User:Johnnyheli

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Gameplay Overview

Controls

Espgaluda2controlschemes.png

Upon starting the game on the original arcade release, you can select between two control schemes:

Button Type A Type B
A Shot Shot
B Kakusei Kakusei
C Guard Barrier Autofire
D Autofire Guard Barrier

Explanations of the buttons:

  • Shot - Repeatedly tap for rapid shot, hold for focus shot (official called "Rapier")
  • Kakusei - Tap to toggle Kakusei mode on or off, amongst others; details explained in Mechanics section.
  • Guard Barrier - Tap to fire your Guard Barrier attack, similar to a bomb in other shmups. Or, hold the button to charge it, then release to fire.
  • Autofire - Simulates repeatedly tapping A for rapid shot.

In the home ports these buttons are all customizable.

The UI

Typical UI of the default arcade mode. Current score, Lives, Gems, Gold, and Energy meter are mirrored on the other side for P2.

Playable characters

Character Shot type Damage increase during Kakusei+others Overall movement speed Notes
Espgaluda2 agehaportrait.png
Ageha Narrow Focus shot Fast Rapid shot bends side to side
Espgaluda2 tatehaportrait.png
Tateha Wide Rapid shot Slow Focus shot during Kakusei+others gets lock-on capability
Espgaluda2 asagiportrait.png
Asagi Hybrid Focus shot Hybrid Once powered up, focus shot gets lock-on capability

Arcade mode

The default mode. Console ports include "Arcade" mode, a faithful port of the version found in arcades, as well as a version with recreated higher-resolution graphics and a few bugfixes. On Xbox 360 it's named "Xbox 360 mode" and on Switch it's named "Switch mode".

Default settings:

  • Score extends at 15,000,000 and 35,000,000 points
  • Spawn with 3 lives
  • Rank 2 (Normal)


Resources

Gems (a.k.a. 聖霊石/seirei seki/spirit stones)

Espgaluda2-gemgif.gif

Gems are the glowing green items enemies drop when destroyed. Their purpose is to fuel Kakusei, Zesshikai, and contribute a small amount of score.

  • Start with 100 in your possession, respawn with 250 after dying
  • You can hold a maximum of 500
  • Worth 10 points each when collected
  • Get gems by destroying enemies when not in Kakusei or any other mode, as well as from finishing a phase of a midboss or boss, and from any destructible parts of a midboss or boss
  • They are factored in to the stage result bonus based upon the gross total of how many were collected throughout the course of the stage
  • Get an extra gem by collecting it at the top (24 pixels from the top) or bottom (48 pixels from the bottom) of the screen

Enemies drop different size gems. There are four sizes of gem items and each adds different quantities to your possession.

  • Small: 1
  • Medium: 2
  • Large: 3
  • Extra large: 4

The size of gems dropped varies with how many gems were already in your possession, what shot type was used to destroy them.

Number of gems in your possession Size of gem an enemy drops when destroyed with rapid shot (shrinking over time) Size of gem an enemy drops when destroyed with focus shot
0-250 XL → L → M → S M
250-399 L → M → S Alternating between S & M
400-500 M → S S

Gem items dropped by enemies that were destroyed with rapid shot shrink over time, and therefore add fewer gems to your possession. Destroying enemies with focus shot drops gems that do not shrink over time, but they are smaller.

Size Time taken to shrink
XL→L 8 frames
L→M 8 frames
M→S 12 frames

However, this can be preventing by collecting gems by flying near them instead of letting them fall toward you. When a gem is within a certain distance of the player character it receives a green glowing effect and stops shrinking. The distance at which this happens is as follows:

Size Distance from player character at which gem stops shrinking
XL 48 pixels
L 64 pixels
M 96 pixels

Gold (a.k.a. 金塊/kinkai)

Gold drops from enemies under certain conditions.

  • Get gold by destroying enemies in:
  • Kakusei, overmode, and zesshikai over
  • Normal mode when you have 500 gems
  • Each gold you collect increases the amount you possess by 1
  • Hold up to a maximum of 1000
  • Start off with zero
  • On death the amount of gold you had is halved, rounded down
  • Gold depletes over time during boss battles

Gold's main purpose is for scoring. Picking up gold gives you points; the amount varies based upon how many already were in your possession.

  • Every 100 gold collected, the value of new incoming gold increases and the sprite changes.
  • There are eleven tiers of gold, from 0-99, 100-199, 200-299,...900-999, and one for 1000.
Qty held & sprite
Espgaluda2 gold1.png
0-99
Espgaluda2 gold2.png
100-199
Espgaluda2 gold3.png
200-299
Espgaluda2 gold4.png
300-399
Espgaluda2 gold5.png
400-499
Espgaluda2 gold6.png
500-599
Espgaluda2 gold7.png
Espgaluda2 gold7consoleport.png
600-699
Espgaluda2 gold8.png
700-799
Espgaluda2 gold9.png
800-899
Espgaluda2 gold10.png
900-999
Espgaluda2 gold11.png
1000
Point value of new gold acquired 100 150 200 300 350 400 600 650 700 900 1000

The 600-699 gold tier has two sprites because one is in the Arcade release and the other is in the Console mode in the home ports.

