Difference between revisions of "User:M.Knight/sandbox"

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{{GameInfobox
 
{{GameInfobox
 
|bordercolor = black
 
|bordercolor = black
|title = Illvelo イルベロ
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|title = Game Title
|background = #B4D7FF
+
|background = #f8f8f8
|image = Illvelo title.png
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|image = Template_Title.png
|imagecaption =
 
 
|width = 324px;
 
|width = 324px;
 +
|imagecaption = Game Logo
 
|imagescalepx = 180px
 
|imagescalepx = 180px
  
|developer = Milestone
+
|developer = Alfa System, Skonec
 
|
 
|
|music = Kou Hayashi, Daisuke Nagata
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|music = Youichi Shimamura, Kouta Nakashima
 
|
 
|
|releasedate = '''Arcade''' <br> '''JP''': 11, June 2008<ref>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</ref> <br> '''Illvelo Wii''' <br> '''JP''': 13, Nov 2008<ref>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</ref> <br> '''US''': Cancelled<ref>https://www.siliconera.com/ufo-interactive-cancels-illvelo/</ref> <br> '''Radirgy Noa Wii''' <br> '''JP''': 25, Feb 2010 <ref>https://web.archive.org/web/20111103070604fw_/http://www.mile-stone.co.jp/product.html</ref> <br> '''Milestone Shooting Collection 2 (Wii)''' <br> '''JP''': 30, Dec 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>
+
|releasedate = '''Arcade''' <br> '''JP''' : Feb, 2006 <br> '''Windows''' <br> '''JP''': 29, Sep 2006 <br> '''X360''' : <br> '''JP''' : 13, Dec 2007  <br> '''Wii''' <br> '''JP''' : 13, Dec 2007 <br> '''US''' : 13, May 2008  <br> '''PAL''' : Cancelled
 +
|
 +
|previousgame = Shikigami no Shiro Nanayozuki Gensokyoku
 +
|nextgame = Sisters Royale
 +
}}
 +
 
 +
'''Shikigami no Shiro 3''' (式神の城 III), also known as Castle of Shikigami 3 or Shikigami no Shiro Episode-3, is the third main installment in the Shikigami no Shiro series. Co-developed by Alfa System and Skonec (developers of Psyvariar and Homura), this game was initially released for the Taito Type-X arcade board in 2005, and then received multiple home ports on PC, X360, and Wii. The Wii port was localized by Aksys Games for the NA region. It was also supposed to be released by pQube for the PAL market, but this release ended up being cancelled.
 +
 
 +
This game keeps most of the mechanics from the previous entries and also adds several new characters, as well as a brand new Hi-Tension Max system, which is similar to a hyper mode. This new mechanic and the more generous extend thresholds change the game's scoring dynamic from a primarily graze-based affair to a resource management-oriented playstyle with cycles of self-destructs for bombs and then consecutive Hi-Tension Maxes for score.
 +
 
 +
 
 +
__TOC__
 +
 
 +
 
 +
== Gameplay Overview ==
 +
 
 +
* The game is played with an 8-way stick and 4 buttons. (Diagonal movement is not normalized in arcade-compliant settings)
 +
 
 +
* Two people can simultaneously play
 +
 
 +
* The default extends are : first at 200 mil, then one very 400mil
 +
 
 +
* Each player can only carry 3 lives and 5 bombs at the same time. They start a run with 3 lives and 3 bombs.
 +
 
 +
* The game features 5 stages and no loops
 +
 
 +
* A full run lasts around 30 minutes
 +
 
 +
=== Controls ===
 +
 
 +
* '''A (Tap):''' Shot
 +
* '''A (Hold):''' Shikigami
 +
* '''B:''' Bomb
 +
* '''A+B (Simultaneous Tap):''' Hi-Tension Max
 +
* '''C (Hold):''' Shot
 +
* '''D:''' Hi-Tension Max
 +
 
 +
Notes :
 +
 
 +
* Since the shikigami button also acts as a shot button when tapped, immediately holding A will still make the player character fire a few shots before summoning their shikigami.
 +
* The arcade version of the game does not have C and D activated by default. Go in the service mode menu and activate C and D from there.
 +
* As holding C simulates A tapping, it is likely that pressing B to bomb while C is still being held will instead activate a Hi-Tension Max because of the game actually registering an A+B input where the A is being simulated by C. There is no option to disable the A+B input entirely, so letting go of C when pressing B is recommended. This is fixed in the PC port but not the Wii version.
 +
 
 +
 
 +
=== Weapons ===
 +
 
 +
While the specific behaviors of each character's weapons can differ a lot, every character in the game (save for one exception concerning Munchausen) has a similar toolset at their disposal, with a shot, tension shot, shikigami and bombs.
  
}}
+
==== Shot ====
 +
 
 +
When tapping the shot/shiki button or holding the dedicated shot button, the player character will fire a normal shot. Most of the shots have straightforward movement, but some have homing or adjustable angle properties.
 +
 
 +
==== Tension Shot ====
 +
 
 +
When the player gets close to a hazard while using the shot, said shot will change into a powered up red-colored version. This is the tension shot.
 +
 
 +
Tension shots' additional damage can be useful in order to destroy enemies faster, and can be part of survival strategies. However the tension shot requires continuous grazing of a hazard to stay active, which also presents a risk.
 +
 
 +
==== Shikigami ====
 +
 
 +
By holding the shot/shiki button, the player will summon a shikigami. Depending on the player character, the shikigami can take many different forms such as a familiar that will auto-attack enemies, a laser beam, a shield that reflect bullets, floating swords, etc. Most of the characters move more slowly when using the shikigami but this is not the case for everyone.
 +
 
 +
The behaviors of the shikigami are much less standard than the shots, but they are the key to scoring efficiently. Some characters' shikigamis (such as the aforementioned shield) can also be very useful for survival.
 +
 
 +
Each playable character can choose between two types of shikigamis. Most of the characters have two variations on a similar weapon type, however some of them feature more pronounced differences between their two shikigami types. The shikigami choice is done before starting a run and cannot be changed through the run.
 +
 
 +
===== Bomb =====
 +
 
 +
Bombs are powerful attacks with limited use counts that can be activated in order to save oneself from a hairy situation. They instantly cancel every bullet on screen, provide invincibility to the player, and inflict heavy damage to enemies they hit.
 +
 
 +
Each playable character has a different bomb type, with distinct duration, range, visuals and effects.
 +
Munchausen is the only character without a bomb, in its place is a teleport move which does not consume any of the bomb stock.
 +
 
 +
The player starts with 3 bombs, and 5 can be simultaneously carried at max. A new bomb is awarded every time they get an extend or lose a life.
 +
 
 +
=== Interface ===
 +
 
 +
For player-related information, the following locations apply to the 1P side. Mirror them for 2P side.
 +
 
 +
* Bottom left's top rectangle row : Player bombs
 +
* Bottom left's bottom rectangle row : Player lives
 +
The leftmost empty rectangle for both bomb and life counts progressively fills to show score progress towards the next extend+bomb. However, there is no partial life/bomb in this game.
 +
* Bottom left's yellow text : x8 action count. Number of times the player collected a coin or killed an enemy with a x8 multiplier active. This counter is reset after every boss.
 +
* Top left corner number : Player score
 +
* Top left corner red bar : Hi-Tension max gauge (only visible when using a Hi-Tension Max)
 +
* Top purple bars : Boss HP bars (only visible when fighting bosses)
 +
* Top middle white number : Remaining seconds before boss timeout (only visible when fighting bosses)
 +
 
 +
 
 +
=== Characters ===
 +
 
 +
Shikigami no Shiro 3 features 10 different characters, each having two different shikigami variations. This brings the total of different playstyles to 20.
 +
 
 +
For details on each individual character, refer to Shikigami no Shiro 3/Characters
  
 
__TOC__
 
__TOC__
  
== Intro ==
+
Note : The character profiles have been taken from the official US localization
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.''
+
==== Reika Kirishima ====
  
== Basic Game Info ==
+
A female police officer. Number 0, division 0 in the metropolitan police department. She is known as Time Gal. She has long, silky green hair, wears a bare mid-riff outfit, and has long slim legs. With her anachronous costume and mouth, she strives to be a first-class time criminal.
Illvelo features 5 stages, as well as a TLB.
 
  
The game is played with an 8-way stick and three buttons.
+
She really has time jumping capabilities as she says, but most people don't believe her (to her dismay). Incidentally, she is only 17 years old. She is a high school student as well as a police officer. Reika travels anywhere from the years 1888 and 2145, and she can be seen appearing in various locations (like in the background).
  
The default extends are at 80 million and 300 million points.
 
  
A full run is 1 loop only and lasts around 25 minutes.
+
Shot : A dual stream of ripples. The crystal emitters are side-by-side if Reika moves sideways, but move on top and bottom of Reika when she moves on the vertical axis, making the shot narrower but more focused
  
== Controls ==
 
  
* '''A (Hold)'''  : Fire the standard shot
+
Shikigami Type 1 : The crystals stay on Reika's left and right and fire forward shots that slightly angle towards her front. Moving up and down slightly adjusts the angle but the general behavior of the dual shots remains similar.
  
* '''B (Tap, when the modules are docked to the ship)''' : Detach the modules ad launch them in the direction the ship is moving
 
  
* '''B (Hold, when the modules are deployed)''' : Move the detached modules in the same direction the ship is moving
+
Shikigami Type 2 : The crystals fire shots that travel in the direction opposite to the one Reika was moving in. The crystals also rotate around Reika when adjusting their shots depending on her movements.
  
* '''B (Tap, when the modules are deployed)''' : Quickly summon the modules back to the ship
+
Bomb : Reika freezes time for a few seconds. Enemies and bullets will not move, and Reika can fire her shot in order to erase bullets and damage enemies. The shikigami can not be used either. Any enemy killed during the time stop will not spawn any coins.
  
* '''C''' : Fire a bomb
+
HTMs can't be triggered during the time stop. If an HTM is active when the time stop was triggered, the HTM gauge will freeze as usual, but the tension shot will not be available.
  
* '''Not holding A''' : Bring up a shield
+
==== Emilio Stanburke ====
  
== Weapons  ==
+
A good-looking young boy with black hair and suspenders.
Illvelo's weapon 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 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.
+
Only 10 years old, he is a member of the noblest of the royal families in Alcaland and detests foreign intervention into its domestic matters.
  
<gallery class="center" heights=450px widths=400px>
+
He is a high-spirited boy who said, "Our country has the strengths of its own traditions." After stating this, he went out to investigate on his own.
File:Illvelo Shot - Missile.png|'''Shot type 1 : Missiles, swords and sickles.''' <br> A standard and reliable shot. Medium ship speed.
 
File:Illvelo Shot - Laser.png|'''Shot Type 2 : Lasers.''' <br> 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.
 
File:Illvelo Shot - Bubble.png|'''Shot Type 3 : Bubbles.''' <br> 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.
 
</gallery>
 
  
'''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.  
+
He always has a worried look on his face, what some people refer to as a Majar melancholic. He uses a demon known as Devour, which can change into various shapes. (In Christian countries, they are called shikigami.)
  
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.
+
He is very stubborn and proud, and though he has a good personality, he is fixated on authority and has a slight tendency to look down on commoners.
  
{| class="wikitable" style="max-width: 1100px; background-color:#A2DECC; margin-left : 50px"
+
Shot : Fires two streams of homing shots that target enemies. Each of those streams can target different enemies.
|-
+
 
|  => Advanced
+
Shikigami Type 1 : When initiating the shikigami, Emilio will cast an anchor point in one of three directions : forward, top-left, or top-right. The direction depends on Emilio's movement when the laser is being activated. If Emilio is not moving sideways, then the anchor point will be thrown forward. Otherwise it will be thrown in the direction opposite to Emilio's. In other words, moving right will throw the anchor at Emilio's top-left, and moving left will send it to Emilio's top-right. The vertical direction of Emilio's current movement does not have an influence on the anchor point location, and there is no way to throw the anchor behind Emilio or on the same horizontal axis as him.
  
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.  
+
Up until he gets hit or releases the Shikigami, this anchor point will stay in place while Emilio fires a pink laser that travels from its wand to this anchor point. It is therefore possible to change the trajectory and length of the laser by moving Emilio around.
  
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.
+
Shikigami Type 2 : When activating the shikigami, Emilio will start firing a fixed-length pink laser in the direction he's currently moving in. All 8 directions are available for the laser to be facing. The laser's length and orientation will remain consistent for as long as the shikigami is active.
  
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
 
  
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.
+
For both shikigami types, the most damaging part is the halfway point of the laser. Furthermore, Emilio will actually move faster when its shikigami is active.
  
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.
+
Bomb : Emilio fires a powerful frontal laser beam as angelic wings appear behind his back.  
  
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.
+
==== Kim Mihee ====
  
 +
A fighting doctor from Seoul, Korea, holding her head while on a plane thinking, why me?
  
'''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.
+
Her left hand trembles and is said to be able to kill anyone who touches it. When her hand trembles in the operating room, patients often plead for their lives. Because of this, she has the misfortune of being called a quack, even though she is a skilled surgeon.
  
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.
+
Due to her bold, free-spirited nature, she did not get along with her conservative parents and left to study abroad: she has not returned to her homeland.
  
 +
Mihee's an avid traveler, but when she went to visit some relatives in Japan, their dojo was closed and they were in prison... As she stood there stunned, a well-dressed investigator saying he was a friend of the relatives approached her. She somehow ended up going to Alcaland.
  
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.  
+
(Note : The imprisoned relative is Kim Daejeong from Shikigami no Shiro 1 and 2, and the "well-dressed investigator" refers to Gennojo Hyuga)
 +
Shot : Kim fires a large forward shot that has a thicker stream in the center and weaker, less frequent forward fireball shots on the left and right sides of the main shot. Kim Daejeong in previous games had a similar shot type, but his fireballs had a homing property. This is no longer the case here.
  
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.
 
  
{| class="wikitable" style="max-width: 1100px; background-color:#A2DECC; margin-left : 50px"
+
Shikigami Type 1 : Kim summons three swords around her that create an upside-down Y shape. The swords inflict continuous damage on enemies when touching them. Depending on the direction Kim moves in, the Y shape will rotate as to always have the crevice between the two top branches of the Y be in the direction Kim is facing. In other words, this means the bottom sword of the Y will face the direction opposite of the one Kim is facing. If Kim stops moving, the sword rotation will match the last direction the player has input, including diagonals.
|-
 
| ==> 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 ==
+
It is possible to simulate a rotating attack by quickly moving in circles. The spinning movement will move the three blades around in a circle motion, damaging enemies around Kim in the process. This is not a special hard-coded property of the shikigami, but simply a natural effect of the sword's directional properties.
  
{|
+
Compared to the same shikigami type that was featured in Shikigami no Shiro 2, the movement speed when using it is noticeably faster.
|-
 
|| [[File:Illvelo general interface.png|thumb]]
 
|}
 
  
* Bottom left blue bar: Bomb bar
+
Shikigami Type 2 : Kim summons two swords in front of her. The swords can rotate around Kim, each of the swords on their own side. If Kim moves upwards, the two swords will rotate downwards, and vice-versa for downwards movements. The swords will not rotate if Kim moves sideways.
  
* Bottom rectangles : Lives
+
Bomb : Kim slows down a bit as she charges a poisonous short-range punch, and then unleashes it. This attack has very limited range and the slower speed during the charge-up makes it harder to aim at far away enemies, but has decent power if it connects. Additionally, any enemy that survives the attack (most likely bosses only) will suffer from a poison aliment, flash in green, and regularly take small amounts of damage regardless of most player actions.
  
* 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.
+
The poison effect persists even if the player loses a life or uses another bomb, however it gets disabled if the player loses all lives and will not persist upon using a Continue. In the case of a boss with multiple life bars, the poison effect will also dissipate once the current life bar is emptied.
  
* Top blue-green bars : Weapon levels and weapon experience gauges
+
Since the poison effect is part of the bomb, an enemy/boss that dies due to the poison damage will be considered as a bomb kill and therefore not give any coins.
  
* Top right : Player score
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=CtKRVnKjryk ]
  
* Right side scroll bar : Stage/boss timer
 
  
* Top right red bar (only visible against bosses) : Boss HP
+
==== Batu Harai ====
  
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.
+
A brooding exorcist hired by Emilio Stanburke.
  
