecting as many items as possible increases your score. However, score gained from these sources is affected by the Multiplier.

The Multiplier is a percentage number on the top of the screen that increases as you destroy enemies and obstacles. Destroying an enemy quickly will reward the maximum amount of Multiplier from them, with the multiplier gain decreasing the longer the enemy is on screen. Destroying enemies with a Bomb rewards double the amount of multiplier from them, however as the player has a limited supply of resources, strategic bomb use is required to maximize your scoring potential. Using the Spark special also increases multiplier gained by 1.5x, which can be combined with bombs and other special abilities (such as Blade and Homing Lasers) for maximizing multiplier gained. All of these special abilities are activated at once when an auto-bomb is activated as well, and does not cost any meter from special weapons to be activated (but will still use all bombs remaining in stock).

While scoring is the same as the previous game, the scoring potential is much higher due to the addition of the special weapons, as well as their ability to be used multiple times by recharging their meters. Special weapons also recharge faster when auto-collecting items while a bomb is active, as well as by remaining still for a period of time. As a result, strategic use of all resources to chain these together throughout the entirety of a stage to maximize your score, while still surviving the higher difficulty, is the ultimate challenge the game provides.

Score Grades/Ranking


Like the first game, achieving certain scores will also award a letter and star grades. The letter rankings increase in the order C, B, A, S, and U, with a U++ ranking being the highest awarded by the game.

Letter grades are in sets of 3. For example, there are score requirements for A, A+, and A++ scores, which are relatively close together, whereas it takes a relatively larger improvement in score to go from A++ to S, and so on. Notably, The "U" set of score rankings are often significantly higher than the "S" rankings, effectively only being reachable through very strategic use of resources. The "U" set of rankings is intended as a "secret" for the player to achieve, as the star ranking only shows vacant slots as high as S++

Grade Requirements

WIP


Strategy

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

Advanced Strategy page WIP. Comprehensive basic strategies listed below.

Extends


The extends from scoring in BHM:Black are now dependent on which difficulty was selected. Higher difficulties have higher score requirements to reach before awarding an extend. This is likely due to the higher scoring potential and more intense bullet patterns, leading to extends being easier to reach when implementing high scoring strategies and techniques.

Extend Requirements
Easy Normal Hard Heaven
Every 20mil Every 30mil Every 40mil

Basic Strategy


General strategy for the game is simply increasing your Multiplier as high as possible through defeating enemies quickly, using all resources available to double multiplier gain from defeated enemies, and collecting as many score Items as one is able to before the end of a stage. This is easier said than done, and discovering optimal bomb usage is necessary to reach the highest scores. Besides that, survival is generally the best way to increase your score, as surviving longer means more multiplier and items gained from defeated enemies, which means more score regardless of play. On some stages, specific enemies will drop Bomb Items for the player to pick up and replenish their bomb supply. Knowing when these occur and under what conditions is key to both scoring and survival play. In many cases, defeating a phase of the orb boss will commonly drop a spare bomb item in many stages of the game. Some other large ships and obstacles will also drop bomb items when destroyed.

For survival play, a good general strategy would be to utilize your bombs for scoring, typically reserving them towards the end of the stage for quickly defeating boss parts and converting large bullet patterns into lots of score items. Holding onto 1 bomb in stock for use as an auto-bomb is a good idea as well, as auto-bomb will consume all remaining bombs in stock. Manually bombing down to one as needed can mitigate this resource cost, and open up scoring potential in the stages.


Story

WIP While Bullet Hell Monday on its own did not contain much of a narrative, as of the release of Bullet Hell Monday Black, and Bullet Hell Monday Finale, the story of the game has been expanded upon slightly, but left vague and open to interpretation.

The stages hint at some sort of story or theme, now given thematic titles during the intro of each. The titles given are the following:

  • Stage 1: RESTART YOURSELF INTO SAFE MODE
  • Stage 2: REMEMBER YOURSELF
  • Stage 3: REALITY GOES ON...
  • Stage 4: REDUNDANT THEORY
  • Stage 5: RE: BULLET HELL MONDAY

Story Ending

The following sub-section contains spoilers for the ending of the game below. (Black Mode, All Clear):


Black Mode, All Clear Ending
At the end of Stage 5, after defeating the boss DATA, the boss does not explode as usual. Instead, it hovers over to the player, extracting a plethora of score Items, before hovering back to the top of the screen and absorbing them for itself. This leads into the True Last Boss, a doppelganger fight against a copy of the player's ship, the boss imitating all of its weapons and special abilities.