Gold loss during boss battles
During normal mode During kakusei+others
Stage 1 1 gold every 15 frames 1 gold every 8 frames
Stage 2 1 gold every 19 frames 1 gold every 12 frames
Stage 3 1 gold every 23 frames 1 gold every 16 frames
Stage 4 1 gold every 27 frames 1 gold every 20 frames
Stage 5 1 gold every 31 frames 1 gold every 24 frames
Stage 6 1 gold every 35 frames 1 gold every 28 frames

Energy, and the Guard Barrier

In place of conventional bombs Espgaluda II features the Guard Barrier. When deployed it deals massive damage, temporarily clears the screen of bullets, and provides a short window of invincibility. Where the Guard Barrier differs from a conventional shmup bomb is that it uses Energy, a continuous resource, instead of discrete bomb items, and that it can be held and charged up before firing. There is an Energy Meter and using the Guard Barrier consumes some percentage of this meter.

  • The Guard Barrier Attack a massive linear shot straight up, comprised of several damaging beams. More beams appear the longer the Guard Barrier is charged.
  • It has to be aimed; there is no lock-on or homing function.
  • After the Guard Barrier has been deployed, there is a short period of time in which enemies don't fire.
  • While the Guard Barrier is being charged, you deal slight aura damage to enemies, particularly noticeable against zako.
  • While charging the Guard Barrier, you are invincible, and enemy bullets are deleted on contact with the shield that appears around your character.
  • Internally, the game counts energy as individual units and not as a percentage, but it is easier to think of it like a percentage. A full meter is 4000 units, so a basic attack consumes 1000 units.

The most basic attack, deployed with one tap of the Guard Barrier button, consumes 25% of the energy meter. Maximum damage is reached at charging enough to consume 40% of the meter. You can keep charging past this, but you will not deal any extra damage. The damage, duration, and area of effect increases in proportion to how long it is charged for. However, the relationship is not linear, that is to say, two 25% attacks do not deal as much damage as one 50% attack. The specifics of charging the attack are as follows:

Time held charging % of energy meter consumed Number of beams fired Duration of attack Width of area of effect
1 to 83 frames 25%-29% 2 0.7sec 49px
84 frames (1.4sec) to 188 frames 30%-34% 3 1.2sec 84px
189 frames (3.2sec) to 293 frames 35%-39% 4 1.7sec 84px
294 frames (4.9sec) and up 40% and up 5 2.2sec 160px

It is worth noting that even though the most basic Guard Barrier attack consumes 25% energy, it is still possible to deploy the attack with less than 25% energy remaining. It's even possible at 1%, or even 1 energy unit (0.025%.) Autobombing is possible during Kakusei and the other modes. Details will follow in their respective sections. However it should be noted that regardless of what energy percentage is consumed, the damage, duration, and width of an autobomb will always be that of the basic attack. For example, if you autobomb in Zesshikai, costing 50% energy, it would act like a 25% energy basic attack.

Replenish the energy meter by picking up energy items.

Espgaluda2 energyitem.png
  • They replenish 50% of the meter.
  • There are three of them in the game, located right before the bosses of stage 3, 5, and 6.
  • They're worth 500 points, but if you already had a full meter they're worth 100,000 points.
  • You spawn with a full meter.

Powerups

Espgaluda2 powerupitem.png
Espgaluda2 maxpoweritem.png

Pick up powerup items to increase the damage output of your character. You need 6 to be fully powered up. Locations:

  • Stage 1, Area 1
  • Stage 1, right before the boss
  • Stage 2, Area 1
  • Stage 2, right before the boss
  • Stage 3, Area 2
  • Stage 4, right after the midboss (now you're fully powered up)
  • Stage 5, just before the Descent section
  • Stage 6, Area 1
  • Stage 6, Area 3, just before the Asagi Clone Zone section

Powerups are worth 500 points, and if you were already fully powered up they're worth 10,000 points. There is also a Max Power item which appears when you game over and can only be picked up if you continue.

Hidden extend

The 1up item.
Destroy these 6 parts of Sabnac during Phase 1 of the fight to be eligible for the hidden extend.
Right before the Stage 3 boss, shoot this area while in Zesshikai to reveal the hidden extend.

There is only one item extend in the game, located in stage 3. To get it you have to meet the following requirements:

  1. Destroy all the destructible parts of the stage 3 midboss, Sabnac.
  2. Destroy Sabnac and continue throughout the rest of the stage as normal.
  3. Enter Zesshikai. Shoot a specific part of the background environment right before the stage boss to uncover it.

Throughout all of this, do not bomb, nor even autobomb.

Gameplay states

At any given time you can be in one of five gameplay states or modes. They cause different changes to the gameplay, including enemy behaviour, bullet behaviour, and scoring function. The core gameplay loop of Espgaluda II's Arcade mode is knowing what these five states are and how they interrelate.