== Items ==
+
He is an apostate priest that wields an extending spear in the shape of a cross.
  
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.
+
He is tired of Emilio's nationalism and wants to hurry and get the job done. He considers the foreign guests demons and has written a petition to headquarters asking for orders to subjugate (i.e. punish) them.
  
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.
+
He likes hard liquor.
 +
Shot : Batu fires a disc-shaped shot in front of him while two other disc-shaped shots spin around him. Getting closer to an enemy can therefore deal more damage even without the tension shot as all those shots hit it.
  
Here is the list of items :
 
{| class="wikitable"
 
|-
 
|
 
{| align = "center"
 
|-
 
||[[File:Illvelo - Point Envelope (small).png|60 px]]
 
||[[File:Illvelo - Point Envelope (Big).png|60 px]]
 
|}
 
|| 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.
 
|-
 
|-
 
|
 
{| align = "center"
 
|-
 
||[[File:Illvelo - Shot level-up icon.png|60 px]]
 
||[[File:Illvelo - Module level-up icon.png|60 px]]
 
||[[File:Illvelo - Shield power-up icon.png|60 px]]
 
|}
 
|| 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.
 
|- align = "center"
 
| [[File:Illvelo - Mail icon.png|70 px]]
 
|| 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.
 
|-
 
|
 
{|
 
|- align = "center"
 
||[[File:Illvelo - Weapon Change Icon 1.png|60 px]]
 
||[[File:Illvelo - Weapon Change Icon 2.png|60 px]]
 
||[[File:Illvelo - Weapon Change Icon 3.png|60 px]]
 
|}
 
|| 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.
 
|- align = "center"
 
| [[File:Illvelo - Bomb icon.png|70 px]]
 
|| 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.
 
|- align = "center"
 
| [[File:Illvelo Life up.png|70 px]]
 
|| 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.
 
|- align = "center"
 
| [[File:Illvelo - Milestone logo.png|70 px]]
 
|| 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.
 
|-
 
|
 
{| align = "center"
 
|-
 
||[[File:Illvelo items - Red Key.png|60 px]]
 
||[[File:Illvelo items - Blue Key.png|60 px]]
 
|}
 
|| 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 to unlocking the TLB.
 
|}
 
  
== Enemies ==
+
Shikigami Type 1 : After charging the shikigami and then releasing the button, Batu performs a powerful forward stab with his spear. The length of the stab attack depends on how long the shikigami has been charged.
=== Enemy wave composition ===
 
  
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.
+
Shikigami Type 2 : After charging the shikigami and then releasing the button, Batu will spin his spear around him, causing damage to enemies around him when the circling attack touches them. The spin attack will last longer if the shikigami was charged longer.
  
=== Weakness to specific weapons ===
+
However, an advanced trick allows Batu-2's spin attack to keep going. Whenever Batu is spinning his spear, it is actually possible to buffer another shikigami charge. By charging and releasing the button again with the correct timing while the previous shikigami spin is still ongoing, Batu can extend the duration of the attack. Continuously repeating this charge and release process is necessary to keep the shikigami spinning over and over and is also key to high score play with this character.
  
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.
+
By charging the shikigami to the max level before spinning, the duration within which the next charge can be buffered is higher, while the charges that the player buffers have to be shorter if the initial charge was shorter, as to be able to properly release the charge before the spin stops.
  
* Shot enemies : blue
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=DRTI9pb8qVs ]
  
* Module enemies : green
+
Bomb : After a short animation, Batu plants its spear at his feet and creates a small exorcism circle around him. The attack also summons a few spiral effects around said circle and which cover the screen. Both inflict damage but the circle is where most of the damage potential is concentrated.
  
* 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't affect it under normal circumstances.
+
==== Nagino Ise ====
  
Video showcase: https://www.youtube.com/watch?v=0HMueX7idfU
+
She is a nuclear attack-class troublemaker, messing with the relationships of Gennojo and Kohtaro, who she both calls papa, and Fumiko and Sayo, who she both calls mama. She is 9 years old and is a happy elementary school student who isn't going to school.
  
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.
+
She has the mystical power of turning the words she says into reality. As a guardian, she carries the rabbit deity known as "Strider" in her backpack.
== 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 :
+
Shot : Nagino's shot is a wide spread attack. Due to its shot limit, there can be a noticeable pause between salvos depending on the player position relative to enemies and top screen edge. As her tension shot also increases the speed of the projectiles, the shot limit becomes less restraining.
  
* 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.
+
Shikigami Type 1 : Nagino's rabbit will spawn a blue frontal shield while the shikigami button is held. It will be deployed for a limited duration. A circular gauge will appear on the character to indicate how long the shield can still be kept deployed. While active, this shield is able to suck up all enemy bullets that touch it. It can also damage enemies on contact.
  
* Long Bullet : While exactly similar in behavior to the standard bullet, this one has an elongated form, making it slightly bigger.
+
When the shield timer runs out or when the player releases the button (whichever one happens first), all bullets that were absorbed will be then be fired back on enemies. The shield will also stop being active with a very short cooldown before it can be reactivated. The shield stop will occur even if no bullets have been absorbed.
  
* 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.
+
Shikigami Type 2 : When holding the shikigami button, a multi-directional purple shield will be deployed. This shield will not exclusively cover the front, instead it will orientate itself in the same direction as the player. There is no limited duration for this shield as the circular gauge instead fills up when bullets are being absorbed by the shield. Enemies that touch the shield also get damaged but do not fill the jauge.
  
* 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.
+
If the player releases the button, all absorbed bullets will be reflected at enemies. The shield will then deactivate with a little cooldown before a potential reactivation. However, if the shield gauge is maxed out from absorbing too many bullets without a release, it will get overloaded without firing back any of the absorbed bullets. An overloaded shield will not despawn, instead it will become transparent and be unable to absorb bullets for a second before becoming active again, as long as the player keeps holding the shikigami button. It is also possible to release the shikigami button when the shield is overloaded and hold it again to summon a new, fresh shield.
  
* 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.
+
Summoning the shikigami for both variations will make Nagino Ise move faster than her regular speed.
  
* 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.
+
Bomb : Nagino Ise fires a directional bubble shot for a few seconds. Moving in a direction will make Nagino shoot the bubbles in this specific direction as well. The bubbles are narrow at first and spread out the further they travel.
  
== Scoring ==
+
==== Kohtaro Kuga & Sayo Yuuki ====
  
=== Multiplier formula ===
+
Kohtaro : The hero of the series.
  
In order to achieve high scores in Illvelo, there two main things to focus on : getting keys and leveling up your weapons.  
+
Due to the death of his longtime shikigami, Sazae, he has come back weaker than before. He still makes the mistake of calling out for Sazae and causes blunders for those around him. This is the story of his rise back from his loss.
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 :
+
He has grown taller, and sadness and frustration have cast a shadow over him. But once an incident occurs, he takes action more passionately than before. He has gotten rid of his school uniform and appears in a cool new outfit chosen by Fumiko.
  
{| class="wikitable"
+
He also works as a translator and interpreter.
|-
 
| Point value = enemy base point value * key count * sum of levels
 
|}
 
  
=== Level-up mechanic ===
 
{|
 
|-
 
|| [[File:Illvelo - Top interface.png|thumb]]
 
|}
 
  
On the top of the interface, underneath the score, 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.
+
Sayo : A shrine maiden that was resurrected when she was fused together with Kohtaro's shikigami, Sazae.
  
All weapons start at level 0 and can be leveled-up to a maximum of 300.
+
She feels jealous (and guilty) watching Kohtaro disheartened due to the loss of his partner. Her blunt attitude toward him has changed, and she now tries to be helpful - while rejecting him at the same time.
  
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.
+
Since her former shikigami, Yata, is a national treasure and cannot be leased out, she has gone out on her own.
  
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
+
Since their battle potential is only half when alone, Kohtaro and Sayo travel together. Whether her fusion with Sazae is the cause or not, Sayo's kimono has a tendency to slip off of her shoulder.
  
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.
+
Shot : A standard forward shot with medium width and power.
  
{| class="wikitable"
 
|-
 
! Weapon Type !! Level-up threshold !! Special Effect
 
|- bgcolor="#D1E9FF"
 
| Shot || 30 || Each module fires one additional shot
 
|- bgcolor="#D1E9FF"
 
| Shot|| 90|| Each module fires two additional shots
 
|- bgcolor="#D1E9FF"
 
| Shot|| 180 || Each module fires three additional shots
 
|- bgcolor="#D1E9FF"
 
| Shot|| 300 || The shot's fire rate is increased.
 
Increases ship speed
 
|- bgcolor="#C5E9C1"
 
| Module|| 55 || The purely cosmetic spiraling stars that appear when hitting an enemy are changed into damaging shurikens
 
|- bgcolor="#C5E9C1"
 
| Module|| 165 || The shurikens become bigger and more powerful. The sound effect when hitting an enemy with the modules changes
 
|- bgcolor="#C5E9C1"
 
| Module|| 300 || Increases ship speed
 
|- bgcolor ="#FFDDC1"
 
| Shield|| 35 || Starts reflecting bullets into arcs
 
|- bgcolor ="#FFDDC1"
 
| Shield|| 100 || Reflected bullets are small heads
 
|- bgcolor ="#FFDDC1"
 
| Shield|| 135 || Reflected bullets are big heads
 
|- bgcolor ="#FFDDC1"
 
| 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''
 
  
{| class="wikitable" style="max-width: 1100px; background-color:#A2DECC; margin-left : 50px"
+
Shikigami Type 1 : Kohtaro summons Sayo as his shikigami, who will then move alongside him for as long as the shikigami is active. Whenever enemies appear on screen, Sayo will then rush towards them and attack them one after the other.
|-
 
| ==> Advanced
 
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.
 
  
{|
+
Sayo's appearance with this shikigami type is closer to Sazae (who was Kohtaro's shikigami in previous games)'s look.
|-
 
|| [[File:Illvelo experience - Small.png]]
 
|| [[File:Illvelo experience - Medium.png]]
 
|| [[File:Illvelo experience - Big.png]]
 
|}
 
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.
+
Shikigami Type 2 : A blue summoning circle spawns at Kohtaro's current location when the shikigami was activated. Sayo appears on this summoning circle and will stay on it until enemies appear. As with type-1, Sayo will automatically attack enemies; however she will mostly focus on the enemies closer to the summoning circle instead of those near Kohtaro.
  
Video showcase : https://www.youtube.com/watch?v=YS8z8HmhJXc
+
Letting go of the shikigami button and then pressing it again can be used in order to place the summoning circle elsewhere on the screen
  
* 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.
+
Bomb : Kohtaro charges some energy and creates a fiery explosion around him. Four diagonal blasts also spawn, each dealing damage to anything they touch in their path.
[[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.
 
|}
 
  
  
=== Bonus Stages ===
 
  
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.
+
==== Roger Sasuke ====
  
There are two types of bonus stages :
+
An American ninja.
  
* 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.  
+
At this point, Japan's international contribution, psychic abilities, and investigation have nothing to do with him, but Roger looks forward to this trip and participates on his own dime. (He even created the
 +
travel pamphlets and handed them out.) From one perspective, he's one of the people that participate in this case with the impurest of intentions, along with Fumiko.
  
* 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.
+
He is Kohtaro Kuga's good friend and a serious **Wapanese**. However, his ninjutsu and methods are authentic, having learned them from the real deal - even his ninja sword is genuine. Because of this, he's as useful as Gennojo, a professional investigator. He is bummed that he is the only one Nagino doesn't call **papa**.
  
There are two types of keys :
+
Shot : A forward volley of spinning shurikens.
  
* A red key is the regular key that is given when an individual bonus stage is cleared.
+
Shikigami Type 1 : Roger's shikigami will appear alongside him and she will summon floating mines around her while the button is being held. When the button is released, the mines will be launched in the direction Roger is moving in. If Roger is not currently moving, the mines will be thrown upwards by default. Upon contact with an enemy or a wall, the mines will explode, causing massive damage. Mines that fly offscreen without touching an enemy or wall will not explode upon touching the screen edges, so it is possible to completely miss your mine throw.
  
* 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.
+
Shikigami Type 2 : When holding the shikigami button, Roger's shikigami will charge mines around her. When releasing the button, the mines will be dropped around the location where Roger is, scattering around a little bit. They will then explode on contact with an enemy/wall, or on their own after a few seconds. These mines explosions can deal tremendous damage to enemies and bosses.
  
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.
+
Bomb : Roger Sasuke starts spinning around while swinging his sword. The spin deals damage to enemies it touches. While its range is limited, the player can freely control Roger's position while swinging in order to hit the enemies on screen while being invincible through the entire bomb duration.
  
 +
==== Fumiko Odette Van Stein ====
  
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 :
+
A gorgeous witch, in many different ways.
  
[[File:Illvelo - Bonus stage entrance.png]]
+
She is said to be more of a villain than the greatest enemy in the series. Her hobby is to steal the men of other women. Her second hobby is trampling upon people.
  
'''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 :
+
She has arrived in Alcaland to return to her homeland - and go on a honeymoon.
  
* 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.
+
For Fumiko, Alcaland is a memorable place she visited a number of times when she was a young girl. She looks around her surroundings with fond memories and can't help but feel melancholic.
  
* 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.
+
Shot : A crystal shot which can be angled by moving sideways. By default the shots will be launched forward, but moving to the right will make Fumiko shoot towards the right, and vice-versa for the left side. The shot's current orientation is not reset when letting go of the shot button, so resetting the shot direction actually requires the player to move in the opposite direction regardless of whether they are shooting or not.
  
'''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.  
+
Shikigami Type 1 : When the shikigami button is held, Fumiko will stop moving and a targeting cursor will appear on screen, as well as a portrait of Munchausen on the top corner on the player's side. The player will actually move the cursor, and when the shikigami button is let go of, a powerful explosion will appear where the cursor was. It will remain on screen for a few seconds and damage anything that touches it. Fumiko can resume moving as soon as the shikigami button is released.
  
The shiny star spots' color determines what weapon is necessary to destroy it. Here are the various colors that appear in the game :
+
Unlike previous entries in the series, Fumiko can also summon other explosions while the current one is still active if the player can quickly summon them. This can be used to quickly destroy bosses or stronger enemies.
{| class="wikitable"
 
|-
 
| [[File:Illvelo - shiny star spot White.png|75 px|centre]] || White : The shot, modules, and shield all work on this spot. (be careful : the bomb doesn't)
 
|-
 
| [[File:Illvelo - shiny star spot Blue.png|75 px|centre]] || Blue : The shot is necessary
 
|-
 
| [[File:Illvelo - shiny star spot Green.png|75 px|centre]] || Green : The module is necessary
 
|-
 
| [[File:Illvelo - shiny star spot Yellow.png|75 px|centre]] || Yellow : The shield is necessary
 
|-
 
| [[File:Illvelo - shiny star spot Red.png|75 px|centre]] || 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.
+
Shikigami Type 2 : By holding the shikigami button, the player will stop Fumiko from moving and summon a targeting cursor which can be moved around. Whenever said cursor overlaps an enemy, a lock-on reticle will appear on them.  
  
{| class="wikitable" style="max-width: 1100px; background-color:#A2DECC; margin-left : 50px"
+
Upon releasing the shikigami button, a lightning bolt will be fired from Fumiko's wand and attack the locked-on enemies one after the other. If the player holds the shikigami button again while the lightning is still active, enemies that are targeted with the newly spawned cursor can also be attacked by the lightning from the previous attack, even if the player's second lightning attack hasn't been released yet.
|-
 
|
 
==> 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.  
 
  
Video showcase : https://www.youtube.com/watch?v=QCxzg3ABNL0
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=loKQXbM7ips ]
  
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.
+
Bomb : Fumiko casts a spell that creates multiple powerful explosions on the entire screen. Despite the delay between the bomb button press and the summoning of the explosions, Fumiko is invincible right as the button is pressed.
|}
 
  
Here are all the bonus entrances and shiny star locations in the game :
 
  
Stage 1 : https://www.youtube.com/watch?v=mpuyWlPvrqY
+
==== Munchausen ====
  
Stage 2 : https://www.youtube.com/watch?v=pcggLUkv7xA
+
He is like a young uncle to Fumiko, and is Kohtaro Kuga's good friend. He shows another side of himself as the versatile butler, and this time around, you can even see him looking cool without his glasses.
  
