STELLAVANITY - Prelude to the Destined Calamity -

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General remarks

STELLAVANITY - Prelude to the Destined Calamity -

Game title screen

Developer: TRIS-GRAM
Music: TRIS-GRAM
Program: TRIS-GRAM
Art: TRIS-GRAM
Release date: Release Date

STELLAVANITY - Prelude to the Destined Calamity -

STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets.


Gameplay Overview

The gameplay overview section starts out with the controls of the game, including all of the buttons used and what they're used for. It's recommended to keep the control layout simple and easy to understand. Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.

Controls


Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.

Type-C Controls

  • Z: Fire
  • Space: Bomb
  • X (Tap): Discharge
  • X (Hold): Accelerated Hyper
  • F: Slowed movement button

Type-S Controls

  • Z: Fire
  • Space: Bomb
  • Space (Hold): Bomb Hyper
  • Assault: Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default
  • A(Tap): Delayed Shift
  • A(Hold): Ethereal Shift
  • C: Blade.
  • F: Slowed movement button


Unlockable Secrets


This game has a shop and multiple TLBs based on rank.


Type-S Explanation


Stellavanity Type-S.png


  • 1: Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.
  • 2: Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.
  • 3: Lives
  • 4: Bombs
  • 5: Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.
  • 6 Blade Gauge.
  • 7: The character's stats
  • 8+9+10: UI addons that display additional information about the run. Not available by default, but can be bought in the shop.

Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade.

Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and reenabled by double tapping the Assault button in manual mode.

Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by "RAID Ok" appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.

Type-S has 2 exclusive "shifts" or hypers. Both shifts disable overkills upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.

Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems.

Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at maximum level. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released. Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation.

Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.


Overkilling


Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system.

The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase. During the overkill phase (called Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the more the boss gets damaged. The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements.



Weapons


This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. This can be omitted if not relevant to the game in question.

Items


This section describes any and all collectibles that you acquire in the game. An example being any Power Up items or Medals from Battle Garegga. Include secret items such as extra lives as well.

Rank


Type-C conditions:
The maximum rank in an area is "Area Number -1", and the condition changes depending if the player currently is at maximum rank or below maximum rank.
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.

Difficulty Rank Area.1 Area.2 Area.3 Area.4
EASY
/NORMAL
Below max rank Hit≦0 Hit 1 ≦ Hit 1 ≦ Hit ≦ 2
At max rank (Same as above) Hit≦0 Hit≦0 Hit 1 ≦
ARCADE Below max rank Hit≦0 Hit 1 ≦ Hit ≦ 2 Hit 3 ≦
At max rank (Same as above) Hit 1 ≦ Hit 1 ≦ Hit 1 ≦
HARD Below max rank Hit≦0 Hit ≦ 2 Hit ≦ 2 Hit 3 ≦
At max rank (Same as above) Hit 1 ≦ Hit 1 ≦ Hit ≦ 2
NIGHTMARE
/PANDEMONIUM
Below max rank Hit 1 ≦ Hit ≦ 2 Hit 3 ≦ Hit ≦ 4
At max rank (Same as above) Hit ≦ 2 Hit ≦ 2 Hit ≦ 2

The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.

Type-S conditions:

This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up. IF the player skips a stage please refer to the below table for rank up requirements.

Difficulty Level Area.1 Area.2 Area.3 Area.4
EASY 180,000,000 400,000,000 650,000,000 1,000,000,000
NORMAL 200,000,000 500,000,000 800,000,000 1,300,000,000
ARCADE 220,000,000 550,000,000 900,000,000 1,500,000,000
HARD 250,000,000 600,000,000 1,000,000,000 1,500,000,000
NIGHTMARE 200,000,000 450,000,000 700,000,000 1,000,000,000
PANDEMONIUM 150,000,000 450,000,000 700,000,000 1,000,000,000

This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2.