Summary of gameplay states
Normal mode Kakusei Zesshikai Overmode Zesshikai Over
What does it consume? Nothing, but gold over time when in a boss Gems over time, when destroying stuff, when exiting mode Gems & gold over time, gems if you destroy enemies other than zako, gems when exiting mode Nothing Nothing but you need gold to be able to enter the mode in the first place
What do you get? Gems when destroying stuff, gold when you have 500 gems then destroy stuff Gold when destroying stuff, score mutliplier up to x100 Score multiplier up to x500 Gold when destroying stuff, score over time More gold when destroying stuff, double score over time
Stage scroll speed Normal Slow Slow Normal Normal
What happens to the enemies? Normal movement speed, normal blue bullets Slow movement speed, slow purple bullets, enemies fire more bullets Slow movement speed, slow purple bullets, revenge bullets generated when enemy destroyed, bosses fire double bullets Normal movement speed, fast red bullets Normal movement speed, faster red bullets, bosses fire double bullets
What happens when you bomb? Default behaviour Autobomb costs 50% energy Immediately exit and go back to Kakusei, autobomb costs 100% energy Autobomb costs 50% energy Immediately exit and go back to Overmode, autobomb costs 100% energy
What happens to you? Default behaviour Ability to cancel enemy bullets, deal higher damage Ability to cancel enemy bullets, deal higher damage Deal higher damage Deal higher damage

Normal Mode

The default state.

  • Enemies move at a normal speed
  • Enemy bullets behave normally and are coloured blue
  • Stage scroll speed is normal
  • Earn gems by destroying enemies
  • Earn gold by destroying enemies when you have 500 gems
  • Lose gold over time during bosses
  • No autobomb available

Kakusei (a.k.a. 覚聖死界/kakusei shikai)

The basic "slowdown" mode. Essentially functions the same as it did in Espgaluda 1.

  • Enter by tapping the Kakusei button once. Leave by tapping it again.
  • Enemy bullets slow down and turn purple
  • Slow stage scroll speed, slow enemy movement speed
  • Enemies fire more bullets
  • You deal higher damage (see Damage Increase in Characters section)
  • Gems deplete over time
  • A red circular gauge appears around your character, displaying how many gems remain in your possession.
  • Exiting Kakusei depletes 30-35 gems
  • Autobombing is possible.
  • It consumes 50% of the energy meter, but autobombing is still possible with less than this amount.
  • Autobombing only becomes possible 12 frames after hitting the Kakusei button. During those 12 frames, you are vulnerable.
  • When you destroy an enemy:
  • Gems deplete
  • The bullets the enemy fired are canceled
  • Each canceled bullet becomes gold
  • When you run out of gems you automatically enter Overmode.

Scoring basics

  • Throughout the duration of being in Kakusei, a multiplier is applied to every bullet you cancel.
  • The multiplier is accumulative. The multiplier will increment by x1 for each bullet canceled.
  • The maximum is x100.
  • Each bullet canceled is worth 40 points.

Addendum

Gem loss per enemy destruction
Zako Normal enemy Midboss & boss phases, their destructible parts
Ageha/Tateha Asagi Ageha/Tateha/Asagi
Stage 1 5 10 25 25
Stage 2 5 10 27 29
Stage 3 6 11 29 33
Stage 4 6 11 31 37
Stage 5 7 12 33 41
Stage 6 7 12 35 45
Gem loss over time
During the stage During midboss or boss
Ageha 1 gem every 6 frames 1 gem every 3 frames
Tateha 1 gem every 6 frames 1 gem every 3 frames
Asagi 1 gem every 6 frames 1 gem every 6 frames

Zesshikai (a.k.a. 覚聖絶死界/kakusei zesshikai)

Zesshikai's main purpose is for scoring. On the surface it's similar to Kakusei in that they're both modes with slow purple bullets, but Zesshikai's main difference is that enemies generate revenge bullets and you can score much, much higher with it.

  • Activate by holding the Kakusei button. Leave by tapping the button again.
  • The screen flashes inverted colours and a unique sound effect plays.
  • Enemy bullets slow down and turn purple
  • Slow stage scroll speed, slow enemy movement speed
  • Enemies generate revenge bullets when they are destroyed.
  • You deal higher damage (see Damage Increase in Characters section).
  • Gems and gold deplete over time.
  • A circular red gauge appears around your character. This displays how many gems remain in your possession.
  • Exiting Zesshikai depletes 30-35 gems.
  • Autobombing is possible.
  • It consumes the entire energy meter, but autobombing is still possible with less than a full meter.
  • Autobombing only becomes possible 12 frames after entering Zesshikai. During those 12 frames, you are vulnerable.
  • If you bomb, even autobomb, you are kicked out of Zesshikai and immediately enter Kakusei.

Zesshikai Level

Left: Zesshikai Level 0. Right: Zesshikai Level 1. Note the white graphics turn green.

When in Zesshikai, four white graphics and a white gauge appear around your character. The white gauge is inlaid inside the red gem gauge so you can see both at once. The white gauge measures time, 256 frames, and once fully elapsed it signifies that you have reached maximum "Zesshikai Level". When this happens:

  • The screen flashes inverted colours again
  • Revenge bullets move faster
  • The four white graphics turn green
  • SRB multiplier now increments like normal bullets+ARB. Details in Zesshikai Scoring section below.
  • The Zesshikai Level resets every time you exit Zesshikai.

Revenge bullets

Revenge bullets are generated when enemies are destroyed during Zesshikai. There are two types of revenge bullets, and they appear according to what type of enemy was destroyed. For the purposes of this explanation, assume "normal bullets" refers to any non-revenge bullet; i.e. standard, ordinary bullets.

Types of revenge bullets
  • Spiral revenge bullets (abbreviated to SRB from now on)
  • These spawn at the location of the enemy when it was destroyed.
  • They appear in a spiral formation which rotates and expands.
  • They are not aimed at you.
  • Aimed revenge bullets (abbreviated to ARB from now on)
  • Other bullets become these. Details follow in the Enemy Destruction section below.
  • They are aimed at you.
Revenge bullet generation conditions
A flowchart of how revenge bullets are generated during Zesshikai.