Stage 3 : https://www.youtube.com/watch?v=eY-HhvYLsqA
+
"I will educate you. Please prepare yourself."
  
Stage 4 : https://www.youtube.com/watch?v=fcSD9ho9AIA
+
Shot : Munchausen's shot is the same as Fumiko's. A forward crystal shot that gets angled left or right if the player moves in the same direction. Interrupting and restating the shots will not reset the current shot angle, only moving can readjust it.
  
== Misc. tips and info ==
+
Teleport : Munchausen is a special case as he does not have any bomb. (HTM are fine though) Pressing the bomb button will instead trigger a fast teleport dash in the direction Munchausen is currently moving in. The cooldown between consecutive teleports is around a second. If Munchausen is not currently moving, the teleport will not happen. If an obstacle or bullet is between the initial and final Munchausen positions, the player will not be damaged by it as Munchausen is invincible during the teleport.
  
[[File:Illvelo - Parachute enemy.png|thumb|Parachute Enemy]]
+
However, the character can take damage as soon as the teleport ends. An implication of that property is that any invincibility that the character was granted, either due to a life loss or thanks to a HTM activation, will be instantly revoked at the end of a teleport dash. As a result, it's possible to chain-death very quickly by teleporting into a hazard right after dying.
  
* In order to destroy the green popcorn enemy that uses a parachute, you have to focus on the parachute rather than the enemy itself.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=SXlROyURmVY ]
  
* 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. Video showcase : https://www.youtube.com/watch?v=bWesDXMc4e8
+
Shikigami Type 1 : When the shikigami button is held, a cursor will appear. Munchausen will remain immobile while the player instead moves the reticle around. Letting go of the button unleashes a big explosion on the cursor location.
  
* The loading times between stages in Illvelo Wii and Milestone Shooting Collection 2 are indeed long. Illvelo Still features much faster loadings
+
This explosion is bigger than the one caused Fumiko's Type 1, however there is a limit of one explosion on screen max.
  
* 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. Video showcase : https://www.youtube.com/watch?v=QB0gHBUfEIQ
 
  
* 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.
+
Shikigami Type 2 : Munchausen summons a pink spinning disc which can be freely moved around to damage and kill enemies. Munchausen is unable to move while the shikigami is deployed, as the directional inputs will control the disc instead. If the player lets go of the shikigami button, the disc will despawn and Munchausen can move again.
  
* For some reason, the TLB warning sound is completely different in the standalone Illvelo Wii release. Video showcase : https://www.youtube.com/watch?v=DW4TqWdwzEU
+
If Munchausen uses the teleport while the disc is active, the disc will despawn and then respawn on Munchausen's new location.
  
* 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. Video showcase : https://www.youtube.com/watch?v=jfDcn6El_9Y
+
There actually is a special trick which allows the player to keep an active disc in one location and still be able to move Munchausen at the same time. This trick requires the player to summon the pink disc, move it at the desired spot, teleport and let go of the shikigami button in the middle of the teleport. If the glitch was correctly pulled off, the disc will no longer be visible but its hitbox will still remain active where it last was, as long as the player doesn't summon it again, gets hit, or until the pre-boss invincibility occurs.
  
== Ports ==
+
While this invisible shikigami is active, the player can thus move around, teleport again, shoot, and activate HTMs. This is an essential asset for Munchausen-2 scoring, and a helpful addition for survival play too.
  
Here is the list of ports where the game (or an alternate mode of the game) is playable :  
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=hdqMJQRNhsg ]
  
* Illvelo Wii (Wii, 2008)
 
* Radirgy Noa Wii (Wii, 2010)
 
* Milestone Shooting Collection 2 (Wii, 2010)
 
* Sakura Flamingo Archives (X360, 2014)
 
  
== Game modes ==
+
==== Gennojo Hyuga ====
  
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.
+
A psychic private investigator. He is one of the **tsukigamizoku** (Moongod tribe) living in Japan and is an **okami** (great deity, wolf).
However there are several alternate ways to play the game in the console versions :
 
  
'''Easy'''
+
At first he was against going on this mission because it was a request from the government, but since he was in dire straits with his living expenses, he finally gave in to the compensation and went on his first trip abroad. Whether it is due to pride or not, he tries to act like an avid traveler by acting like he knows it all, reading guidebooks, and studying foreign languages.  He's a rather adorable middle-aged man who likes to call himself a young man.
  
Available in : Illvelo Wii, Milestone Shooting Collection 2
+
Once again, though his character has changed, he partners up with Mihee to solve the incident. He is a proud and stubborn man who always ends up volunteering to take on the most difficult of tasks himself.
  
Easy mode tweaks Illvelo a bit to make the game a lot more accessible to newcomers. Here are the changes :
+
Shot : Gennojo shoots two streams of circular shots that crisscross multiple times in a helix-like shape. The width of the shot starts off large and decreases as it travels upwards.
* 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.
+
Shikigami Type 1 : Gennojo summons a lightning ball in his hand as well as three lightning balls ahead, with one in the center and one of each side. These energy balls all travel alongside Hyuga and copy its movements.
  
 +
The lightning ball in Gennojo's hand will damage anything it touches. Once any of the three forward lightning balls touches an enemy, it'll lock on to it until said enemy is killed or leaves the screen. Multiple lightning balls can lock-on to a single enemy to inflict more damage. When a ball loses its lock on an enemy due to kill or leave, it'll try to move towards its default position in front of Hyuga, but if it catches another enemy on the way back, it can also lock on to it.
  
'''Hard'''
+
Shikigami Type 2 : Gennojo summons two lightning balls, one in his hand and the other one in his back, as well as three lightning balls in front of him (one in the center, and one on each side) and two balls behind him (one of each side). To compensate for the additional lightning balls compared to Type-1, the three forward ones are not as further away here with Type-2.
  
Available in :  Illvelo Wii, Milestone Shooting Collection 2
+
The two lightning balls on Gennojo will damage anything they touch, while the three forward lightning balls and the two back ones can all lock-on to enemies just as with Type-1.
  
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.
+
Jolts of electricity will connect Gennojo to the lightning balls for both shikigami types, however those do not deal damage and are only there for aesthetic purposes.
  
 +
Bomb : Gennojo temporarily transforms into his wolf form and automatically attacks enemies on the screen by ramming into them at full speed. The player cannot control the wolf's movements during the bomb, but the wolf form is also completely invincible.
  
'''Special'''
+
=== Stage structure ===
  
Available in :  Illvelo Wii, Milestone Shooting Collection 2
+
The game's 5 stages are divided into two halves, each half having one stage portion and one boss. For instance, Stage 1 has 1-1 Stage, 1-1 Boss, 1-2 Stage, and 1-2 Boss. The ports' practice modes respectively refer to those 4 subdivisions as Area1, Boss1, Area2, and Boss2.
  
Special Mode pits the player against all the 105 bonus stages in the game, played in ascending order of their numbers.
+
The first boss in a stage will be a mechanical boss with destructible parts, while the second boss will be a human character without destructible parts. Those character boss fights can also be preceded with short dialogues if the story segments have been activated.
  
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.
+
5-1 and 5-2 are exceptions to the formula. 5-1 Boss features both a human boss and a mechanical boss back-to-back. 5-2 does not feature any stage portion and throws the player directly into a multi-part boss fight.
  
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.
+
===== Boss fights =====
  
 +
Each of the game's boss fights require the player to empty multiple life bars within the time limit. The time limit is a global per-boss one rather than per-life-bar. Additionally, there is no individual lifebar timeout and the only way to progress from a phase to another is to empty said lifebar.
  
'''Still'''
+
If time runs out while the boss is still alive, a specific sound effect will play and red invincible timeout Oni will start spawning. These flaming heads will try to chase the player around, and spawn in larger and larger amounts. Eventually, the boss will self-destruct on its own.
  
Available in : Radirgy Noa Wii
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=4y-S9pX-hlg ]
  
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.  
+
If the player game overs, the Oni will despawn. If a Continue is used, the timeout Oni will not reappear. The boss will still self-destruct as usual after some time.
  
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.
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=2MGhhL2OpzU ]
  
 +
===== End of stage =====
  
'''Mixture'''
+
At the end of each stage, the player will be granted a Class. This letter-based rank evaluates player performance and can range from F to A and then S and SS. The class will be prefixed with a minus sign in case the player game-overed and then used a Continue.
  
Available in : Sakura Flamingo Archives
+
=== Scoring ===
  
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 :
+
Scoring well in Shikigami no Shiro 3 mainly relies on two factors : keeping a tension multiplier at x8, and collecting coins whose base value can be increased up to 10 000.
* 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.
+
==== Tension Bonus System ====
  
 +
The tension bonus is a score multiplier going from x1 to x8 which gets applied to any score bonus the player can get, with the exception of post-boss bonuses. It can affect enemy kills, boss part/phase destruction, and collected coins' value.
  
== References ==
+
This multiplier increases depending on the player's proximity with a hazard : bullet, laser, or an enemy itself. The closer they are, the higher the tension multiplier will be for any score action (kill, coin collect) that occurs at that same time. Continuously grazing the same hazard for multiple score actions is also perfectly fine, as there is no limit to how many times said hazard can provide tension multipliers.
  
=== Links ===
+
The tension multiplier also affects the specific amount of coins that are spawned from enemies/bosses.
* 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
+
==== Coins ====
  
* 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
+
Whenever an enemy, boss part, or boss phase is killed with your shot or shikigami attack, the game will spawn coins. If the shot was used, the amount of coins will be the set base amount defined for the enemy or boss in question. If the shikigami was used, the amount of coins spawned will be multiplied by the tension bonus multiplier. However, any kills gotten through bomb use will not spawn any coins at all.
  
=== Scoreboards ===
+
These coins will then be auto-collected and increase the player score. The initial base coin value is 10, and every collected coin that was spawned thanks to a Shikigami attack will increase the base coin value by 10, up to a maximum base value of 10 000. Coins spawned with the shot attack will simply not increase the base coin value. The coin value carries over from stage to stage.
  
* System11 hiscore board : https://shmups.system11.org/viewtopic.php?t=32456
+
The actual value for each collected coin uses this base value and can then also be affected by the tension multiplier. Whenever a coin is collected, a small text will appear above the player character that indicates the base coin value and tension multiplier. (Thus, the max that's shown will be "10 000 x8") If the tension multiplier is at x8, the text will be red. Otherwise, it will be blue if the coin was spawned with a shikigami attack, or purple if it was a shot attack.
  
* Restart syndrome hiscore board : https://www.restartsyndrome.com/board.php?id=253
+
Whenever the player gets hit, the base coin value drops back to 10, no matter the current base value of coins. The player also visibly drops some coins which slowly fall off the screen, which can be collected again for points by touching them. Dropping coins does not decrease the score nor make the player lose the points said coins initially gave.
  
* hiscores.shump.com board : https://hiscores.shmup.com/games/114
+
==== Hi-Tension Max (HTM) ====
  
=== Replays ===
+
New to Shikigami no Shiro 3 is the Hi-Tension Max. This novel mechanic works akin to a hyper mode and requires a bomb in stock to be triggered since it consumes one upon activation. The HTM will temporarily make the player be at maximum tension multiplier and get access to the tension shot regardless of their proximity with enemies or bullets. Any enemy destroyed or coin collected will therefore be at x8 multiplier for the duration of the HTM.
  
''Refer to Illvelo/Video Index''
+
Additionally, when an enemy is killed during HTM, the amount of coins it spawns is being multiplied by x1.5 . Since the x8 tension multiplier also multiplies said amount of coins for shikigami kills, the player spawns 12 times the amount of coins in this scenario.
  
=== List of official superplay materials ===
+
An HTM activation will spawn a visual circular red effect around the player for approximately a second. The player is invincible during said activation animation, and as such it is possible to include this property into routing, as to bypass a wall or wave of bullets and get closer to some enemies before killing them at max tension for example.
  
''Refer to List of superplay materials/Milestone''
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=bijd6a9xSvc ]
  
== Remaining mysteries / Questions yet to be answered ==
+
However, if the player uses an HTM while being near the end of a post-death invulnerable state, this 1-second long invincibility period can be cut short by the post-death state ending during said second.
  
* '''What is the exact point calculation formula for point items?'''
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=eE9ArnSqMV8 ]
  
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. An hypothesis is that it is base value * (sum of levels+1), rounded up to the next 500k but nothing really confirms it.
+
If the player uses a normal bomb while its HTM is already active, the HTM timer will freeze while the bomb is being used, and it then resumes.
  
* '''What are the specific rules that determine what enemy waves each stages starts with?'''
+
A second HTM cannot be triggered if one is already active
  
In this game (and possibly in Karous too), the dynamic enemy wave spawns are not strictly the same from a run to another.  What happens is that at the start of a stage, you will sometimes immediately face waves that you would have actually faced later in another run. What determines this? The sum of levels maybe? How many enemy waves you destroyed in the previous stage?
+
When reaching a boss or killing one with an HTM active, the game will prematurely stop it right after the kill. The properties on tension multiplier and coin spawning still apply to the boss kill, but not necessarily on the coin collection if it occurs afterwards.
  
* '''How would the fixed last boss movement pattern trick be applicable for arcade players?'''
+
=== Bonus enemy waves ===
  
In MSC2 and Illvelo Still, it's easy to go back to the main menu but it might be another story with actual PCBs. Testing this through NAOMI emulation might provide an answer
+
The game's stages feature a slight caravan element to them : by killing enemy waves quickly, it is possible to trigger the next waves faster, and thus more score that can be gotten from a stage portion. This behavior can be seen in all stages except 3, since the existence of walls make the enemy placement fixed instead of dynamic.
  
* '''What does the JP Wiki page mean by bombs boosting the other weapons?'''
+
=== General scoring loop ===
  
According to that page (or at least a machine translation of it), using bombs could temporarily boost the power of other weapons, but some testing on bosses (whose HP can be seen in real-time on the HUD) are inconclusive. Video showcase : https://www.youtube.com/watch?v=xnxzdwn3DiE
+
In order to score high, the recommended strategy is to self-destruct twice at the beginning of the game to get two more bombs, and then continuously use the bomb stock as Hi-Tension Maxes while quick-killing enemies. This will grant optimized point counts for the waves and replenish the lost lives through score extends. Upon reaching the end of a boss, the player should self-destruct any excess lives they have gotten right before killing said boss in order to replenish the bombs as much as possible and repeat the cycle of continuous Hi-Tension Maxes in the next stage or stage portion.
  
Whether you bomb or not, the boss dies at the same time so the power is not increased.
+
Grazing bullets/enemies while killing enemies and collecting coins, just like the previous Shikigami games, can still be important during moments where the HTMs aren't used such as some bosses.
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.
+
== Version Differences ==
  
* '''What if you have to change shot types during the run for WR-tier scores?'''
+
The game's playing configuration can be modified by changing the difficulty and/or by changing the game modes. Difficulty settings were already available in the original arcade release while game modes are new tweaks introduced in the home ports.
  
The replays in the links from this guide are able to get 9bil scores while keeping the default #1 shot type. 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?
+
=== Difficulties ===
  
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.
+
==== Easy ====
  
* '''What exactly is that 51 key arcade version bug mentioned in the JP Wikipedia page?'''
+
Easy features toned down attack patterns and triggers an autobomb when the player is hit.
 +
However, there is no bomb restore when the player is hit, and the game ends after stage 3 is completed.
  
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.
+
Other tweaks to the level-design also make the stages themselves easier. For instance, stage 3 walls are less dense and the moving walls are slower, and some enemies have been removed.
  
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 all use ports?
+
==== Arcade ====
  
Speaking of keys...
+
Arcade is the regular arcade difficulty and the default choice when starting a run
  
* '''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)'''
+
==== Extreme ====
  
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?
+
Extreme is a difficulty setting where every enemy or boss part killed will spawn revenge bullets on the player. Additionally, bosses will routinely fire a fast aimed spread shot on top of their regular attack patterns.
  
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?
+
Several levels of Extreme exist : 1, 2, and 3. Each of those increase the amount of revenge bullets and the speed at which those revenge bullets and the additional boss bullets are fired.
  