Difficulty Level Rank.0 Rank.1 Rank.2
EASY 100,000,000 120,000,000 150,000,000
NORMAL 130,000,000 170,000,000 200,000,000
ARCADE 160,000,000 200,000,000 250,000,000
HARD 200,000,000 250,000,000 300,000,000
NIGHTMARE 100,000,000 120,000,000 150,000,000
PANDEMONIUM 100,000,000 120,000,000 150,000,000

Rank 4 EX

To obtain Rank 4-EX the player must fulfill the conditions for rank 4 a listed above, rank 4-EX can be obtained for both type-s and type-c. The rank 4 at the bottom left of the HUB will be red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. The player is not allowed to - Take more than 1 hit on stage 5 and 6 - Take more than 3 hits on stage 7 before the double doors open.

During Rank 4-EX enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected.

After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.

True Last Boss Conditions


StellaVanity features three different True Last Bosses (TLBs). The tables below outline the hit and rank conditions for a TLB to spawn at the end of stage 7 boss.

Type-C conditions:

Difficulty TLB Rank.1 Rank.2 Rank.3 Rank.4
EASY TLB A – Elm Order Hit≦4 Hit ≦10 Hit ≦16 Guaranteed
TLB B – Vier Dummy N/A Hit≦3 Hit≦7 Hit≦12
NORMAL TLB A – Elm Order Hit≦5 Hit ≦ 12 Hit ≦ 18 Guaranteed
TLB B – Vier Dummy N/A Hit≦4 Hit≦08 Hit ≦14
ARCADE TLB A – Elm Order Hit≦6 Hit≦14 Hit≦ 20 Guaranteed
TLB B – Vier Dummy N/A Hit≦5 Hit≦9 Hit≦16
HARD TLB A – Elm Order Hit≦8 Hit ≦16 Hit ≦ 22 Guaranteed
TLB B – Vier Dummy N/A Hit ≦6 Hit≦10 Hit≦18
NIGHTMARE TLB A – Elm Order Hit≦10 Hit ≦18 Hit≦26 Guaranteed
TLB B – Vier Dummy N/A Hit ≦ 7 Hit ≦ 12 Hit≦20
PANDEMONIUM TLB A – Elm Order Hit≦12 Hit≦20 Hit≦30 Guaranteed
TLB B – Vier Dummy N/A Hit≦8 Hit≦16 Hit≦24

Type-S conditions:

Difficulty TLB Rank.0 Rank.1 Rank.2 Rank.3 Rank.4
EASY TLB A – Elm Order Hit≦4 Hit≦16 Guaranteed Guaranteed N/A
TLB B – Vier Dummy N/A Hit≦2 Hit≦8 Hit≦16 Guaranteed
NORMAL TLB A – Elm Order Hit≦5 Hit≦16 Guaranteed Guaranteed N/A
TLB B – Vier Dummy N/A Hit≦3 Hit≦10 Hit≦18 Guaranteed
ARCADE TLB A – Elm Order Hit≦6 Hit≦16 Guaranteed Guaranteed N/A
TLB B – Vier Dummy N/A Hit≦4 Hit≦12 Hit≦20 Guaranteed
HARD TLB A – Elm Order Hit≦8 Hit≦18 Guaranteed Guaranteed N/A
TLB B – Vier Dummy N/A Hit≦5 Hit≦14 Hit≦24 Guaranteed
NIGHTMARE TLB A – Elm Order Hit≦10 Hit≦24 Guaranteed Guaranteed N/A
TLB B – Vier Dummy N/A Hit≦6 Hit≦16 Hit≦24 Guaranteed
PANDEMONIUM TLB A – Elm Order Hit≦16 Hit≦24 Guaranteed Guaranteed N/A
TLB B – Vier Dummy N/A Hit≦8 Hit≦18 Hit≦24 Guaranteed

Rank 4 EX and Vier

The third TLB, Vier, can only be fought on Rank 4-EX at the end of stage 7. Vier is significantly harder than the other TLBs and can only be fought on Rule Mode. Vier appears on story mode after you have beaten her once in rule mode.