When you destroy any enemy, except bosses:

  • Revenge bullets of some type are generated. That is to say, destroying enemies in Zesshikai always generates revenge bullets of some type; there's no way to prevent it other than by exiting Zesshikai.
  • All revenge bullets that were already on-screen are canceled and become ARB.

When you destroy a non-zako enemy, including a midboss phase or destructible part:

  • SRB are generated.
  • The "normal" bullets they fired are canceled and become ARB.
  • Gems deplete

When you destroy zako:

  • SRB are generated.
  • The "normal" bullets they fired are canceled, but do not become ARB.
  • Gems do not deplete.

These rules make it possible to continually chain bullet cancels as long as you keep destroying enemies, provided neither gems nor gold run out. It seems like there is a limit to how many times a revenge bullet can be re-formed into another, but it is unclear what rules, if any, determine this.

Zesshikai Scoring

Scoring in Zesshikai is all about letting the screen fill with bullets and slowly cancelling and re-cancelling them all with successive enemy destructions. Zesshikai is extremely potent for scoring; there is a reason why the Espgaluda 1 score world record is in the 70 million range, and for Espgaluda 2 it's more than a billion.

  • Each "normal" bullet is worth 50 points, unlike Kakusei's 40 points.
  • Each revenge bullett is worth 2 points.

Throughout the duration of being in Zesshikai, a multiplier is applied to every bullet you cancel.

  • The multiplier is accumulative. The multiplier will increment by x1 for each bullet canceled. There is one exception, outlined below.
  • The maximum is x500, unlike kakusei’s x100.

When you cancel:

  • Normal bullets & Aimed revenge bullets (ARB)
  • The multiplier on these increments sequentially, e.g. x1, x2, x3, x4 etc, and are counted alongside all other normal bullets and ARB.
  • Spiral revenge bullets (SRB)
  • One multiplier is applied to all SRB that spawned together. All of them could be x10, x15, etc, and not incremented sequentially. They’re basically counted within their own little group. You’ll see a bunch of x9 x9 x9 x9 x9 x9 and not x1 x2 x3 x4 x5 etc. This is the exception I mentioned before.
  • If your Zesshikai Level has reached level 1, then SRB are counted alongside normal bullets and ARB in incrementing the multiplier. Instead of each bullet within a cluster of SRB getting one multiplier each (x9 x9 x9 x9 etc) you will see x1 x2 x3 x4 x5 etc. This means you can raise your overall multiplier much higher and much faster.

During midbosses and bosses

During bosses:

  • Revenge bullets are not generated
  • You can still get the multiplier up to x500
  • Gold depletes over time at the "normal boss gold depletion rate" and not the "zesshikai gold depletion" rate
  • Bosses fire double bullets!

During midbosses:

  • Revenge bullets are generated, from destroying their destructible parts or finishing a phase and cancelling all their normal bullets into ARB.
  • If a midboss has a pre-programmed bullet cancel feature on death, such as the second midboss of stage 6, no revenge bullets will be generated.

Exiting Zesshikai

When exiting Zesshikai, all leftover revenge bullets remain on screen. Their speed changes drastically, either speeding up or slowing down. To clean up these bullets, exit Zesshikai, enter Kakusei, and destroy one enemy (even zako).

Running out of resources in Zesshikai, and which resource, has different effects:

  • Run out of gems but not gold = exit Zesshikai automatically, enter Zesshikai Over
  • Run out of gold but not gems = exit Zesshikai automatically, enter Kakusei
  • Run out of both = exit Zesshikai automatically, enter Overmode

Additionally, as mentioned before, bombing of any type during Zesshikai will kick you out immediately and put you in Kakusei automatically.

Addendum

Gem loss per enemy destruction
Zako Normal enemy Boss & midboss phase, their destructible parts
Stage 1 0 6 12
Stage 2 0 6 14
Stage 3 0 7 16
Stage 4 0 7 18
Stage 5 0 8 20
Stage 6 0 8 22
Gem loss over time
During the stage During midboss or boss
Ageha 1 gem every 3 frames 1 gem every 2 frames
Tateha 1 gem every 3 frames 1 gem every 2 frames
Asagi 1 gem every 2 frames 1 gem every 2 frames
Gold loss over time (during the stage) (same values for all 3 characters)
0-499 gold held 500-1000 gold held
Stage 1 & 2 1 gold every 2 frames 1 gold every frame
Stage 3 & 4 1 gold every 3 frames 1 gold every 2 frames
Stage 5 & 6 1 gold every 4 frames 1 gold every 3 frames

Overmode (a.k.a. 赤走行/akasoukou)

Overmode might seem purely seem like punishment at first for accidentally letting your gems run out in Kakusei, but it can also be decisively used to score. Its main purpose is for getting gold quickly, and therefore score.

  • Activate by pressing the Kakusei button when you have zero gems, or, be in Kakusei and run out of gems. Leave by tapping the button again.
  • Enemy bullets speed up and turn red
  • Normal stage scroll speed, normal enemy movement speed
  • You deal higher damage (see Damage Increase in Characters section).
  • Get gold for every kill (once a requirement has been met, see below).
  • Passively accrue score just by being in Overmode (except during bosses)
  • Autobombing is possible.
  • It consumes 50% of the energy meter, but autobombing is still possible with less than this amount.
  • Autobombing only becomes possible 12 frames after entering Overmode. During those 12 frames, you are vulnerable.