* '''Why are Milestone logos pointless to collect? (In case they actually are pointless)'''
+
=== Arcade/Director's Mode ===
  
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.
+
The game's home ports feature a "Game Mode" setting in its options. The two choices are "Arcade Mode" and "Director's Mode". While Arcade Mode matches the original arcade game, Director's Mode adds a lot of smaller tweaks to the game, some aesthetic/QoL, some directly affecting the scoring. As a result, players who want to submit scores that can match the arcade version should select "Arcade Mode", whereas Director's Mode can be used for a smoother, more polished and accessible experience.
  
* '''What determines some specific item spawns?'''
+
This choice is independent from the difficulty selection, therefore it is possible to freely combine difficulty selection and Arcade/Director modifier selection.
  
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 have been overlooked? 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? The first weapon change item seems to spawn at more or less the same place in runs, so maybe this one has an "every X things destroyed" condition.
+
Here are the known changes that Director's mode provides :
  
* '''When a level-up item spawns, what determines which weapon it will be?'''
+
* The HUD disappears in Director's Mode if you are on top of it instead of hiding your character like in Arcade.
 +
* Director Mode allows you to move your character and hitbox much closer to the screen edges' horizontal sides than the Arcade Mode.
 +
* The diagonals in Director's Mode are normalized, which isn't the case in Arcade Mode.
 +
* Yellow wall blocks in stage 3 are changed to a darker shade of orange in Director's mode, which helps seeing them better even when hidden.
 +
* Killing enemies and bosses give you more coins in Director's mode. The coin spawning animation is also different as Director's mode has them more spread out, versus the more packed coin stacks in Arcade.
 +
* On-screen bullets are not canceled when a boss is killed in Director's Mode so the player can more easily get the x8 on the coins. The player is still granted invincibility as soon as the boss dies.
 +
* The final phase of 5-1 boss is worth 100 mil points, which means a x8 can replenish 2 lives and refill 2 bombs. It's worth absolutely nothing in Arcade Mode.
  
In Special Mode, 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?
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=zI9flIiGnZg ]
  
* '''Are the speed boosts from level 300 weapons cumulative?'''
+
More may exist.
  
When one of the weapons reaches level 300, the ship should gain a little speed boost. Is there another speed boost if another weapon gets to that level too?
+
=== Additional game modes ===
  
 +
Modes are alternate ways to play that have been added in the Wii and X360 ports. (They are not available on the PC version)
 +
The choice between modes is decoupled from difficulty selections such as Easy /Arcade/Extreme and the Arcade/Director's Mode choice, and thus can be combined according to player preference.
  
Illvelo/Video Index
+
These bonus modes are 1-player only
  
[[File:Illvelo title.png|thumb|right]]
+
==== Dramatic Change Mode ====
  
__TOC__
+
Dramatic Change Mode is a feature which allows you to play as two characters instead of only one. Contrary to double play modes one can find in some other shmups, here the two characters are not simultaneously displayed on screen. Instead, the player can assign a dedicated button to switch from one to the other, and then use that to freely change between the two characters during the run.
{{clear}}
 
  
== Arcade Mode ==
+
There are only a few specific moments when characters can't be switched :
 +
* While a bomb or Hi-Tension Max is active
 +
* Whenever the current character is invincible, either due to boss spawn/kill animations, post-damage recovery invincibility, or the initial invincibility when entering a stage
  
{| class=wikitable style="text-align: center;width: 100%"
+
The character dialogue that occurs in Dramatic Change Mode is exactly the same as the dialogue that would be triggered with two players, so this mode can be used to see said dialogue without a second person or controller available.
|-
 
! style="width:10%;" | Player
 
! style="width:10%;" | Score
 
! style="width:10%;" | Platform
 
! style="width:10%;" | Stage
 
! style="width:10%;" | Video
 
! style="width:40%;" | Comment
 
|-
 
| yatu88
 
| 9.195.609.440
 
| Milestone Shooting Collection 2 (Wii)
 
| ALL+TLB
 
| [https://www.youtube.com/playlist?list=PLKYBojsNAT5Px1_erFu1OYRfIPTHJ6bdF Youtube]
 
| 50 keys
 
|-
 
| sht
 
| 9.008.326.980
 
| Illvelo Wii
 
| ALL+TLB
 
| [https://www.nicovideo.jp/watch/sm5660505 Nico Nico Douga part 1] [https://www.nicovideo.jp/watch/sm5660604 Nico Nico Douga part 2] [https://www.nicovideo.jp/watch/sm5699375 Nico Nico Douga part 3] [https://www.nicovideo.jp/watch/sm5699504 Nico Nico Douga part 4] [https://www.nicovideo.jp/watch/sm5699573 Nico Nico Douga part 5]
 
| 50 keys
 
|}
 
  
== Easy Mode ==
+
While 2P runs have each player get their own stock of lives and bombs, Dramatic Change Mode has a shared stock. Both scenarios have a single, combined score.
  
{| class=wikitable style="text-align: center;width: 100%"
+
At the end of the run, the regular score tally screen will be shown, however the score will not be permanently saved in any in-game leaderboard.
|-
 
! style="width:10%;" | Player
 
! style="width:10%;" | Score
 
! style="width:10%;" | Platform
 
! style="width:10%;" | Stage
 
! style="width:10%;" | Video
 
! style="width:40%;" | Comment
 
|-
 
| M.Knight
 
| 9.713.741.570
 
| Milestone Shooting Collection 2 (Wii)
 
| ALL+TLB
 
| [https://www.youtube.com/watch?v=UyQVrzx2G18 Youtube]
 
| 50 Keys
 
|}
 
  
== Hard Mode ==
+
==== Boss Attack ====
  
{| class=wikitable style="text-align: center;width: 100%"
+
This mode lets a player consecutively fight every boss in the game in the order in which they are fought in the regular game.
|-
 
! style="width:10%;" | Player
 
! style="width:10%;" | Score
 
! style="width:10%;" | Platform
 
! style="width:10%;" | Stage
 
! style="width:10%;" | Video
 
! style="width:40%;" | Comment
 
|-
 
| M.Knight
 
| 6.966.251.270
 
| Milestone Shooting Collection 2 (Wii)
 
| ALL
 
| [https://www.youtube.com/watch?v=pvF5zut12M8 Youtube]
 
| 48 Keys
 
|}
 
  
== Special Mode ==
+
== Unlockable Secrets ==
  
{| class=wikitable style="text-align: center;width: 100%"
+
The arcade mode features a few unlockable settings hidden behind specific codes. <ref>http://www.alfasystem.net/game/shiki3/mode.html</ref> All of these unlockables are immediately available in the ports with minor or no specific input requirements.  
|-
 
! style="width:10%;" | Player
 
! style="width:10%;" | Score
 
! style="width:10%;" | Platform
 
! style="width:10%;" | Stage
 
! style="width:10%;" | Video
 
! style="width:40%;" | Comment
 
|-
 
| jin itaria
 
| 4.112.879.530
 
| Milestone Shooting Collection 2 (Wii)
 
| ALL
 
| [https://www.youtube.com/watch?v=N1F0QykgsiA Youtube part 1] [https://www.youtube.com/watch?v=SK4gAWr-Qfs Youtube part 2]
 
| 105 keys
 
|}
 
  
== Illvelo Still ==
+
==== Munchausen ====  
  
{| class=wikitable style="text-align: center;width: 100%"
+
Immediately after entering the test mode, enter the following commands within 10 seconds :  
|-
+
{| class="wikitable"
! style="width:10%;" | Player
+
|-  
! style="width:10%;" | Score
+
|→, ↓, ↓, 1P start, ↑, ←, ↓, ↓, →, 1P start, ←
! style="width:10%;" | Platform
 
! style="width:10%;" | Stage
 
! style="width:10%;" | Video
 
! style="width:40%;" | Comment
 
|-
 
| M.Knight
 
| 9.701.990.650
 
| Radirgy Noa Wii
 
| ALL+TLB
 
| [https://www.youtube.com/watch?v=UyQVrzx2G18 Youtube]
 
| 50 Keys
 
 
|}
 
|}
  
List of superplay DVDs
+
If you successfully enter the command, you will be able to select and use a hidden character in the "Game Settings" menu. The effect is permanent.
  
__TOC__
+
If you make a mistake in entering the command, you will need to restart the test mode and enter the command again.   
  
 +
Once the character unlock code has been entered and the setting has been switched on, Munchausen can be selected on the character select screen by putting the cursor on Fumiko and pressing down. This will switch from Fumiko to Munchausen.
  
== Milestone ==
+
Pressing down on Fumiko is also needed on the PC version, however there is no need to enter any code beforehand. In the Wii and X360 ports, Munchausen is immediately available for selection without any manipulations nor codes and as such isn't a secret character in those versions.
  
=== Radirgy Insanity DVD : The Illegal Function (2006) ===
+
Besides, due to the required manipulation on the character selection screen on the Arcade and PC versions, it is not possible to play a co-op run with one player as Fumiko and the other one as Munchausen there.
  
[[File:Radirgy - Superplay DVD - Front.png|300px]]
+
==== S3-Mix ====
  
This bundle contains both a set of superplays for Radirgy as well as soundtracks with both the original and arranged versions of the music. In addition, a booklet with extensive information about the game is also included.
+
The game feature an alternate soundtrack known as the S3-Mix where stage themes are replaced by remixes of their Shikigami no Shiro 2 equivalents. All boss themes remain the same as the original Shikigami no Shiro 3 soundtrack.
  
The contents of the superplay DVD are as follows :
+
In the arcade version, this mix is accessed by holding A+B when pressing start to begin the credit.
 +
In the home ports, the mix is one of the options the player can freely choose from when starting a run.
  
* Radirgy - Arcade (PCB) - ALL - 123 laser - Score : 165.953.030 - Items : 99% - Player : A..
+
==== Extreme difficulty ====
  
* Radirgy - Owakari (PS2) - ALL - 123 laser - Score : 138.332.830 - Items : 99% - Player : TZW
+
In order to access Extreme difficulties on the arcade version, the player needs to input the following series of inputs on the title screen, after having inserted a coin :
  
* Radirgy - Manpuku (GC) - ALL - 123 laser - Score : 1.707.612.480 - Items : 99% - Player : INH
+
{| class="wikitable"
 +
|-
 +
| ↑, A, ↓, ↓, ←, →, ↑, ↓, B, B, A, A+B
 +
|}
  
* Radirgy - Bonus clips : Showcases of bullet converter tricks on boss 3, 4, 5 and midboss 3 and 4 - Quick-kill techniques for boss 3 and 5 (both forms) - Karous Promotional video
 
  
The contents of the booklet are as follows :
+
A sound cue will confirm the code has been validated. With Extreme difficulty on, the option to choose it will replace the Easy difficulty when the credit actually starts.
  
* Images of the general packaging : artwork, box covers, game logo, control information image for use on arcade cabinets
+
It is also possible to access Extreme 2 and Extreme 3 by pressing A+B again on the title screen once the Extreme code has been validated.
  
* Character profiles and artwork
+
== Misc. tips and info ==
  
* Game story
+
* 2-2 Boss's first phase features a pattern with giant two-handed spinning blades. The handle in the middle of each blade is actually harmless and can be crossed safely when dodging the attack.
  
* List of eyecatches that can appear in the game's loading screens, alongside new ones that were added for console ports' new modes
+
* As per Shikigami no Shiro tradition, stage 3 features walls. In this installment of the series, the walls are almost invisible (but still dangerous in that state) by default, and the player has to hit specific lanterns scattered through the stage to temporarily uncloak them.
  
* The various visuals used for the game's opening and ending, as well as storyboards for both and a list of all the random text tidbits that can appear on the title screen
+
* When clearing one of a boss' lifebars with the shot or shikigami, coins will be spawned. It is possible to get a x8 multiplier on said coins by staying close to the boss when collecting them. However, this can not work in Arcade Mode for the boss' last phase since the boss hitbox gets disabled afterwards and all the on-screen bullets get immediately canceled.
  
* All the animation frames used for Shizuru's portraits and expressions during the game
+
However, a trick allows you to get said last lifebar coins with the max multiplier. By positioning yourself on top of the coin spawn point, located on the boss itself, the coins will be instantly collected when killing the boss, and the multiplier will be the one active when dealing the finishing blow. Instantly collecting the coins requires the player to be in its invincible state since that's the only way to be on top of the boss without getting collision damage, and getting the x8 multiplier needs the boss to fire a hazard that can be grazed.
  
* Every single email that can be received in the game
+
Given the requirements, this trick should be done right after self-destructing on the boss' last lifebar and by finishing off the boss while the post-hit invincibility is still active. The self-destruct down to one life is something the normal score routes will do anyway since they replenish bombs that can be used as HTMs for the next stage, so no score potential loss should occur when setting up this technique.
  
* Concept art of characters, machines, and stage backgrounds
+
[VIDEO SHOWCASE : https://www.youtube.com/watch?v=ADrmNZZlfyA ]
  
* In-depth explanation of the game mechanics, with the raw values of each weapon's power by power level, item change percentages, extend and M logo mechanics, amount of green pills per multiplier level, calculation formula for ground items' point value
+
* Pressing Start on the character selection screen will display a marker for the hitbox location. This marker is only seen in that screen and will not be carried over to the run itself, but the hitbox will shine and show its size whenever the player's tension is high (either due to being close to danger, or by having an active HTM).
  
* Scoring tips and explanations
+
== Trivia ==
  
* List of every enemy and boss in the game with their point values
+
* In the original arcade release's art, Nagino Ise's backpack prominently features the Bubble Bobble dragon and logo. This reference has been edited out of the console ports, except for the key art that was used for the JP Wii cover and X360/Wii booklet cover which shows Reika and Nagino. In it, the Bubble Bobble logo can be faintly seen, partially hidden by Nagino's hair. Additionally, the initial concept art for Nagino Ise had the entire backpack be in the shape of Bub.
  
* Maps of stage backgrounds, and images of all the ground items that appear in each
+
* Reika Kirishima originally comes from the 1985 Laserdisc game Time Gal. Her time freeze bomb is a reference to it, and Reika's dialogue also makes a reference to directional arrows that were used as QTEs in her original game.
  
* Liner notes for each of the tracks available in the bundled OST
+
* Near the very start of stage 1-1 is a brown robot resting in the background, on the left side of the screen. This robot is a reference to Triangle Service's Trizeal, in which a similar robot lays dormant in stage 2. However, the original robot can wake up and throw a rock at the player which can be juggled for bonus points, whereas the Shikigami no Shiro 3 variant is a purely aesthetic addition.
  