Type-S Scoring

This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below.

Stages


Overkill Chain: Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.

General Strategy for Stages: Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).

Collecting Coins: Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).

Multiplier Gains: Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.

Ethereal Shift: During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them.

Delayed Shift: Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel.

Counter Shift: During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.

Overkill Bug: If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.

Bosses


General Strategy for Boss fights: Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.

Raid: All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.

Delayed Shift: Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.

Counter Shift: Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.

Ethereal Shift: Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.

Overkilling: Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.

Strategy

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


This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page.

(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)

Practice mode

StellaVanity practice mode.png


  • 1: Game mode.
  • 2: Character and type.
  • 3: Difficulty
  • 4: Area name.
  • 5: Rank
  • 6: Starting position. The default is stage start. You can select every mid boss or area boss.
  • 7: Power level.
  • 8: Auto guard.
  • 9: Start practice.
  • 10: Back to previous menu.


Practice for areas 1 to 4 are unlocked from the start.
Practice for areas 5 to 7 must be unlocked via the system shop.


Shop menu

All shop translations provided by Legless (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .

System shop

ID Original Name Translated Name Effects/Notes
1 Extend Score Info Panel Top right of ingame UI will have a “score to next extend”
2 Category Score Info Panel Right side of ingame UI will display amounts of score from each source
3 Display HIT Info Panel Displays how many times you’ve gotten hit/bombed
4 2 Continues
5 3 Continues
6 4 Continues
7 5 Continues
8 6 Continues
9 7 Continues
10 8 Continues
11 9 Continues
12 Free play
13 Rebel Canceller
14 Practice Easy Area 5
15 Practice Easy Area 6
16 Practice Easy Area 7
17 Practice Normal Area 5
18 Practice Normal Area 6
19 Practice Normal Area 7
20 Practice Arcade Area 5
21 Practice Arcade Area 6
22 Practice Arcade Area 7
23 Practice ESY-ACD [??? 1] Something difficult will appear in practice between Easy through Arcade.
24 Practice ESY-ACD [??? 2] Something difficult will appear in practice between Easy through Arcade.
25 Practice ESY-ACD [??? 3] Something difficult will appear in practice between Easy through Arcade.
26 Practice Hard Area 5
27 Practice Hard Area 6
28 Practice Hard Area 7
29 Practice Nightmare Area 5
30 Practice Nightmare Area 6
31 Practice Nightmare Area 7
32
33
34
35
36
37
38
39
40

Item shop
Some items have effects that are exclusive to Type-C or Type-S.

Type-S exclusive item effects:
Assault (homing missiles on Lemulene and straight beams on Azerlete)
Blade
Gauge
Delayed/Counter Shift (Espgaluda-esque Hyper)
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)

Type-C exclusive item effects:
Discharge (“shotgun” attack)
Accel Drive (“hyper”)