Kakusei Over level

When in Overmode, a blue gauge appears around your character. This represents your Kakusei Over level. Every time this gauge elapses, taking 250 frames, your Kakusei Over level increases by 1. It starts at zero and the maximum is 3. Unlike Espgaluda 1, the highest level you have reached persists after death. With one completed level:

  • You get gold for every kill. That is to say, you cannot get gold unless your Kakusei Over level is at least 1.

With each consective level:

  • Enemy bullets get faster during Overmode
  • Get more gems from destroying enemies during normal mode. This is basically paramount when going for any kind of clear when playing Espgaluda II.
Kakusei Over level enemy destruction gem bonus
Zako Normal enemy Midboss/Boss phase & destructible parts
Kakusei Over level 0 0 0 0
Kakusei Over level 1 0 0 0
Kakusei Over level 2 0 1 1
Kakusei Over level 3 1 1 1
Overmode passive score accrual per frame
Stage 1 Stage 2 Stage 3 Stage 4 Stage 5 Stage 6
Kakusei Over level 0 20 50 80 110 140 170
Kakusei Over level 1 50 80 110 140 170 200
Kakusei Over level 2 80 110 140 170 200 230
Kakusei Over level 3 110 140 170 200 230 260

Earning score per frame in Zesshikai Over is double the above values.

Zesshikai Over (a.k.a. 絶走行/zessoukou)

Like Overmode, except even more lucrative: get even more score and gold, but the bullets are even faster and with a harsher autobomb penalty.

  • Activate by holding the Kakusei button when you have zero gems but some amount of gold. Or, be in Zesshikai and let gems run out but not gold.
  • You need to have gold to be able to enter the mode, but it doesn't actually consume gold.
  • Leave by pressing the Kakusei button again.
  • Enemy bullets speed up (even faster than Overmode) and turn red
  • Normal stage scroll speed, normal enemy movement speed
  • You deal higher damage (see Damage Increase in Characters section).
  • Get gold for every kill, more than Overmode.
  • Passively accrue score just by being in Zesshikai Over (except during bosses), double the amount of Overmode.
  • Kakusei Over level effects also apply to Zesshikai Over, but you cannot increase your Kakusei Over level in Zesshikai Over.
  • Bosses fire double bullets!
  • Autobombing is possible.
  • It consumes the entire energy meter, but autobombing is still possible with less than a full meter.
  • Autobombing only becomes possible 12 frames after entering Zesshikai Over. During those 12 frames, you are vulnerable.
  • Bombing of any type kicks you out of Zesshikai Over immediately and puts you into Overmode.

It is unclear what the exact rules are that determine how much extra gold you get during Zesshikai Over. However, here are the results of a test conducted by destroying zako in Stage 5 with Ageha:

How much gold given from destroying one zako enemy in Stage 5
Overmode Zesshikai Over
Kakusei Over level 0 0 0
Kakusei Over level 1 1 2
Kakusei Over level 2 1 2
Kakusei Over level 3 2 6

What is clear though that, once Kakusei Over level 3 has been achieved, the gold bonus is substantial.

Scoring Basics

How to get score

  1. Destroy enemies - each enemy has a base point value.
  2. Cancel bullets - cancelling bullets in Kakusei or Zesshikai turns them into points and applies a multiplier per bullet.
  3. Get gold - gold gives points for each one you collect.
  4. Passively accrue score - get score just by being in Overmode or Zesshikai Over.

Stage result bonus

At the end of each stage a bonus is calculated based upon how many gems and gold you collected throughout the course of the stage. It is the gross total, not net total. If you collect 500 gems but then Kakusei 499 of them away and finish the stage with 1 gem left, your gross total is still 500.

The formula is as follows: Stage bonus = (S*100)+(K*V) Where S = gross total of gems acquired throughout the stage, K = gross total of gold acquired throughout the stage, and V = point value of gold you finished the stage with (refer to Gold section for the point value).

For example, imagine you finish a stage with 56 gems and 836 gold. Those are just the numbers currently in your inventory as the stage ended. However, throughout the course of the stage, you EARNED a total of 403 gems and 940 gold. So according to our formula, gems are worth 100 points each, and the value of gold is determined by the gold tier you finished the stage with. Since you finished with 836 gold, that puts it in the 800-899 tier, wherein each piece is worth 700 points, our formula looks like this:

(403*100)+(940*700) = Stage bonus

So the stage bonus would be 698,300 points. Note that if you die during the stage, the gross total of gems and gold accrued is reset to zero. From there on the tally will start up again.

Clear bonus

Defeating the final boss also awards a point bonus based upon resources you finished with. It is unclear what the exact rules are, but the following are definite:

  • Remaining lives = 20 million points each
  • Life frames = 10 million points each
  • Energy meter remaining = 4000 points per unit (the game counts energy internally as individual units and not as a percentage; the maximum is 4000 units)

"Life frames" refers to the maximum number of lives you held at some point throughout the run. It is the gold boxes that hold the green flames that represent your remaining lives. The maximum possible for each is six. This means if you no miss no bomb the whole game & get every extend, you will get a score bonus of at least 196 million points.