* Interview with Hiroshi Kimura ( a translation can be found here : http://shmuplations.com/milestone/ )
+
== References ==
  
* Notes from TZW-ART? on each run
+
=== Links ===
  
=== Illvelo Wii DVD (2008) ===
+
* Alfa System's official Shikigami no Shiro 3 website : http://www.alfasystem.net/game/shiki3/
 +
* Arc System Works (JP Wii/X360 version publisher) website : https://www.arcsystemworks.jp/shikigaminoshiro/
 +
* Archived version of the Cyberfront (JP PC version publisher) page : https://web.archive.org/web/20090105072646/http://www.cyberfront.co.jp/title/shikigami3/index.html
 +
* Archived version of the Aksys Games (US Wii version publisher) website : https://web.archive.org/web/20081211204124/http://aksysgames.com/shikigami/
 +
* JP Wikipedia page on the Shikigami no Shiro series : https://ja.wikipedia.org/wiki/%E5%BC%8F%E7%A5%9E%E3%81%AE%E5%9F%8E
 +
* Dedicated page on the Shikigami no Shiro wiki : https://shikigaminoshiro.fandom.com/wiki/Shikigami_no_Shiro_III
  
[[File:Illvelo Wii Superplay DVD.jpg|300 px]]
 
  
This disc was bundled with the first-print copies of Illvelo Wii. Its contents are as follows :
+
=== Scoreboards ===
  
* Illvelo - Arcade (Illvelo Wii) - ALL+TLB - Score : 8.307.837.850 - Player : sht
+
* System11 scoreboard : https://shmups.system11.org/viewtopic.php?f=2&t=18288
 +
* Restart Syndrome scoreboard : https://www.restartsyndrome.com/board.php?id=191
 +
* hiscores.shmup.com board : https://hiscores.shmup.com/games/136
  
* Illvelo - Hard (Illvelo Wii)  - ALL+TLB -  Score : 8.223.889.720 - Player : ADO
 
  
* Illvelo - Special (Illvelo Wii)  - ALL - 105 Keys - Score : 3.281.585.100 - Player : ADO
+
=== Replays ===
  
* 18-minute long Developer commentary video.
+
Refer to Shikigami no Shiro 3/Video Index
  
=== Karous & Illvelo Insanity DVD (2011) ===
+
{| class=wikitable style="text-align: center;width: 100%"
 +
|-
 +
! style="width:10%;" | Player
 +
! style="width:10%;" | Character
 +
! style="width:10%;" | Score
 +
! style="width:10%;" | Platform
 +
! style="width:10%;" | Stage
 +
! style="width:10%;" | Video
 +
! style="width:30%;" | Comment
 +
|-
 +
| KDK-Takeyuki
 +
| Batu2
 +
| 11.504.381.410
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=i17mbVWa2To Youtube]
 +
| Appreciate DVD run
 +
|-
 +
| EOT
 +
| Emilio2
 +
| 10.067.979.710
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=KhryenQ3bcA Youtube]
 +
| Appreciate DVD run
 +
|-
 +
| Koohan北尾
 +
| Fumiko2
 +
| 9.850.534.640
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=Cvj0esxYZyo Youtube]
 +
| Appreciate DVD
 +
|-
 +
| XIQLO
 +
| Hyuga1
 +
| 9.206.345.010
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=rdCWa9HECqU Youtube]
 +
|
 +
|-
 +
| Hige-SADAM
 +
| Hyuga2
 +
| 9.862.512.570
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=AEibrHcnnNU Youtube]
 +
| Appreciate DVD run
 +
|-
 +
| Oroshi (ORS)
 +
| Kuga1
 +
| 10.091.260.550
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=ZMgtPezOkf8 Youtube]
 +
| Appreciate DVD run
 +
|-
 +
| TZW-ART?
 +
| Kim1
 +
| 10.547.590.060
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=uOTiZDpXQa0 Youtube]
 +
| Appreciate DVD run
 +
|-
 +
| IML-星白金-YUJ
 +
| Kim2
 +
| 11.407.026.000
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=SBTWI8YvC7Y Youtube]
 +
| Appreciate DVD run
 +
|-
 +
| Owarabi
 +
| Munchausen
 +
| 9.384.193.220
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=VVTgoaTYkRg&t=1h15m55s Youtube]
 +
|
 +
|-
 +
| T3-CYR-WIZ
 +
| Nagino2
 +
| 11.415.626.810
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=sxw2XzT7Gdc Youtube]
 +
| Appreciate DVD run
 +
|-
 +
| Yusemi SWY
 +
| Reika2
 +
| 11.104.038.960
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=jYn3eCUfZTI Youtube]
 +
| Appreciate DVD run
 +
|-
 +
| Dame K.K
 +
| Roger2
 +
| 10.656.934.140
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=kMCwIVG42Hk Youtube]
 +
| Appreciate DVD run
 +
|-
 +
| IML-星白金-YUJ & T3-CYR-WIZ
 +
| Batu2 & Nagino2
 +
| 12.101.705.530
 +
| PCB
 +
| ALL
 +
| [https://www.youtube.com/watch?v=j2u6r-dGLd8 Youtube]
 +
| Appreciate DVD run - 2 players
 +
|}
  
''(Also known as Milestone Sound Collection Takadanobaba Mikado Limited Bonus Disc INH Insanity DVD' : Karous & Illvelo.)''
+
=== List of official superplay materials ===
  
[[File:Illvelo - Insanity DVD.jpg]]
+
Refer to List of superplay Materials#Alfa System
  
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.
+
=== Shikigami no Shiro 2 Appreciate DVD (2004) ===
  
Contents of the DVD :
+
This 3-DVD set contains a run for every character in the game with the exception of Fumiko OV, as a Chibi Fumiko run is featured instead. All the videos in the DVDs have standard non-rotated footage, but also alternate 270° rotated vertical versions. A booklet also comes with the DVD.
* 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 the info comes from : https://web.archive.org/web/20180817104715/http://www.inhgroup.com:80/item/insanity'.php
+
DVD #1 has the following runs :
  
=== Fxxk Of Tha World (2018) ===
+
{| class=wikitable style="text-align: center;width: 100%"
 +
|-
 +
! style="width:10%;" | Player
 +
! style="width:10%;" | Character
 +
! style="width:10%;" | Score
 +
|-
 +
| Oroshi (ORS)  
 +
| Kuga2
 +
| 6.529.866.050
 +
|-
 +
| Hige-SADAM
 +
| Hyuga2
 +
| 6.252.394.990
 +
|-
 +
| Yusemi SWY
 +
| Sayo1
 +
| 7.103.884.810
 +
|}
  
[[File:Fxxk Of Tha World Superplay DVD.jpg|300 px]]
+
DVD #2 fas the following runs :
  
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.
+
{| class=wikitable style="text-align: center;width: 100%"
 +
|-
 +
! style="width:10%;" | Player
 +
! style="width:10%;" | Character
 +
! style="width:10%;" | Score
 +
|-
 +
| KDK-ASK
 +
| Kim2
 +
| 6.879.535.480
 +
|-
 +
| T3-CYR-WIZ
 +
| Niigi2
 +
| 6.667.763.600
 +
|-
 +
| Dame K.K
 +
| Roger2
 +
| 6.558.937.500
 +
|}
  
Here is a list of the contents of each DVD :
+
DVD #3 has the follwing run :
  
'''DVD #1 :'''
+
{| class=wikitable style="text-align: center;width: 100%"
 +
|-
 +
! style="width:10%;" | Player
 +
! style="width:10%;" | Character
 +
! style="width:10%;" | Score
 +
|-
 +
| EOT
 +
| Chibi Fumiko2
 +
| 5.659.184.630
 +
|}
  
* Chaos Field - Arcade (DC) - ALL - HAL - Score : 30.347.660 - Player : FAT
+
This DVD also features footage of each character's single-player story segments.
  
* Chaos Field - Original (GC) - ALL - Ifumi - Score : 94.388.700 - Player : FAT
+
Contents of the booklet :
 +
* Score breakdown for each of the featured runs
 +
* Superplayer interview
  
* Chaos Field - Arcade (Wii) - ALL - Jinn - Score : 25.423.850 - Player : FAT
+
=== Shikigami no Shiro 3 Appreciate DVD (2006) ===
  
* Chaos Field - Arcade (PS2) - ALL - HAL - Score : 192.469.330 - Player : FAT
+
This 3-DVD set contains a run for every characters, as well as bonus footage and an informative booklet. While most characters simply have a single run with one of their two shikigami types, Kim Mihee is featured in two runs, each with a different shiki type. Besides, a 2-player run features Batu Harai and Nagino Ise, albeit with the same shikgami types as their solo runs.
  
'''DVD #2 :'''
+
DVD #1 has the following runs :
  
* Radirgy - Arcade (DC) - ALL - 123 laser - Score : 110.234.210 - Items : 100% - Player : FAT
+
{| class=wikitable style="text-align: center;width: 100%"
 +
|-
 +
! style="width:10%;" | Player
 +
! style="width:10%;" | Character
 +
! style="width:10%;" | Score
 +
|-
 +
| Oroshi (ORS)  
 +
| Kuga1
 +
| 10.091.260.550
 +
|-
 +
| Hige-SADAM
 +
| Hyuga2
 +
| 9.862.512.570
 +
|-
 +
| Yusemi SWY
 +
| Reika2
 +
| 11.104.038.960
 +
|-
 +
| T3-CYR-WIZ
 +
| Nagino2
 +
| 11.415.626.810
 +
|}
  
* Radirgy - Arcade (Wii) - ALL - Wide shot - Score : 100.271.450 - Items : 100% - Player : FAT
 
''Note : This run disabled the story dialogues and emails. This results in fewer enemy wave spawns after each midboss fight''
 
  
* Radirgy - Arcade (X360) - ALL - Bubble shot - Score : 122.241.890 - Items : 99% - Player : FAT
+
DVD #2 has the following runs :  
  
* Radirgy - Owakari (PS2) - ALL - 123 laser - Score : 106.890.740 - Items : 98% - Player : FAT
+
{| class=wikitable style="text-align: center;width: 100%"
 +
|-
 +
! style="width:10%;" | Player
 +
! style="width:10%;" | Character
 +
! style="width:10%;" | Score
 +
|-
 +
| KDK-Takeyuki
 +
| Batu2
 +
| 11.504.381.410
 +
|-
 +
| Dame K.K
 +
| Roger2
 +
| 10.656.934.140
 +
|-
 +
| T3-Sanchasame
 +
| Munchausen2
 +
| 8.856.996.410
 +
|-
 +
| IML-星白金-YUJ
 +
| Kim2
 +
| 11.407.026.000
 +
|}
  
* Radirgy - Manpuku (GC) - ALL - 123 laser - Score : 1.301.697.520 - Items : 100% - Player : FAT
+
DVD #2 has the following runs :  
  
'''DVD #3 :'''
+
{| class=wikitable style="text-align: center;width: 100%"
 
+
|-
* Karous - Hard (Wii) - ALL+TLB - Score : 2.412.837.160 - Level : 219 (36-100-83) - Player : FAT
+
! style="width:10%;" | Player
 +
! style="width:10%;" | Character
 +
! style="width:10%;" | Score
 +
! style="width:30%;" | Comments
 +
|-
 +
| EOT
 +
| Emilio2
 +
| 10.067.979.710
 +
|
 +
|-
 +
| Koohan北尾
 +
| Fumiko1
 +
| 9.850.534.640
 +
|
 +
|-
 +
| TZW-ART?
 +
| Kim1
 +
| 10.547.590.060
 +
|
 +
|-
 +
| IML-星白金-YUJ & T3-CYR-WIZ
 +
| Batu2 & Nagino2
 +
| 12.101.705.530
 +
| This is a 2-player run
 +
|}
  
* Karous - Hard (DC) - ALL+TLB - Score : 3.635.103.790 - Level : 285 (91-100-94) - Player : FAT
+
The DVDs also contains a total of 45 short clips of strategies and tricks that aren't necessarily shown in the full runs. DVD #1 has 15, DVD #2 has 16, and DVD #3 has 14.
  
* Karous - Hard (PCB) - ALL+TLB - Score : 6.422.836.790 - Level : 300 - Player : eiden (EID)
+
Contents of the booklet :
 +
* Superplayer interview
 +
* Comments for each of the 45 short clips
  
* Karous - Bullet converter item showcase, with footage of this item being used against bosses where the trick couldn't have been used in eiden's run. Additionally, there is also footage of the Wii and arcade versions freezing due to spawning too many items with this bullet converter.
 
  
'''DVD #4 :'''
+
Archived version of the official publisher page : https://web.archive.org/web/20070605095026/https://m-cs.co.jp/sikikami3/store_info.html
  
* Illvelo - Arcade (Milestone Shooting Collection 2) - ALL+TLB - Score : 7.538.034.360 - Player : FAT
 
  
* Illvelo - Illvelo Still (Radirgy Noa Wii) - ALL+TLB - Score : 9.313.566.590 - Player : FAT
+
== Story ==
  
* Illvelo - Special (Milestone Shooting Collection 2) - ALL - Score : 3.640.682.680 - 105 keys - Player : FAT
+
[First half from Aksys website, second half is machine translation]
  
* Illvelo - Special Mode ending with 100 keys
+
The story takes place in a small country called Alcaland, in Mid-Eastern Europe.
  
* Illvelo - Tutorial video with the locations of all the star spots and bonus stage entrances
+
Alcaland is populated by an ethnic group called Majar. Other inhabitants include German, Slav, and Hebrew, among many others. This small country (about the size of Delaware), was once annexed by the Soviet Union; however it gained independence in 1992. A beautiful country that has radiant lakes and wheat fields that shine in the sunset; its major industries are pasta and livestock.
  
* Illvelo - Special Mode ending with 0 keys
+
The 1.84 million denizens of Alcaland are ruled by a constitutional monarchy (similar to Sweden).Since this country has little economic worth, it has no relations with Japan. While it does have its own borders, it is a desolate country that only has a consulate in neighboring Apfelland and relies on electricity from Russia and Bostonia. Alcaland is a backcountry, but put nicely, it's a quiet, forgotten kingdom.
  
'''DVD #5 :'''
+
However, the peace has been disturbed due to a recent series of disappearances and comatose persons. These incidents would have been overlooked had Princess Maako not decided to try and solve these difficult cases herself. This is interesting for the people since they believe that Princess Maako Doroneia Edilius possesses the power of illusion.
  
* Radirgy Noa - Arcade (Wii) - ALL (Bad end) - Score : 153.021.330 - Player : FAT
+
Before Alcaland had been annexed into the Soviet Union, the country's many psychics were commonly employed to investigate such issues. However, psychics were oppressed while Alcaland was part of the Soviet Union, which caused the psychic population to dwindle to what it is today. As a result, Alcaland had to ask for outside help to deal with their problems.
 +
  
* Radirgy Noa - Arcade (Radirgy Noa Massive) - ALL (Good end) - Score : 382.956.530 - Player : FAT
+
To help her decide on whom to ask, the princess used twenty-year-old documents which showed Japan as having the greatest advancements in the field of investigation. Based on this, and the fact that Japan has a very deep history, the princess assumed that the country had very powerful psychics and asked Japan for help. Basing such a decision on incorrect assumptions and outdated reports may seem ill-conceived to most, however this truly shows the modernity of Alcaland.
  
* Radirgy Noa - Classic (Radirgy Noa Massive) - ALL - Score : 226.645.300 - Player : FAT
+
The princess felt that help would be appropriate given the great sacrifices that Alcaland had made for Japan in the past. In the shallow history of Alcaland, it is said that a small (and possibly overlooked), armed yacht was sent to aid Japan during the Russo-Japanese War. Because of this, Alcaland considers itself, even today, Japan's number one ally. It is appropriate to send aid to your allies when they are in need. Although, given this example it would seem that Japan may have many allies that it is not aware of.
  
* Radirgy Noa - Expand (Radirgy Noa Massive) - ALL (Good end) - Score : 413.028.460 - Player : FAT
+
How would you react to an ally who asked for serious aid in the form of psychics? Not having the resources to fulfill such a strange request, the Japanese Foreign Ministry was at a loss for what to do.
  
* Radirgy Noa - Arcade (Wii) - ALL (Bad end) - 2P play - Scores : 22.844.240 (1P) & 37.296.890 (2P) - Player : ATF
+
When a ministry representative contacted the metropolitan police department regarding this issue, the police responded harshly asking "Two things: Where would we get the resources for that, and why should we care!?" The representative felt that even a country such as Alcaland deserved help when it was in need, yet this meant that the ministry was, again, at a loss.  
  
'''DVD #6 :'''
 
  
* Chaos Field - Arcade (Sakura Flamingo Archives) - ALL - HAL - Score : 161.723.870 - Player : FAT
+
---
  
* Radirgy - Arcade (Sakura Flamingo Archives) - ALL - 123 laser - Score : 126.735.140 - Items : 100% - Player : FAT
 
  
* Karous - Hard (Sakura Flamingo Archives) - ALL+TLB - Score : 3.561.506.840 - Level : 291 (96-100-95) - Player : FAT
+
The crisis was saved by a bipartisan group of Diet members.
 +
They were not so unsympathetic as to forget their debt of gratitude after a single defeat in the war, and they had loosened their heads enough to have some understanding of psychic powers.
 +
At their own expense, and with a little help from some very generous sources, they set the Agency in motion.
 +
The culture of self-financing is always so beautiful.
  
'''DVD #7 :''' 
+
The trouble is the Agency.
 +
The agency has refrained from dispatching psychics outside the country due to its relations with neighboring countries.
 +
In addition, there was no criminal investigation ability.
 +
However, the Japanese family art is not only self-financing.
  
* Illvelo - Arcade (Sakura Flamingo Archives) - ALL+TLB - Score : 8.104.172.810 - Player : FAT
+
There are also subcontractors and bellyaching.
  