ID Original Name Translated Name Effect
01 Falcon’s Wings Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%
02 Angel’s Wings Mvt. Speed +5%
03 Demonic Charm As rank increases, enemy attacks are strengthened
04 Anti-Demonic Charm As rank increases, slows down enemy attack strengthening
05 Anti-Demonic Chime As rank increases, slows down enemy attack strengthening (Rule disabled )
06 High-performance Semiconductor Circuit Gauge Drain -5%, Gauge Charge -10%
07 B-Diffuser Blade Range +10%, Blade Damage -25%
08 B-Diffuser+ Blade Range +15%, Blade Damage -20%
09 B-Concentrator Blade Damage +20%, Blade Range -20%
10 B-Concentrator+ Blade Damage +30%, Blade Range -15%
11 Tranquilizer Assault Damage +15%, Laser Damage -5%
12 Energy Concentrator Laser Damage +5%, Shot Damage -10%
13 Energy Diffuser Shot Damage +10%, Laser Damage -5%
14 Circuit Fool’s Soul Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%
15 Tactical Manual Exp. Points +10%
16 Ring of E. Fortune Coins +10%
17 Abrasive Powder Jewels +10%
18 Emergency AI Automatically using a bomb when Autoguard is OFF (Rule disabled)
19 Black Heart Bombs +1, Not allowed to autobomb or sacrifice lives for bombs
20 Hasty’s Shoes Focused and unfocused movement speed reversed
21 Stabilizer Focus speed set to 200
22 High Storage Capacitor Discharge Damage +10%, Accel Drive Charge -5%
23 Conductor 80 Accel Drive Charge +5%, Discharge Damage -5%
24 Expansion Slot x1 (Stat Stone) Limit +50
25 Expansion Slot x2 (Stat Stone) Limit +100
26 The First K++ (Stat Stone) cost to enhance stats -1
27 Spell Enhancer Bomb Damage +20%
28 A neutralization barrier Lowers enemies resistance to Assault
29 B neutralization barrier Lowers enemies resistance to Blades
30 Book of secret skills Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)
31 Assault-hold Canceler Assault shot will not overkill (Rule disabled)
32 [Type-C] Enhancing Set Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%
33 Stella Enhancing Set Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%
34 Boundary crossing stone Erase Area +2%
35 Giant’s Elixir Damage +8%, Hitbox Size increased
36 DC Shift Unit LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily
37 Reflector Unit Counter Shift Power +30%
38 Separator Unit The character's orbits will be divided for a wider attack.
39 Curse of the Turtle Mvt. Speed -20%
40 Curse of the Crab Up/Down controls reversed

Custom shop
Some items have effects that are exclusive to Type-C or Type-S.

Type-S exclusive item effects:
Assault (homing missiles on Lemulene and straight beams on Azerlete)
Blade
Gauge
Delayed/Counter Shift (Espgaluda-esque Hyper)
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)

Type-C exclusive item effects:
Discharge (“shotgun” attack)
Accel Drive (“hyper”)

ID Original Name Translated Name Effect
01 Ring of E. Fortune Coins +10%
02 Abrasive Powder Jewels +10%
03 Tactical Manual Exp. Points +10%
04 B-Diffuser Blade Range +10%, Blade Damage -25%
05 B-Concentrator Blade Damage +20%, Blade Range -20%
06 Falcon’s Wings Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%
07 Angel’s Wings Mvt. Speed +5%
08 Demonic Charm As rank increases, enemy attacks are strengthened
09 Anti-Demonic Charm As rank increases, slows down enemy attack strengthening
10 High-performance Semiconductor Circuit Gauge Drain -5%, Gauge Charge -10%
11
12 Tranquilizer Assault Damage +15%, Laser Damage -5%
13 Energy Concentrator Laser Damage +5%, Shot Damage -10%
14 Energy Diffuser Shot Damage +10%, Laser Damage -5%
15 Circuit Fool’s Soul Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%
16 Hasty’s Shoes Focused and unfocused movement speed reversed
17 Curse of the Turtle Mvt. Speed -20%
18 Stabilizer Focus speed set to 200
19
20 High Storage Capacitor Discharge Damage +10%, Accel Drive Charge -5%
21
22 Expansion Slot x1 (Stat Stone) Limit +50
23 The First K++ (Stat Stone) cost to enhance stats -1
24
25 Spell Enhancer Bomb Damage +20%
26 A neutralization barrier Lowers enemies resistance to Assault
27 B neutralization barrier Lowers enemies resistance to Blades
28
29 Book of secret skills Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)
30
31
32 Boundary crossing stone Erase Area +2%
33
34 Giant’s Elixir Damage +8%, Hitbox Size increased
35 Reflector Unit Counter Shift Power +30%
36 Separator Unit The character's orbits will be divided for a wider attack.
37
38
39
40

Story

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