Black Label

Arrange

Omake

Enemies

All information copied from the Espgaluda 2 official site. Score, gold, and gems values are presumably for Arcade mode.

Stage 1
Image Name English translation Type Points Gems Gold
Espgaluda2 stage1 zu.png
汎用戦闘機ズー General-purpose fighter Zu Air: Zako 480 1 0
Espgaluda2 stage1 soma shine winged solider.png
ソーマ輝羽兵 Soma shine winged soldier Air: Zako 530 1 0
Espgaluda2 griffin.png
運搬艇グリフィン Carrier ship Griffin Air: Normal 860 2 1
Espgaluda2 stage1 zahhak.png
小型機甲艇ザッハーク Small armored craft Zahhak Air: Normal Gun: 230
Main body: 2,260
Gun: 2
Main body: 2
Gun: 1
Main body: 1
Espgaluda2 gurla.png
小型戦車ガルラ Small tank Gurla Ground: Zako Gun: 400
Base: 160
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 dvergr.png
中型戦車ドヴェルグ Medium tank Dvergr Ground: Zako Gun: 420
Base: 240
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 soma soldier.png
ソーマ兵 Soma soldier Ground: Zako 260 1 0
Espgaluda2 buer.png
汎用砲台ブエル General-purpose turret Buer Ground: Zako Gun: 210
Base: 580
Gun: 1
Base: 1
Gun: 0
Base: 1
Espgaluda2 gandharva.jpg
大型侵略砲台ガンダルヴァ Large invasion turret Gandharva Ground: Normal 5,820 7 6
Espgaluda2 midboss simurgh.jpg
重飛行甲冑シームルグ Heavy flying armor Simurgh Midboss Main body: 50,000
Arm: 5,000
Main body: 11
Arm: 10
Main body: 11
Arm: 10
Espgaluda2 stage1 boss tsubame.jpg
ツバメ Tsubame Boss First form: 100,000
Second form: 50,000
First form: 21
Second form: 20
First form: 41
Second form: 40
Stage 2
Image Name English translation Type Points Gems Gold
Espgaluda2 stage1 zu.png
汎用戦闘機ズー General-purpose fighter Zu Air: Zako 480 1 0
Espgaluda2 stage2 forneus.png
中型機甲艇フォルネウス Medium-size armored ship Forneus Air: Normal
6,530 2 1
Espgaluda2 griffin.png
運搬艇グリフィン Carrier ship Griffin Air: Normal 860
2 1
Espgaluda2 stage2 behemoth.png
大型機甲艇ベヒモス Large armored vehicle Behemoth Air: Normal 12,510 4 3
Espgaluda2 single-barrelled gun battery.png
単装砲台 Single-barrelled gun battery Ground: Normal 870 1 1
Espgaluda2 double-barrelled gun battery.png
ニ連装砲台 Double-barrelled gun battery Ground: Normal 1,710 2 1
Espgaluda2 six-barrelled revolving gun battery.png
六連回転砲台 Six-barrelled revolving gun battery Ground: Normal 15,860 6 5
Espgaluda2 stage2 crane.png
クレーン Crane Ground: Normal
1,830 2 1
Espgaluda2 single-barrelled gun battery.png
単装砲台
(縦の輸送艦の砲台)
Single-barrelled gun battery
(Vertical transport battery)
Ground: Normal 870 1 0
Espgaluda2 gurla.png
小型戦車ガルラ Small tank Gurla Ground: Zako Gun: 400
Base: 160
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 dvergr.png
中型戦車ドヴェルグ Medium tank Dvergr Ground: Zako Gun: 420
Base: 240
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 stage2 makara.png
小船舶マカラ Small vessel Makara Ground: Zako Gun: 250
Base: 530
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 soma soldier.png
ソーマ兵 Soma soldier Ground: Zako 260 1 0
Espgaluda2 stage2 nereids.png
万能潜水艦ネレイドー Universal submarine Nereids Ground: Normal 4,230 2 1
Espgaluda2 stage2 nidhoggr.png
重戦車ニーズヘッグ Heavy tank Nidhoggr Ground: Normal Gun: 1,630
Base: 4,760
Gun: 2
Base: 3
Gun: 1
Base: 2
Espgaluda2 stage2 midboss madara.jpg
マダラ Madara Midboss First form: 6,000
Second form: 100,000
First form: 16
Second form: 26
First form: 15
Second form: 25
Espgaluda2 stage2 boss jormungandr.jpg
生体兵器ヨルムンガンド Biological weapon Jormungandr Boss First form: 100,000
Second form: 200,000
Third form: 600,000
Head: 300,000
First form: 26
Second form: 26
Third form: 46
Head: 0
First form: 25
Second form: 25
Third form: 45
Head: 0
Stage 3
Image Name English translation Type Points Gems Gold
Espgaluda2 stage1 zu.png
汎用戦闘機ズー General-purpose fighter Zu Air: Zako 480 1 0
Espgaluda2 griffin.png
運搬艇グリフィン Carrier ship Griffin Air: Normal 860 2 1
Espgaluda2 stage3 stolas.jpg
汎用戦闘機ストラス General-purpose fighter Stolas Air: Zako 740 1 0