* Radirgy Noa - Arcade (Sakura Flamingo Archives) - ALL (Good end) - Score : 372.618.010 - Player : FAT
+
The Shinrei Agency used Suzuki, a returnee, to contact and contract with private psychics to help the police force.
 +
He succeeded in sending them.
  
* Radirgy Noa - Expand (PC) - ALL (Good end) - 2P Play - Scores : 116.672.740 (1P) & 87.098.480 (2P) - Player initials : FAA & FAL
+
The Japanese Ministry of Foreign Affairs sent a fax to Alcaland stating that they would take good care of the situation, and exactly five minutes later the Spiritual Agency sent a fax stating that they would send psychics.
''Note : This run also used a debug feature to show all the hitboxes during gameplay''
+
The Ministry of Foreign Affairs does not break precedent, nor does it offend its neighbours.
 +
But the Japanese nation as a whole has done its duty.
  
* Illvelo - Mixture (Sakura Flamingo Archive) - ALL+TLB - Score : 9.855.930
+
Thus, Japan's face was saved again.
 +
With a great diversions and a few grimaces.

Revision as of 23:18, 15 March 2021

Game Title
Template Title.png

Game Logo

Developer: Alfa System, Skonec
Music: Youichi Shimamura, Kouta Nakashima
Release date: Arcade
JP : Feb, 2006
Windows
JP: 29, Sep 2006
X360 :
JP : 13, Dec 2007
Wii
JP : 13, Dec 2007
US : 13, May 2008
PAL : Cancelled
Previous game: Shikigami no Shiro Nanayozuki Gensokyoku
Next game: Sisters Royale

Shikigami no Shiro 3 (式神の城 III), also known as Castle of Shikigami 3 or Shikigami no Shiro Episode-3, is the third main installment in the Shikigami no Shiro series. Co-developed by Alfa System and Skonec (developers of Psyvariar and Homura), this game was initially released for the Taito Type-X arcade board in 2005, and then received multiple home ports on PC, X360, and Wii. The Wii port was localized by Aksys Games for the NA region. It was also supposed to be released by pQube for the PAL market, but this release ended up being cancelled.

This game keeps most of the mechanics from the previous entries and also adds several new characters, as well as a brand new Hi-Tension Max system, which is similar to a hyper mode. This new mechanic and the more generous extend thresholds change the game's scoring dynamic from a primarily graze-based affair to a resource management-oriented playstyle with cycles of self-destructs for bombs and then consecutive Hi-Tension Maxes for score.



Gameplay Overview

  • The game is played with an 8-way stick and 4 buttons. (Diagonal movement is not normalized in arcade-compliant settings)
  • Two people can simultaneously play
  • The default extends are : first at 200 mil, then one very 400mil
  • Each player can only carry 3 lives and 5 bombs at the same time. They start a run with 3 lives and 3 bombs.
  • The game features 5 stages and no loops
  • A full run lasts around 30 minutes

Controls

  • A (Tap): Shot
  • A (Hold): Shikigami
  • B: Bomb
  • A+B (Simultaneous Tap): Hi-Tension Max
  • C (Hold): Shot
  • D: Hi-Tension Max

Notes :

  • Since the shikigami button also acts as a shot button when tapped, immediately holding A will still make the player character fire a few shots before summoning their shikigami.
  • The arcade version of the game does not have C and D activated by default. Go in the service mode menu and activate C and D from there.
  • As holding C simulates A tapping, it is likely that pressing B to bomb while C is still being held will instead activate a Hi-Tension Max because of the game actually registering an A+B input where the A is being simulated by C. There is no option to disable the A+B input entirely, so letting go of C when pressing B is recommended. This is fixed in the PC port but not the Wii version.


Weapons

While the specific behaviors of each character's weapons can differ a lot, every character in the game (save for one exception concerning Munchausen) has a similar toolset at their disposal, with a shot, tension shot, shikigami and bombs.

Shot

When tapping the shot/shiki button or holding the dedicated shot button, the player character will fire a normal shot. Most of the shots have straightforward movement, but some have homing or adjustable angle properties.

Tension Shot

When the player gets close to a hazard while using the shot, said shot will change into a powered up red-colored version. This is the tension shot.

Tension shots' additional damage can be useful in order to destroy enemies faster, and can be part of survival strategies. However the tension shot requires continuous grazing of a hazard to stay active, which also presents a risk.

Shikigami

By holding the shot/shiki button, the player will summon a shikigami. Depending on the player character, the shikigami can take many different forms such as a familiar that will auto-attack enemies, a laser beam, a shield that reflect bullets, floating swords, etc. Most of the characters move more slowly when using the shikigami but this is not the case for everyone.

The behaviors of the shikigami are much less standard than the shots, but they are the key to scoring efficiently. Some characters' shikigamis (such as the aforementioned shield) can also be very useful for survival.

Each playable character can choose between two types of shikigamis. Most of the characters have two variations on a similar weapon type, however some of them feature more pronounced differences between their two shikigami types. The shikigami choice is done before starting a run and cannot be changed through the run.

Bomb

Bombs are powerful attacks with limited use counts that can be activated in order to save oneself from a hairy situation. They instantly cancel every bullet on screen, provide invincibility to the player, and inflict heavy damage to enemies they hit.

Each playable character has a different bomb type, with distinct duration, range, visuals and effects. Munchausen is the only character without a bomb, in its place is a teleport move which does not consume any of the bomb stock.

The player starts with 3 bombs, and 5 can be simultaneously carried at max. A new bomb is awarded every time they get an extend or lose a life.

Interface

For player-related information, the following locations apply to the 1P side. Mirror them for 2P side.

  • Bottom left's top rectangle row : Player bombs
  • Bottom left's bottom rectangle row : Player lives

The leftmost empty rectangle for both bomb and life counts progressively fills to show score progress towards the next extend+bomb. However, there is no partial life/bomb in this game.

  • Bottom left's yellow text : x8 action count. Number of times the player collected a coin or killed an enemy with a x8 multiplier active. This counter is reset after every boss.
  • Top left corner number : Player score
  • Top left corner red bar : Hi-Tension max gauge (only visible when using a Hi-Tension Max)
  • Top purple bars : Boss HP bars (only visible when fighting bosses)
  • Top middle white number : Remaining seconds before boss timeout (only visible when fighting bosses)


Characters

Shikigami no Shiro 3 features 10 different characters, each having two different shikigami variations. This brings the total of different playstyles to 20.

For details on each individual character, refer to Shikigami no Shiro 3/Characters


Note : The character profiles have been taken from the official US localization

Reika Kirishima

A female police officer. Number 0, division 0 in the metropolitan police department. She is known as Time Gal. She has long, silky green hair, wears a bare mid-riff outfit, and has long slim legs. With her anachronous costume and mouth, she strives to be a first-class time criminal.

She really has time jumping capabilities as she says, but most people don't believe her (to her dismay). Incidentally, she is only 17 years old. She is a high school student as well as a police officer. Reika travels anywhere from the years 1888 and 2145, and she can be seen appearing in various locations (like in the background).


Shot : A dual stream of ripples. The crystal emitters are side-by-side if Reika moves sideways, but move on top and bottom of Reika when she moves on the vertical axis, making the shot narrower but more focused


Shikigami Type 1 : The crystals stay on Reika's left and right and fire forward shots that slightly angle towards her front. Moving up and down slightly adjusts the angle but the general behavior of the dual shots remains similar.


Shikigami Type 2 : The crystals fire shots that travel in the direction opposite to the one Reika was moving in. The crystals also rotate around Reika when adjusting their shots depending on her movements.

Bomb : Reika freezes time for a few seconds. Enemies and bullets will not move, and Reika can fire her shot in order to erase bullets and damage enemies. The shikigami can not be used either. Any enemy killed during the time stop will not spawn any coins.

HTMs can't be triggered during the time stop. If an HTM is active when the time stop was triggered, the HTM gauge will freeze as usual, but the tension shot will not be available.

Emilio Stanburke

A good-looking young boy with black hair and suspenders.

Only 10 years old, he is a member of the noblest of the royal families in Alcaland and detests foreign intervention into its domestic matters.

He is a high-spirited boy who said, "Our country has the strengths of its own traditions." After stating this, he went out to investigate on his own.

He always has a worried look on his face, what some people refer to as a Majar melancholic. He uses a demon known as Devour, which can change into various shapes. (In Christian countries, they are called shikigami.)

He is very stubborn and proud, and though he has a good personality, he is fixated on authority and has a slight tendency to look down on commoners.

Shot : Fires two streams of homing shots that target enemies. Each of those streams can target different enemies.

Shikigami Type 1 : When initiating the shikigami, Emilio will cast an anchor point in one of three directions : forward, top-left, or top-right. The direction depends on Emilio's movement when the laser is being activated. If Emilio is not moving sideways, then the anchor point will be thrown forward. Otherwise it will be thrown in the direction opposite to Emilio's. In other words, moving right will throw the anchor at Emilio's top-left, and moving left will send it to Emilio's top-right. The vertical direction of Emilio's current movement does not have an influence on the anchor point location, and there is no way to throw the anchor behind Emilio or on the same horizontal axis as him.

Up until he gets hit or releases the Shikigami, this anchor point will stay in place while Emilio fires a pink laser that travels from its wand to this anchor point. It is therefore possible to change the trajectory and length of the laser by moving Emilio around.


Shikigami Type 2 : When activating the shikigami, Emilio will start firing a fixed-length pink laser in the direction he's currently moving in. All 8 directions are available for the laser to be facing. The laser's length and orientation will remain consistent for as long as the shikigami is active.


For both shikigami types, the most damaging part is the halfway point of the laser. Furthermore, Emilio will actually move faster when its shikigami is active.

Bomb : Emilio fires a powerful frontal laser beam as angelic wings appear behind his back.

Kim Mihee

A fighting doctor from Seoul, Korea, holding her head while on a plane thinking, why me?

Her left hand trembles and is said to be able to kill anyone who touches it. When her hand trembles in the operating room, patients often plead for their lives. Because of this, she has the misfortune of being called a quack, even though she is a skilled surgeon.

Due to her bold, free-spirited nature, she did not get along with her conservative parents and left to study abroad: she has not returned to her homeland.

Mihee's an avid traveler, but when she went to visit some relatives in Japan, their dojo was closed and they were in prison... As she stood there stunned, a well-dressed investigator saying he was a friend of the relatives approached her. She somehow ended up going to Alcaland.

(Note : The imprisoned relative is Kim Daejeong from Shikigami no Shiro 1 and 2, and the "well-dressed investigator" refers to Gennojo Hyuga) Shot : Kim fires a large forward shot that has a thicker stream in the center and weaker, less frequent forward fireball shots on the left and right sides of the main shot. Kim Daejeong in previous games had a similar shot type, but his fireballs had a homing property. This is no longer the case here.


Shikigami Type 1 : Kim summons three swords around her that create an upside-down Y shape. The swords inflict continuous damage on enemies when touching them. Depending on the direction Kim moves in, the Y shape will rotate as to always have the crevice between the two top branches of the Y be in the direction Kim is facing. In other words, this means the bottom sword of the Y will face the direction opposite of the one Kim is facing. If Kim stops moving, the sword rotation will match the last direction the player has input, including diagonals.

It is possible to simulate a rotating attack by quickly moving in circles. The spinning movement will move the three blades around in a circle motion, damaging enemies around Kim in the process. This is not a special hard-coded property of the shikigami, but simply a natural effect of the sword's directional properties.

Compared to the same shikigami type that was featured in Shikigami no Shiro 2, the movement speed when using it is noticeably faster.

Shikigami Type 2 : Kim summons two swords in front of her. The swords can rotate around Kim, each of the swords on their own side. If Kim moves upwards, the two swords will rotate downwards, and vice-versa for downwards movements. The swords will not rotate if Kim moves sideways.

Bomb : Kim slows down a bit as she charges a poisonous short-range punch, and then unleashes it. This attack has very limited range and the slower speed during the charge-up makes it harder to aim at far away enemies, but has decent power if it connects. Additionally, any enemy that survives the attack (most likely bosses only) will suffer from a poison aliment, flash in green, and regularly take small amounts of damage regardless of most player actions.

The poison effect persists even if the player loses a life or uses another bomb, however it gets disabled if the player loses all lives and will not persist upon using a Continue. In the case of a boss with multiple life bars, the poison effect will also dissipate once the current life bar is emptied.

Since the poison effect is part of the bomb, an enemy/boss that dies due to the poison damage will be considered as a bomb kill and therefore not give any coins.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=CtKRVnKjryk ]


Batu Harai

A brooding exorcist hired by Emilio Stanburke.

He is an apostate priest that wields an extending spear in the shape of a cross.

He is tired of Emilio's nationalism and wants to hurry and get the job done. He considers the foreign guests demons and has written a petition to headquarters asking for orders to subjugate (i.e. punish) them.

He likes hard liquor. Shot : Batu fires a disc-shaped shot in front of him while two other disc-shaped shots spin around him. Getting closer to an enemy can therefore deal more damage even without the tension shot as all those shots hit it.


Shikigami Type 1 : After charging the shikigami and then releasing the button, Batu performs a powerful forward stab with his spear. The length of the stab attack depends on how long the shikigami has been charged.


Shikigami Type 2 : After charging the shikigami and then releasing the button, Batu will spin his spear around him, causing damage to enemies around him when the circling attack touches them. The spin attack will last longer if the shikigami was charged longer.

However, an advanced trick allows Batu-2's spin attack to keep going. Whenever Batu is spinning his spear, it is actually possible to buffer another shikigami charge. By charging and releasing the button again with the correct timing while the previous shikigami spin is still ongoing, Batu can extend the duration of the attack. Continuously repeating this charge and release process is necessary to keep the shikigami spinning over and over and is also key to high score play with this character.

By charging the shikigami to the max level before spinning, the duration within which the next charge can be buffered is higher, while the charges that the player buffers have to be shorter if the initial charge was shorter, as to be able to properly release the charge before the spin stops.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=DRTI9pb8qVs ]

Bomb : After a short animation, Batu plants its spear at his feet and creates a small exorcism circle around him. The attack also summons a few spiral effects around said circle and which cover the screen. Both inflict damage but the circle is where most of the damage potential is concentrated.


Nagino Ise

She is a nuclear attack-class troublemaker, messing with the relationships of Gennojo and Kohtaro, who she both calls papa, and Fumiko and Sayo, who she both calls mama. She is 9 years old and is a happy elementary school student who isn't going to school.

She has the mystical power of turning the words she says into reality. As a guardian, she carries the rabbit deity known as "Strider" in her backpack.

Shot : Nagino's shot is a wide spread attack. Due to its shot limit, there can be a noticeable pause between salvos depending on the player position relative to enemies and top screen edge. As her tension shot also increases the speed of the projectiles, the shot limit becomes less restraining.

Shikigami Type 1 : Nagino's rabbit will spawn a blue frontal shield while the shikigami button is held. It will be deployed for a limited duration. A circular gauge will appear on the character to indicate how long the shield can still be kept deployed. While active, this shield is able to suck up all enemy bullets that touch it. It can also damage enemies on contact.

When the shield timer runs out or when the player releases the button (whichever one happens first), all bullets that were absorbed will be then be fired back on enemies. The shield will also stop being active with a very short cooldown before it can be reactivated. The shield stop will occur even if no bullets have been absorbed.


Shikigami Type 2 : When holding the shikigami button, a multi-directional purple shield will be deployed. This shield will not exclusively cover the front, instead it will orientate itself in the same direction as the player. There is no limited duration for this shield as the circular gauge instead fills up when bullets are being absorbed by the shield. Enemies that touch the shield also get damaged but do not fill the jauge.

If the player releases the button, all absorbed bullets will be reflected at enemies. The shield will then deactivate with a little cooldown before a potential reactivation. However, if the shield gauge is maxed out from absorbing too many bullets without a release, it will get overloaded without firing back any of the absorbed bullets. An overloaded shield will not despawn, instead it will become transparent and be unable to absorb bullets for a second before becoming active again, as long as the player keeps holding the shikigami button. It is also possible to release the shikigami button when the shield is overloaded and hold it again to summon a new, fresh shield.


Summoning the shikigami for both variations will make Nagino Ise move faster than her regular speed.