However, the player is not helpless, and its own special weapons are upgraded, indicated by the meters changing from blue and orange, to black and white. During the TLB fight, special weapons are active for a shorter time, but also recharge near instantly. During the fight, a remixed version of the main theme of Bullet Hell Monday plays on piano, eventually scaling up to have all instruments join in again.

Once the boss is defeated again, the boss begins to fall apart, losing its score items again to the player, but releasing one final burst of pure black bullets. In a dramatic ending, accompanied by gentle piano music, the player's ship ends up being destroyed first, a burst of black energy splitting from its core. A split moment later, DATA is finally, completely destroyed, exploding as the entire screen fades to white.

Afterwards, the player's results for Stage 5, and results for their entire run thereafter are displayed, the gentle ending piano theme continuing to play until returning to the main menu.


Story Subjective Interpretation

The meaning behind the titles and the events in the game are left to the interpretation of the player. However one interpretation is that the game is reflecting the the player's personal journey through the game, and with the shmups genre in general.

If the player had played Bullet Hell Monday previously, their ship effectively has been improved alongside their growing skills. Clearing Bullet Hell Monday: Black can be representative of the player having now improved their skills from a beginner, handling relatively easier patterns with simple game mechanics, to that of an experienced STG player, now capable of handling difficult danmaku patterns and advanced gameplay mechanics.

Likewise, the third game in the series, Bullet Hell Monday: Finale, makes a subtle reference to BHM: Black at the end of its True Chapter mode, giving the title of Chapter 5: ADVANCE TO THE BLACK. As BHM: Finale is a mix of both the original BHM and Black gameplay styles, the chronological progression of the games' story can be interpreted as: BHM, Finale, then Black, despite the game titles suggesting otherwise.

In any case, as the story overall is left mostly vague and not fully explained, it is ultimately up to the player's interpretation what the full story is meant to be or represent to them.


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. WIP


Version Differences

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

WIP


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. WIP


Stage All Clears
Player Difficulty Score Link Notes Date Platform/Version
lolomolo Heaven 1,413,437,166 Youtube Global World Record, 1st (iOS) 2020 September 26th iOS ver.I.1.4.1
lolomolo Heaven 618,022,789 Youtube No Miss 2020 July 24th iOS ver.I.1.4.1
lolomolo Normal 1,018,787,913 Youtube Global World Record, 1st (iOS) 2020 Nov 28th iOS ver.I.1.4.1
esuwai Normal 949,256,293 Youtube 2nd(unconfirmed) (iOS), Former WR 2019 September 4th iOS ver.I.1.2.0
Original All Clears
Player Difficulty Score Link Notes Date Platform/Version
inakilbss Heaven 64,991,447 Youtube No Miss No Bomb No Specials* 2020 August 29th Android ver.A.1.4.0
inakilbss Normal 60,978,533 Youtube No Miss No Bomb, World First 2019 November 26th Android ver.A.1.4.0

(There is probably a better way to sort all the info for these replays, though I'm not sure the best way to go about it. A dedicated Video Index page should definitely be made at this point though. For now, have just been documenting a handful of notable replays I can find on Youtube here. Can probably also use tables like these to document the leaderboards as well in a separate page or section. It is a lot of scores to go through though, so probably best to only document the top 10-20 of each difficulty/mode + any that have existing videos as well. ~Xeirla)


Other/Trivia

WIP


References & Contributors

  1. Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.
  2. If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: [[User:(You)|(Your Name)]]
    1. And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.

Masayuki Ito's (Developer's) Twitter:
https://twitter.com/dot_decluster
Masayuki Ito's (Developer's) Youtube:
https://www.youtube.com/masayukiito

US Google Android Play Store Page:
https://play.google.com/store/apps/details?id=com.msykit.Stg1x1g&pli=1

Steam Page:
https://store.steampowered.com/app/2373850/Bullet_Hell_Monday_Black/

Initial PC/Steam port announcement:
https://twitter.com/dot_decluster/status/1641306999211311107

PC/Steam Release Date announcement:
https://twitter.com/dot_decluster/status/1647894823842762752


Contributors: Xeirla
Also special thanks to the players who have posted gameplay footage and guides on Youtube, as well as Masayuki Ito as the developer of the game, as well as publicly uploading the OST to be listened to freely as well! ~Xeirla