Espgaluda2 stage3 ouroboros.jpg
中型機甲艇ウロボロス Medium-size armored ship Ouroboros Air: Normal 24680 3 2
Espgaluda2 stage3 lindworm.jpg
大型機甲艇リンドブルム Large armored ship Lindworm Air: Normal First form: 22,350
Second form: 37,940
First form: 3
Second form: 5
First form: 2
Second form: 4
Espgaluda2 gurla.png
小型戦車ガルラ Small tank Gurla Ground: Zako Gun: 400
Base:160
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 dvergr.png
中型戦車ドヴェルグ Medium tank Dvergr Ground: Zako Gun: 420
Base: 240
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 soma soldier.png
ソーマ兵 Soma solider Ground: Zako 260 1 0
Espgaluda2 buer.png
汎用砲台ブエル General-purpose turret Buer Ground: Zako Gun: 210
Base: 580
Gun: 1
Base: 1
Gun: 0
Base: 1
Espgaluda2 stage3 shelob.jpg
多脚戦車シェロブ Multi-legged tank Shelob Ground: Normal 6,910 3 2
Espgaluda2 stage3 empusa.jpg
重固定砲台エンプーサ Heavy fixed gun battery Empusa Ground: Normal 4,980 3 2
Espgaluda2 stage3 astaroth.jpg
重固定砲台アスタロト Heavy fixed gun battery Astaroth Ground: Normal 19,560 4 3
Espgaluda2 stage3 midboss sabnac.jpg
武装エレベーターサブナク Armed Elevator Sabnac Midboss First form: 100,000
Second form: 200,000
Leg turret: 10,000
Auxiliary engine: 20,000
Rear anti-aircraft gun: 30,000
Deck gun: 0
First form: 21
Second form: 31
Leg turret: 0
Auxiliary engine: 0
Rear anti-aircraft gun: 0
Deck gun: 0
First form: 20
Second form: 30
Leg turret: 0
Auxiliary engine: 0
Rear anti-aircraft gun: 0
Deck gun: 0
Espgaluda2 stage3 boss janome.jpg
ジャノメ Janome Boss First form: 200,000
Second form: 300,000
Third form: 700,000
First form: 31
Second form: 31
Third form: 51
First form: 30
Second form: 30
Third form: 50
Stage 4
Image Name English translation Type Points Gems Gold
Espgaluda2 stage1 zu.png
汎用戦闘機ズー General-purpose fighter Zu Air: Zako 480 1 0
Espgaluda2 griffin.png
運搬艇グリフィン Carrier ship Griffin Air: Normal 860 2 1
Espgaluda2 stage4 halphas.jpg
汎用戦闘機ハルパス General-purpose fighter Halphas Air: Zako 810 1 0
Espgaluda2 stage4 brahma.jpg
中型機甲艇ブラフマー Medium-size armored ship Brahma Air: Normal 21,930 3 2
Espgaluda2 gurla.png
小型戦車ガルラ Small tank Gurla Ground: Zako Gun: 400
Base: 160
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 dvergr.png
中型戦車ドヴェルグ Medium tank Dvergr Ground: Zako Gun: 420
Base: 240
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 soma soldier.png
ソーマ兵 Soma solider Ground: Zako 260 1 0
Espgaluda2 buer.png
汎用砲台ブエル General-purpose turret Buer Ground: Zako Gun: 210
Base: 580
Gun: 1
Base: 1
Gun: 0
Base: 1
Espgaluda2 double-barrelled gun battery.png
ニ連装砲台 Double-barrelled gun battery Ground: Normal 1,710 2 1
Espgaluda2 stage4 vasuki.jpg
重戦車ヴァースキ Heavy tank Vasuki Ground: Normal Gun: 6,330
Base: 14,560
Gun: 2
Base: 2
Gun: 1
Base: 1
Espgaluda2 midboss andrealphus.jpg
重飛行甲冑アンドレアルフース Heavy flying armor Andrealphus Midboss First form: 200,000
Second form: 300,000
Arm: 100,000
First form: 26
Second form: 36
Arm: 0
First form: 25
Second form: 35
Arm: 0
Espgaluda2 stage4 boss madara asmodeus.png
マダラ専用合身甲冑アスモデウス Madara's exclusive combined body armor Asmodeus Boss First form: 300,000
Second form: 400,000
Third form: 500,000
Fourth form: 600,000
Fifth form: 800,000
Triple machine gun Gaap: 400,000
Warhead launcher Werewolf: 1,000,000
Ancient machine gun Belphegor: 2,000,000
First form: 36
Second form: 36
Third form: 36
Fourth form: 36
Fifth form: 56
Triple machine gun Gaap: 0
Warhead launcher Werewolf: 0
Ancient machine gun Belphegor: 0
First form: 35
Second form: 35
Third form: 35
Fourth form: 35
Fifth form: 55
Triple machine gun Gaap: 0
Warhead launcher Werewolf: 0
Ancient machine gun Belphegor: 0
Stage 5
Image Name English translation Type Points Gems Gold
Espgaluda2 stage1 zu.png
汎用戦闘機ズー General-purpose fighter Zu Air: Zako
480 1 0
Espgaluda2 griffin.png
運搬艇グリフィン Carrier ship Griffin Air: Normal 860 2 1
Espgaluda2 stage5 ahriman.jpg