Bomb : Nagino Ise fires a directional bubble shot for a few seconds. Moving in a direction will make Nagino shoot the bubbles in this specific direction as well. The bubbles are narrow at first and spread out the further they travel.

Kohtaro Kuga & Sayo Yuuki

Kohtaro : The hero of the series.

Due to the death of his longtime shikigami, Sazae, he has come back weaker than before. He still makes the mistake of calling out for Sazae and causes blunders for those around him. This is the story of his rise back from his loss.

He has grown taller, and sadness and frustration have cast a shadow over him. But once an incident occurs, he takes action more passionately than before. He has gotten rid of his school uniform and appears in a cool new outfit chosen by Fumiko.

He also works as a translator and interpreter.


Sayo : A shrine maiden that was resurrected when she was fused together with Kohtaro's shikigami, Sazae.

She feels jealous (and guilty) watching Kohtaro disheartened due to the loss of his partner. Her blunt attitude toward him has changed, and she now tries to be helpful - while rejecting him at the same time.

Since her former shikigami, Yata, is a national treasure and cannot be leased out, she has gone out on her own.

Since their battle potential is only half when alone, Kohtaro and Sayo travel together. Whether her fusion with Sazae is the cause or not, Sayo's kimono has a tendency to slip off of her shoulder.

Shot : A standard forward shot with medium width and power.


Shikigami Type 1 : Kohtaro summons Sayo as his shikigami, who will then move alongside him for as long as the shikigami is active. Whenever enemies appear on screen, Sayo will then rush towards them and attack them one after the other.

Sayo's appearance with this shikigami type is closer to Sazae (who was Kohtaro's shikigami in previous games)'s look.

Shikigami Type 2 : A blue summoning circle spawns at Kohtaro's current location when the shikigami was activated. Sayo appears on this summoning circle and will stay on it until enemies appear. As with type-1, Sayo will automatically attack enemies; however she will mostly focus on the enemies closer to the summoning circle instead of those near Kohtaro.

Letting go of the shikigami button and then pressing it again can be used in order to place the summoning circle elsewhere on the screen

Bomb : Kohtaro charges some energy and creates a fiery explosion around him. Four diagonal blasts also spawn, each dealing damage to anything they touch in their path.


Roger Sasuke

An American ninja.

At this point, Japan's international contribution, psychic abilities, and investigation have nothing to do with him, but Roger looks forward to this trip and participates on his own dime. (He even created the travel pamphlets and handed them out.) From one perspective, he's one of the people that participate in this case with the impurest of intentions, along with Fumiko.

He is Kohtaro Kuga's good friend and a serious **Wapanese**. However, his ninjutsu and methods are authentic, having learned them from the real deal - even his ninja sword is genuine. Because of this, he's as useful as Gennojo, a professional investigator. He is bummed that he is the only one Nagino doesn't call **papa**.

Shot : A forward volley of spinning shurikens.

Shikigami Type 1 : Roger's shikigami will appear alongside him and she will summon floating mines around her while the button is being held. When the button is released, the mines will be launched in the direction Roger is moving in. If Roger is not currently moving, the mines will be thrown upwards by default. Upon contact with an enemy or a wall, the mines will explode, causing massive damage. Mines that fly offscreen without touching an enemy or wall will not explode upon touching the screen edges, so it is possible to completely miss your mine throw.


Shikigami Type 2 : When holding the shikigami button, Roger's shikigami will charge mines around her. When releasing the button, the mines will be dropped around the location where Roger is, scattering around a little bit. They will then explode on contact with an enemy/wall, or on their own after a few seconds. These mines explosions can deal tremendous damage to enemies and bosses.

Bomb : Roger Sasuke starts spinning around while swinging his sword. The spin deals damage to enemies it touches. While its range is limited, the player can freely control Roger's position while swinging in order to hit the enemies on screen while being invincible through the entire bomb duration.

Fumiko Odette Van Stein

A gorgeous witch, in many different ways.

She is said to be more of a villain than the greatest enemy in the series. Her hobby is to steal the men of other women. Her second hobby is trampling upon people.

She has arrived in Alcaland to return to her homeland - and go on a honeymoon.

For Fumiko, Alcaland is a memorable place she visited a number of times when she was a young girl. She looks around her surroundings with fond memories and can't help but feel melancholic.

Shot : A crystal shot which can be angled by moving sideways. By default the shots will be launched forward, but moving to the right will make Fumiko shoot towards the right, and vice-versa for the left side. The shot's current orientation is not reset when letting go of the shot button, so resetting the shot direction actually requires the player to move in the opposite direction regardless of whether they are shooting or not.

Shikigami Type 1 : When the shikigami button is held, Fumiko will stop moving and a targeting cursor will appear on screen, as well as a portrait of Munchausen on the top corner on the player's side. The player will actually move the cursor, and when the shikigami button is let go of, a powerful explosion will appear where the cursor was. It will remain on screen for a few seconds and damage anything that touches it. Fumiko can resume moving as soon as the shikigami button is released.

Unlike previous entries in the series, Fumiko can also summon other explosions while the current one is still active if the player can quickly summon them. This can be used to quickly destroy bosses or stronger enemies.


Shikigami Type 2 : By holding the shikigami button, the player will stop Fumiko from moving and summon a targeting cursor which can be moved around. Whenever said cursor overlaps an enemy, a lock-on reticle will appear on them.

Upon releasing the shikigami button, a lightning bolt will be fired from Fumiko's wand and attack the locked-on enemies one after the other. If the player holds the shikigami button again while the lightning is still active, enemies that are targeted with the newly spawned cursor can also be attacked by the lightning from the previous attack, even if the player's second lightning attack hasn't been released yet.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=loKQXbM7ips ]

Bomb : Fumiko casts a spell that creates multiple powerful explosions on the entire screen. Despite the delay between the bomb button press and the summoning of the explosions, Fumiko is invincible right as the button is pressed.


Munchausen

He is like a young uncle to Fumiko, and is Kohtaro Kuga's good friend. He shows another side of himself as the versatile butler, and this time around, you can even see him looking cool without his glasses.

"I will educate you. Please prepare yourself."

Shot : Munchausen's shot is the same as Fumiko's. A forward crystal shot that gets angled left or right if the player moves in the same direction. Interrupting and restating the shots will not reset the current shot angle, only moving can readjust it.

Teleport : Munchausen is a special case as he does not have any bomb. (HTM are fine though) Pressing the bomb button will instead trigger a fast teleport dash in the direction Munchausen is currently moving in. The cooldown between consecutive teleports is around a second. If Munchausen is not currently moving, the teleport will not happen. If an obstacle or bullet is between the initial and final Munchausen positions, the player will not be damaged by it as Munchausen is invincible during the teleport.

However, the character can take damage as soon as the teleport ends. An implication of that property is that any invincibility that the character was granted, either due to a life loss or thanks to a HTM activation, will be instantly revoked at the end of a teleport dash. As a result, it's possible to chain-death very quickly by teleporting into a hazard right after dying.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=SXlROyURmVY ]

Shikigami Type 1 : When the shikigami button is held, a cursor will appear. Munchausen will remain immobile while the player instead moves the reticle around. Letting go of the button unleashes a big explosion on the cursor location.

This explosion is bigger than the one caused Fumiko's Type 1, however there is a limit of one explosion on screen max.


Shikigami Type 2 : Munchausen summons a pink spinning disc which can be freely moved around to damage and kill enemies. Munchausen is unable to move while the shikigami is deployed, as the directional inputs will control the disc instead. If the player lets go of the shikigami button, the disc will despawn and Munchausen can move again.

If Munchausen uses the teleport while the disc is active, the disc will despawn and then respawn on Munchausen's new location.

There actually is a special trick which allows the player to keep an active disc in one location and still be able to move Munchausen at the same time. This trick requires the player to summon the pink disc, move it at the desired spot, teleport and let go of the shikigami button in the middle of the teleport. If the glitch was correctly pulled off, the disc will no longer be visible but its hitbox will still remain active where it last was, as long as the player doesn't summon it again, gets hit, or until the pre-boss invincibility occurs.

While this invisible shikigami is active, the player can thus move around, teleport again, shoot, and activate HTMs. This is an essential asset for Munchausen-2 scoring, and a helpful addition for survival play too.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=hdqMJQRNhsg ]


Gennojo Hyuga

A psychic private investigator. He is one of the **tsukigamizoku** (Moongod tribe) living in Japan and is an **okami** (great deity, wolf).

At first he was against going on this mission because it was a request from the government, but since he was in dire straits with his living expenses, he finally gave in to the compensation and went on his first trip abroad. Whether it is due to pride or not, he tries to act like an avid traveler by acting like he knows it all, reading guidebooks, and studying foreign languages. He's a rather adorable middle-aged man who likes to call himself a young man.

Once again, though his character has changed, he partners up with Mihee to solve the incident. He is a proud and stubborn man who always ends up volunteering to take on the most difficult of tasks himself.

Shot : Gennojo shoots two streams of circular shots that crisscross multiple times in a helix-like shape. The width of the shot starts off large and decreases as it travels upwards.


Shikigami Type 1 : Gennojo summons a lightning ball in his hand as well as three lightning balls ahead, with one in the center and one of each side. These energy balls all travel alongside Hyuga and copy its movements.

The lightning ball in Gennojo's hand will damage anything it touches. Once any of the three forward lightning balls touches an enemy, it'll lock on to it until said enemy is killed or leaves the screen. Multiple lightning balls can lock-on to a single enemy to inflict more damage. When a ball loses its lock on an enemy due to kill or leave, it'll try to move towards its default position in front of Hyuga, but if it catches another enemy on the way back, it can also lock on to it.

Shikigami Type 2 : Gennojo summons two lightning balls, one in his hand and the other one in his back, as well as three lightning balls in front of him (one in the center, and one on each side) and two balls behind him (one of each side). To compensate for the additional lightning balls compared to Type-1, the three forward ones are not as further away here with Type-2.

The two lightning balls on Gennojo will damage anything they touch, while the three forward lightning balls and the two back ones can all lock-on to enemies just as with Type-1.


Jolts of electricity will connect Gennojo to the lightning balls for both shikigami types, however those do not deal damage and are only there for aesthetic purposes.

Bomb : Gennojo temporarily transforms into his wolf form and automatically attacks enemies on the screen by ramming into them at full speed. The player cannot control the wolf's movements during the bomb, but the wolf form is also completely invincible.

Stage structure

The game's 5 stages are divided into two halves, each half having one stage portion and one boss. For instance, Stage 1 has 1-1 Stage, 1-1 Boss, 1-2 Stage, and 1-2 Boss. The ports' practice modes respectively refer to those 4 subdivisions as Area1, Boss1, Area2, and Boss2.

The first boss in a stage will be a mechanical boss with destructible parts, while the second boss will be a human character without destructible parts. Those character boss fights can also be preceded with short dialogues if the story segments have been activated.

5-1 and 5-2 are exceptions to the formula. 5-1 Boss features both a human boss and a mechanical boss back-to-back. 5-2 does not feature any stage portion and throws the player directly into a multi-part boss fight.

Boss fights

Each of the game's boss fights require the player to empty multiple life bars within the time limit. The time limit is a global per-boss one rather than per-life-bar. Additionally, there is no individual lifebar timeout and the only way to progress from a phase to another is to empty said lifebar.

If time runs out while the boss is still alive, a specific sound effect will play and red invincible timeout Oni will start spawning. These flaming heads will try to chase the player around, and spawn in larger and larger amounts. Eventually, the boss will self-destruct on its own.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=4y-S9pX-hlg ]

If the player game overs, the Oni will despawn. If a Continue is used, the timeout Oni will not reappear. The boss will still self-destruct as usual after some time.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=2MGhhL2OpzU ]

End of stage

At the end of each stage, the player will be granted a Class. This letter-based rank evaluates player performance and can range from F to A and then S and SS. The class will be prefixed with a minus sign in case the player game-overed and then used a Continue.

Scoring

Scoring well in Shikigami no Shiro 3 mainly relies on two factors : keeping a tension multiplier at x8, and collecting coins whose base value can be increased up to 10 000.

Tension Bonus System

The tension bonus is a score multiplier going from x1 to x8 which gets applied to any score bonus the player can get, with the exception of post-boss bonuses. It can affect enemy kills, boss part/phase destruction, and collected coins' value.

This multiplier increases depending on the player's proximity with a hazard : bullet, laser, or an enemy itself. The closer they are, the higher the tension multiplier will be for any score action (kill, coin collect) that occurs at that same time. Continuously grazing the same hazard for multiple score actions is also perfectly fine, as there is no limit to how many times said hazard can provide tension multipliers.

The tension multiplier also affects the specific amount of coins that are spawned from enemies/bosses.

Coins

Whenever an enemy, boss part, or boss phase is killed with your shot or shikigami attack, the game will spawn coins. If the shot was used, the amount of coins will be the set base amount defined for the enemy or boss in question. If the shikigami was used, the amount of coins spawned will be multiplied by the tension bonus multiplier. However, any kills gotten through bomb use will not spawn any coins at all.

These coins will then be auto-collected and increase the player score. The initial base coin value is 10, and every collected coin that was spawned thanks to a Shikigami attack will increase the base coin value by 10, up to a maximum base value of 10 000. Coins spawned with the shot attack will simply not increase the base coin value. The coin value carries over from stage to stage.

The actual value for each collected coin uses this base value and can then also be affected by the tension multiplier. Whenever a coin is collected, a small text will appear above the player character that indicates the base coin value and tension multiplier. (Thus, the max that's shown will be "10 000 x8") If the tension multiplier is at x8, the text will be red. Otherwise, it will be blue if the coin was spawned with a shikigami attack, or purple if it was a shot attack.

Whenever the player gets hit, the base coin value drops back to 10, no matter the current base value of coins. The player also visibly drops some coins which slowly fall off the screen, which can be collected again for points by touching them. Dropping coins does not decrease the score nor make the player lose the points said coins initially gave.

Hi-Tension Max (HTM)

New to Shikigami no Shiro 3 is the Hi-Tension Max. This novel mechanic works akin to a hyper mode and requires a bomb in stock to be triggered since it consumes one upon activation. The HTM will temporarily make the player be at maximum tension multiplier and get access to the tension shot regardless of their proximity with enemies or bullets. Any enemy destroyed or coin collected will therefore be at x8 multiplier for the duration of the HTM.

Additionally, when an enemy is killed during HTM, the amount of coins it spawns is being multiplied by x1.5 . Since the x8 tension multiplier also multiplies said amount of coins for shikigami kills, the player spawns 12 times the amount of coins in this scenario.

An HTM activation will spawn a visual circular red effect around the player for approximately a second. The player is invincible during said activation animation, and as such it is possible to include this property into routing, as to bypass a wall or wave of bullets and get closer to some enemies before killing them at max tension for example.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=bijd6a9xSvc ]

However, if the player uses an HTM while being near the end of a post-death invulnerable state, this 1-second long invincibility period can be cut short by the post-death state ending during said second.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=eE9ArnSqMV8 ]

If the player uses a normal bomb while its HTM is already active, the HTM timer will freeze while the bomb is being used, and it then resumes.

A second HTM cannot be triggered if one is already active

When reaching a boss or killing one with an HTM active, the game will prematurely stop it right after the kill. The properties on tension multiplier and coin spawning still apply to the boss kill, but not necessarily on the coin collection if it occurs afterwards.

Bonus enemy waves

The game's stages feature a slight caravan element to them : by killing enemy waves quickly, it is possible to trigger the next waves faster, and thus more score that can be gotten from a stage portion. This behavior can be seen in all stages except 3, since the existence of walls make the enemy placement fixed instead of dynamic.

General scoring loop

In order to score high, the recommended strategy is to self-destruct twice at the beginning of the game to get two more bombs, and then continuously use the bomb stock as Hi-Tension Maxes while quick-killing enemies. This will grant optimized point counts for the waves and replenish the lost lives through score extends. Upon reaching the end of a boss, the player should self-destruct any excess lives they have gotten right before killing said boss in order to replenish the bombs as much as possible and repeat the cycle of continuous Hi-Tension Maxes in the next stage or stage portion.

Grazing bullets/enemies while killing enemies and collecting coins, just like the previous Shikigami games, can still be important during moments where the HTMs aren't used such as some bosses.

Version Differences

The game's playing configuration can be modified by changing the difficulty and/or by changing the game modes. Difficulty settings were already available in the original arcade release while game modes are new tweaks introduced in the home ports.

Difficulties

Easy

Easy features toned down attack patterns and triggers an autobomb when the player is hit. However, there is no bomb restore when the player is hit, and the game ends after stage 3 is completed.

Other tweaks to the level-design also make the stages themselves easier. For instance, stage 3 walls are less dense and the moving walls are slower, and some enemies have been removed.

Arcade

Arcade is the regular arcade difficulty and the default choice when starting a run

Extreme

Extreme is a difficulty setting where every enemy or boss part killed will spawn revenge bullets on the player. Additionally, bosses will routinely fire a fast aimed spread shot on top of their regular attack patterns.

Several levels of Extreme exist : 1, 2, and 3. Each of those increase the amount of revenge bullets and the speed at which those revenge bullets and the additional boss bullets are fired.

Arcade/Director's Mode

The game's home ports feature a "Game Mode" setting in its options. The two choices are "Arcade Mode" and "Director's Mode". While Arcade Mode matches the original arcade game, Director's Mode adds a lot of smaller tweaks to the game, some aesthetic/QoL, some directly affecting the scoring. As a result, players who want to submit scores that can match the arcade version should select "Arcade Mode", whereas Director's Mode can be used for a smoother, more polished and accessible experience.

This choice is independent from the difficulty selection, therefore it is possible to freely combine difficulty selection and Arcade/Director modifier selection.

Here are the known changes that Director's mode provides :

  • The HUD disappears in Director's Mode if you are on top of it instead of hiding your character like in Arcade.
  • Director Mode allows you to move your character and hitbox much closer to the screen edges' horizontal sides than the Arcade Mode.
  • The diagonals in Director's Mode are normalized, which isn't the case in Arcade Mode.
  • Yellow wall blocks in stage 3 are changed to a darker shade of orange in Director's mode, which helps seeing them better even when hidden.
  • Killing enemies and bosses give you more coins in Director's mode. The coin spawning animation is also different as Director's mode has them more spread out, versus the more packed coin stacks in Arcade.
  • On-screen bullets are not canceled when a boss is killed in Director's Mode so the player can more easily get the x8 on the coins. The player is still granted invincibility as soon as the boss dies.
  • The final phase of 5-1 boss is worth 100 mil points, which means a x8 can replenish 2 lives and refill 2 bombs. It's worth absolutely nothing in Arcade Mode.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=zI9flIiGnZg ]

More may exist.

Additional game modes

Modes are alternate ways to play that have been added in the Wii and X360 ports. (They are not available on the PC version) The choice between modes is decoupled from difficulty selections such as Easy /Arcade/Extreme and the Arcade/Director's Mode choice, and thus can be combined according to player preference.

These bonus modes are 1-player only

Dramatic Change Mode

Dramatic Change Mode is a feature which allows you to play as two characters instead of only one. Contrary to double play modes one can find in some other shmups, here the two characters are not simultaneously displayed on screen. Instead, the player can assign a dedicated button to switch from one to the other, and then use that to freely change between the two characters during the run.

There are only a few specific moments when characters can't be switched :

  • While a bomb or Hi-Tension Max is active
  • Whenever the current character is invincible, either due to boss spawn/kill animations, post-damage recovery invincibility, or the initial invincibility when entering a stage

The character dialogue that occurs in Dramatic Change Mode is exactly the same as the dialogue that would be triggered with two players, so this mode can be used to see said dialogue without a second person or controller available.

While 2P runs have each player get their own stock of lives and bombs, Dramatic Change Mode has a shared stock. Both scenarios have a single, combined score.

At the end of the run, the regular score tally screen will be shown, however the score will not be permanently saved in any in-game leaderboard.

Boss Attack

This mode lets a player consecutively fight every boss in the game in the order in which they are fought in the regular game.

Unlockable Secrets

The arcade mode features a few unlockable settings hidden behind specific codes. [1] All of these unlockables are immediately available in the ports with minor or no specific input requirements.

Munchausen

Immediately after entering the test mode, enter the following commands within 10 seconds :

→, ↓, ↓, 1P start, ↑, ←, ↓, ↓, →, 1P start, ←

If you successfully enter the command, you will be able to select and use a hidden character in the "Game Settings" menu. The effect is permanent.

If you make a mistake in entering the command, you will need to restart the test mode and enter the command again.

Once the character unlock code has been entered and the setting has been switched on, Munchausen can be selected on the character select screen by putting the cursor on Fumiko and pressing down. This will switch from Fumiko to Munchausen.

Pressing down on Fumiko is also needed on the PC version, however there is no need to enter any code beforehand. In the Wii and X360 ports, Munchausen is immediately available for selection without any manipulations nor codes and as such isn't a secret character in those versions.

Besides, due to the required manipulation on the character selection screen on the Arcade and PC versions, it is not possible to play a co-op run with one player as Fumiko and the other one as Munchausen there.

S3-Mix

The game feature an alternate soundtrack known as the S3-Mix where stage themes are replaced by remixes of their Shikigami no Shiro 2 equivalents. All boss themes remain the same as the original Shikigami no Shiro 3 soundtrack.

In the arcade version, this mix is accessed by holding A+B when pressing start to begin the credit. In the home ports, the mix is one of the options the player can freely choose from when starting a run.

Extreme difficulty

In order to access Extreme difficulties on the arcade version, the player needs to input the following series of inputs on the title screen, after having inserted a coin :

↑, A, ↓, ↓, ←, →, ↑, ↓, B, B, A, A+B


A sound cue will confirm the code has been validated. With Extreme difficulty on, the option to choose it will replace the Easy difficulty when the credit actually starts.

It is also possible to access Extreme 2 and Extreme 3 by pressing A+B again on the title screen once the Extreme code has been validated.

Misc. tips and info

  • 2-2 Boss's first phase features a pattern with giant two-handed spinning blades. The handle in the middle of each blade is actually harmless and can be crossed safely when dodging the attack.
  • As per Shikigami no Shiro tradition, stage 3 features walls. In this installment of the series, the walls are almost invisible (but still dangerous in that state) by default, and the player has to hit specific lanterns scattered through the stage to temporarily uncloak them.
  • When clearing one of a boss' lifebars with the shot or shikigami, coins will be spawned. It is possible to get a x8 multiplier on said coins by staying close to the boss when collecting them. However, this can not work in Arcade Mode for the boss' last phase since the boss hitbox gets disabled afterwards and all the on-screen bullets get immediately canceled.

However, a trick allows you to get said last lifebar coins with the max multiplier. By positioning yourself on top of the coin spawn point, located on the boss itself, the coins will be instantly collected when killing the boss, and the multiplier will be the one active when dealing the finishing blow. Instantly collecting the coins requires the player to be in its invincible state since that's the only way to be on top of the boss without getting collision damage, and getting the x8 multiplier needs the boss to fire a hazard that can be grazed.

Given the requirements, this trick should be done right after self-destructing on the boss' last lifebar and by finishing off the boss while the post-hit invincibility is still active. The self-destruct down to one life is something the normal score routes will do anyway since they replenish bombs that can be used as HTMs for the next stage, so no score potential loss should occur when setting up this technique.

[VIDEO SHOWCASE : https://www.youtube.com/watch?v=ADrmNZZlfyA ]

  • Pressing Start on the character selection screen will display a marker for the hitbox location. This marker is only seen in that screen and will not be carried over to the run itself, but the hitbox will shine and show its size whenever the player's tension is high (either due to being close to danger, or by having an active HTM).

Trivia

  • In the original arcade release's art, Nagino Ise's backpack prominently features the Bubble Bobble dragon and logo. This reference has been edited out of the console ports, except for the key art that was used for the JP Wii cover and X360/Wii booklet cover which shows Reika and Nagino. In it, the Bubble Bobble logo can be faintly seen, partially hidden by Nagino's hair. Additionally, the initial concept art for Nagino Ise had the entire backpack be in the shape of Bub.
  • Reika Kirishima originally comes from the 1985 Laserdisc game Time Gal. Her time freeze bomb is a reference to it, and Reika's dialogue also makes a reference to directional arrows that were used as QTEs in her original game.
  • Near the very start of stage 1-1 is a brown robot resting in the background, on the left side of the screen. This robot is a reference to Triangle Service's Trizeal, in which a similar robot lays dormant in stage 2. However, the original robot can wake up and throw a rock at the player which can be juggled for bonus points, whereas the Shikigami no Shiro 3 variant is a purely aesthetic addition.

References

Links


Scoreboards


Replays

Refer to Shikigami no Shiro 3/Video Index

Player Character Score Platform Stage Video Comment
KDK-Takeyuki Batu2 11.504.381.410 PCB ALL Youtube Appreciate DVD run
EOT Emilio2 10.067.979.710 PCB ALL Youtube Appreciate DVD run
Koohan北尾 Fumiko2 9.850.534.640 PCB ALL Youtube Appreciate DVD
XIQLO Hyuga1 9.206.345.010 PCB ALL Youtube
Hige-SADAM Hyuga2 9.862.512.570 PCB ALL Youtube Appreciate DVD run
Oroshi (ORS) Kuga1 10.091.260.550 PCB ALL Youtube Appreciate DVD run
TZW-ART? Kim1 10.547.590.060 PCB ALL Youtube Appreciate DVD run
IML-星白金-YUJ Kim2 11.407.026.000 PCB ALL Youtube Appreciate DVD run
Owarabi Munchausen 9.384.193.220 PCB ALL Youtube
T3-CYR-WIZ Nagino2 11.415.626.810 PCB ALL Youtube Appreciate DVD run
Yusemi SWY Reika2 11.104.038.960 PCB ALL Youtube Appreciate DVD run
Dame K.K Roger2 10.656.934.140 PCB ALL Youtube Appreciate DVD run
IML-星白金-YUJ & T3-CYR-WIZ Batu2 & Nagino2 12.101.705.530 PCB ALL Youtube Appreciate DVD run - 2 players

List of official superplay materials

Refer to List of superplay Materials#Alfa System

Shikigami no Shiro 2 Appreciate DVD (2004)

This 3-DVD set contains a run for every character in the game with the exception of Fumiko OV, as a Chibi Fumiko run is featured instead. All the videos in the DVDs have standard non-rotated footage, but also alternate 270° rotated vertical versions. A booklet also comes with the DVD.

DVD #1 has the following runs :

Player Character Score
Oroshi (ORS) Kuga2 6.529.866.050
Hige-SADAM Hyuga2 6.252.394.990
Yusemi SWY Sayo1 7.103.884.810

DVD #2 fas the following runs :

Player Character Score
KDK-ASK Kim2 6.879.535.480
T3-CYR-WIZ Niigi2 6.667.763.600
Dame K.K Roger2 6.558.937.500

DVD #3 has the follwing run :

Player Character Score
EOT Chibi Fumiko2 5.659.184.630

This DVD also features footage of each character's single-player story segments.

Contents of the booklet :

  • Score breakdown for each of the featured runs
  • Superplayer interview

Shikigami no Shiro 3 Appreciate DVD (2006)

This 3-DVD set contains a run for every characters, as well as bonus footage and an informative booklet. While most characters simply have a single run with one of their two shikigami types, Kim Mihee is featured in two runs, each with a different shiki type. Besides, a 2-player run features Batu Harai and Nagino Ise, albeit with the same shikgami types as their solo runs.

DVD #1 has the following runs :

Player Character Score
Oroshi (ORS) Kuga1 10.091.260.550
Hige-SADAM Hyuga2 9.862.512.570
Yusemi SWY Reika2 11.104.038.960
T3-CYR-WIZ Nagino2 11.415.626.810


DVD #2 has the following runs :

Player Character Score
KDK-Takeyuki Batu2 11.504.381.410
Dame K.K Roger2 10.656.934.140
T3-Sanchasame Munchausen2 8.856.996.410
IML-星白金-YUJ Kim2 11.407.026.000

DVD #2 has the following runs :

Player Character Score Comments
EOT Emilio2 10.067.979.710
Koohan北尾 Fumiko1 9.850.534.640
TZW-ART? Kim1 10.547.590.060
IML-星白金-YUJ & T3-CYR-WIZ Batu2 & Nagino2 12.101.705.530 This is a 2-player run

The DVDs also contains a total of 45 short clips of strategies and tricks that aren't necessarily shown in the full runs. DVD #1 has 15, DVD #2 has 16, and DVD #3 has 14.

Contents of the booklet :

  • Superplayer interview
  • Comments for each of the 45 short clips


Archived version of the official publisher page : https://web.archive.org/web/20070605095026/https://m-cs.co.jp/sikikami3/store_info.html


Story

[First half from Aksys website, second half is machine translation]

The story takes place in a small country called Alcaland, in Mid-Eastern Europe.

Alcaland is populated by an ethnic group called Majar. Other inhabitants include German, Slav, and Hebrew, among many others. This small country (about the size of Delaware), was once annexed by the Soviet Union; however it gained independence in 1992. A beautiful country that has radiant lakes and wheat fields that shine in the sunset; its major industries are pasta and livestock.

The 1.84 million denizens of Alcaland are ruled by a constitutional monarchy (similar to Sweden).Since this country has little economic worth, it has no relations with Japan. While it does have its own borders, it is a desolate country that only has a consulate in neighboring Apfelland and relies on electricity from Russia and Bostonia. Alcaland is a backcountry, but put nicely, it's a quiet, forgotten kingdom.

However, the peace has been disturbed due to a recent series of disappearances and comatose persons. These incidents would have been overlooked had Princess Maako not decided to try and solve these difficult cases herself. This is interesting for the people since they believe that Princess Maako Doroneia Edilius possesses the power of illusion.

Before Alcaland had been annexed into the Soviet Union, the country's many psychics were commonly employed to investigate such issues. However, psychics were oppressed while Alcaland was part of the Soviet Union, which caused the psychic population to dwindle to what it is today. As a result, Alcaland had to ask for outside help to deal with their problems.


To help her decide on whom to ask, the princess used twenty-year-old documents which showed Japan as having the greatest advancements in the field of investigation. Based on this, and the fact that Japan has a very deep history, the princess assumed that the country had very powerful psychics and asked Japan for help. Basing such a decision on incorrect assumptions and outdated reports may seem ill-conceived to most, however this truly shows the modernity of Alcaland.

The princess felt that help would be appropriate given the great sacrifices that Alcaland had made for Japan in the past. In the shallow history of Alcaland, it is said that a small (and possibly overlooked), armed yacht was sent to aid Japan during the Russo-Japanese War. Because of this, Alcaland considers itself, even today, Japan's number one ally. It is appropriate to send aid to your allies when they are in need. Although, given this example it would seem that Japan may have many allies that it is not aware of.

How would you react to an ally who asked for serious aid in the form of psychics? Not having the resources to fulfill such a strange request, the Japanese Foreign Ministry was at a loss for what to do.

When a ministry representative contacted the metropolitan police department regarding this issue, the police responded harshly asking "Two things: Where would we get the resources for that, and why should we care!?" The representative felt that even a country such as Alcaland deserved help when it was in need, yet this meant that the ministry was, again, at a loss.


---


The crisis was saved by a bipartisan group of Diet members. They were not so unsympathetic as to forget their debt of gratitude after a single defeat in the war, and they had loosened their heads enough to have some understanding of psychic powers. At their own expense, and with a little help from some very generous sources, they set the Agency in motion. The culture of self-financing is always so beautiful.

The trouble is the Agency. The agency has refrained from dispatching psychics outside the country due to its relations with neighboring countries. In addition, there was no criminal investigation ability. However, the Japanese family art is not only self-financing.

There are also subcontractors and bellyaching.

The Shinrei Agency used Suzuki, a returnee, to contact and contract with private psychics to help the police force. He succeeded in sending them.

The Japanese Ministry of Foreign Affairs sent a fax to Alcaland stating that they would take good care of the situation, and exactly five minutes later the Spiritual Agency sent a fax stating that they would send psychics. The Ministry of Foreign Affairs does not break precedent, nor does it offend its neighbours. But the Japanese nation as a whole has done its duty.

Thus, Japan's face was saved again.

With a great diversions and a few grimaces.