シンラ式中型機甲艇アーリマン Shinra-type medium-sized armored ship Ahriman Air: Normal 35,330 2 1
Espgaluda2 stage5 aerial.jpg
兵士用飛空ポッド・エアリアル Flying Solider Pod ~ Aerial Air: Zako 3,130 1 0
Espgaluda2 stage5 tiamat.jpg
シンラ式大型機甲艇ティアマット Shinra-type large armored ship Tiamat Air: Normal 91,935 3 2
Espgaluda2 stage5 cyclops.jpg
シンラ式大型機甲艇サイクロプス Shinra-type large armored ship Cyclops Air: Normal 141,930 3 2
Espgaluda2 gurla.png
小型戦車ガルラ Small tank Gurla Ground: Zako Gun: 400
Base: 160
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 dvergr.png
中型戦車ドヴェルグ Medium tank Dvergr Ground: Zako Gun: 420
Base: 240
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 soma soldier.png
ソーマ兵 Soma solider Ground: Zako 260 1 0
Espgaluda2 buer.png
汎用砲台ブエル General-purpose turret Buer Ground: Zako Gun: 210
Base: 580
Gun: 1
Base: 1
Gun: 0
Base: 1
Espgaluda2 stage5 fafnir.jpg
シンラ式大型戦車ファフニール Shinra-style large tank Fafnir Ground: Zako Gun: 26,330
Base: 54,560
Gun: 1
Base: 1
Gun: 1
Base: 1
Espgaluda2 stage5 boss seseri.png
セセリ Seseri Boss First form: 300,000
Second form: 500,000
Third form: 900,000
Soul lance: 0
First form: 41
Second form: 41
Third form: 61
Soul lance: 0
First form: 40
Second form: 40
Third form: 60
Soul lance: 0
憎悪に満ちたセセリ Seseri Filled With Hatred (a.k.a. Shin Seseri) True Boss First form: 2,000,000
Second form: 4,000,000
Third form: 6,000,000
Soul lance: 0
First form: 41
Second form: 41
Third form: 61
Soul lance: 0
First form: 40
Second form: 40
Third form: 60
Soul lance: 0
Stage 6
Image Name English translation Type Points Gems Gold
Espgaluda2 stage1 zu.png
汎用戦闘機ズー General-purpose fighter Zu Air: Zako 480 1 0
Espgaluda2 griffin.png
運搬艇グリフィン Carrier ship Griffin Air: Normal 860 2 1
Espgaluda2 stage6 andras.jpg
警備ユニット・アンドラス Security unit Andras Air: Normal 9,210 2 1
Espgaluda2 stage6 vishnu.jpg
大型機甲艇ヴィシュヌ Large armored ship Vishnu Air: Normal First form: 22,350
Second form: 76,420
First form: 4
Second form: 6
First form: 3
Second form: 5
Espgaluda2 gurla.png
小型戦車ガルラ Small tank Gurla Ground: Zako Gun: 400
Base: 160
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 dvergr.png
中型戦車ドヴェルグ Medium tank Dvergr Ground: Zako Gun: 420
Base: 240
Gun: 0
Base: 1
Gun: 0
Base: 0
Espgaluda2 soma soldier.png
ソーマ兵 Soma soldier Ground: Zako 260 1 0
Espgaluda2 buer.png
汎用砲台ブエル General-purpose turret Buer Ground: Zako
Gun: 210
Base: 580
Gun: 1
Base: 1
Gun: 0
Base: 1
Espgaluda2 stage6 alcyone.jpg
霊力供給カプセル・アルキュオーネ Spiritual supply capsule Alcyone Ground: Normal 7,880 11 10
Espgaluda2 stage6 metatron.jpg
霊力融合装置メタトロン Spiritual fusion device Metatron Ground: Normal 10,000 6 5
Espgaluda2 stage6 cherubim.jpg
移動砲台ケルビム Mobile turret Cherubim Ground: Zako 12,300 1 1
Espgaluda2 stage6 asagiclone.jpg
アサギクローン Asagi clone Ground: Zako 870 1 0
Espgaluda2 midboss simurgh.jpg
重飛行甲冑シームルグ改 Heavy flying armor Simurgh (Modified) Midboss 1 Main body: 500,000
Arm: 200,000
Main body: 18
Arm: 66
Main body: 17
Arm: 65
Espgaluda2 midboss andrealphus.jpg
重飛行甲冑アンドレアルフース改 Heavy flying armor Andrealphus (Modified) Midboss 2 First form: 500,000
Second form: 700,000
Arm: 300,000
First form: 36
Second form: 46
Arm: 0
First form: 35
Second form: 45
Arm: 0
Espgaluda2 stage6 boss1 goddess galuda.jpg
生体維持装置ガッデスガルーダ Biological maintenance device Goddess Galuda Boss 1
First form: 500,000
Second form: 1,000,000
Photon Holy Cannon: 0
First form: 46
Second form: 66
Photon Holy Cannon: 0
First form: 45
Second form: 65
Photon Holy Cannon: 0
Kujaku.jpg
真ガルーダ・クジャク True Galuda Kujaku Boss 2 First form: 2,000,0000
Second form: 3,000,000
Third form: 5,000,000
Seraphim rod: 0
Divine cannon ray of light Eden: 0
First form: 46
Second form: 46
Third form: 66
Seraphim rod: 0
Divine cannon ray of light Eden: 0
First form: 45
Second form: 45
Third form: 65
Seraphim rod: 0
Divine cannon ray of light Eden: 0