EXceed 3rd JADE PENETRATE Black Package

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EXceed 3rd JADE PENETRATE Black Package
EXceed3rd-JPBP-Logo.png

Logo

Developer: Tennen-Sozai
Producer: Kyoichi Teratsuki
Music: S.S.H
Program: Sueman
Art: Zekuu Onsoku
Safi
Yukimizuki
Release date: Doujin : December 30, 2009 at C77
Steam : 2012

eXceed3rd - Jade Penetrate Black Package is a shmup by Tenne-Sozai, which is the remake of the 3rd entry in the eXceed series. It was initially in 2009 for Windows then in 2012 for Steam with the other 2 eXceed entries as well.

The game, along with the other 2 eXceed games are removed from STEAM and haven`t been available again since it`s removal.

Gameplay Overview

8-direction movement and four-button game.
There are 5 stages, with requirements to access an Extra Stage.
You control your main character with up to 5 Mini-Tiamat acting as trace type options.
There is no collision damage, you only get bumped away on enemy contact.
Revenge bullets on regular enemy deaths above hard difficulty.
Item based extends, every 2000 power orbs collected.
You start the game with 3 life, life count 1 is your last life.
3 bombs per life, reset to 3 upon death.
3 continues limit.

Controls


  • Shoot: Fires the main shot.
  • Bomb: Fires a bomb.
  • Burn Air Raid: Fires 8 homing lasers if the gauge is full.
  • Focus: Slows movement down and switch firing mode.
  • Pause: Pause the game.

Note : Pressing pause button on the practice menu starts practice at the boss fight.

Unlockable Secrets


To access the Extra Stage you must meet the following requirement on a run :
- Have already 1cc'd the game on a previous run (Easy accepted).
- Difficulty level normal rank or higher.
- NMNB the stage 2 midboss.
- NMNB the stage 3 second midboss.
- If prior requirements are met, stage 4 midboss will appear.
No miss no bomb on stage 4 midboss.
- Have auto-bomb disabled.
- Get a 1CC on all the first 5 stages.

To access eXceed difficulty you have to beat Remedy on Normal or higher.

Weapons


Shot

Your shot behaviour changes depending on whether you're focused or not.

Unfocused mode :
Main shot is a 6 bullet wide shot.
Sub shots are fired vertically.

Focused mode :
Main shot is a 2 bullet frontal shot.
Sub shots aim at the enemy closest to main character.

The closer you are to an enemy, the more damage you deal.
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.
On higher difficulties your main shot damage is lower.
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.

Header text Shot Count Fire Rate Damage Formula Damage Decay
Focused Main Shot 2 20/s 135 - (difficulty * 5) - (bossdef * 8) 4 / frame
Focused Sub Shot Tiamat Count 20/s 15 - bossdef no decay
Unfocused Main Shot 6 12/s 65 - (difficulty * 5) - (bossdef * 4) 2 / frame
Unfocused Sub Shot Tiamat Count 12/s 15 - bossdef 2 / frame

Damage formula is for a single bullet.
Minimum damage is 1 per bullet.
"difficulty" is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.
"bossdef" only applies to bosses and is pattern dependent.


Bomb

You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.

Bomb Type Active Bomb Damage Window Screen Clear Note
Normal Bomb 150 Frame on button press 88 - 181 frame 200 frame Also turn bullets into mini power orb for 24 frames.
Deathbomb 80 frame on button press 1 - 94 frame 100 frame 15 frame window to Deathbomb
Autobomb 80 frame on activation 1 - 94 frame 100 frame activate 16 frame after being hit

Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.
Bomb particles lingering after that period can kill enemies without penalty.
Stage 6 boss is immune to bomb.

Burn Air Raid

You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.

Source Value
Grazing 0.6% per bullet grazed
Power Orb 0.4%
Mini Power Orb 0.04%
Main/Sub shot 0.08% per bullet damaging an enemy

Once filled you can activate it to fire 8 homing lasers.
Each laser deals damage 15 time according to the following formula :
Damage = 80 - (bossdef * 8)

Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.

Items


Item Value

Item-Dragon.png

Dragon Orb Adds a mini tiamat follower option, up to a maximum of 5,
100000 points when already at maximum.

Item-Bomb.png

Bomb Item Appears when killing the stage 3 2nd midboss and the Extra Stage power-up carriers.
Restores 1 bomb.

Item-Power.png

Power Orb Appears when killing enemy ships, and as a bonus for remaining time on boss.
Score value : 100 * multiplier.
Every 2000 Power Orb gives an extra life.

Item-Mini-Power.png

Mini Power Orb : Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.
Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.

Scoring


General Knowledge

- Kill enemies quickly to build up your multiplier quicker.
- Your multiplier affects the value of power orb pickups and grazing.
- Power Orb gained from killing enemies aside from bosses are constant.
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.
NMNB : 2 power orb / seconds remaining.
1 power orb / second otherwise.
There is no visual feedback for NMNB bonus.
- Pointblank for maximum damage and increased chance at duplicating multiplier value.

About Bombs :
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.

Grazing
Graze value is 50 * Multiplier.
You cannot graze while burn air raid is firing.
You don't get any score from grazing if you're timing out a boss.

Multiplier

The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.
You can increase it by a varying amount depending on how fast you kill enemies during a stage.
You gain a flat bonus on each midboss/boss lifebar kill.
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.

The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.
A death, or an autobomb, will lower your multiplier chain by 25%.
There is no way to slow down the multiplier chain decay.

Multiplier Chain Multiplier Decay
0 - 20000 1x 1/frame
20000 - 40000 2x 2/frame
40000 - 60000 4x 4/frame
60000 - 80000 8x 8/frame
80000 - 100000 16x 16/frame
100000 - 120000 32x 32/frame
120000 - 160000 64x 64/frame

Note : Due to a bug, the multiplier doesn't get updated between a multiplier chain of 140000 and 159999, if your chain jumps straight in this range without reaching 160000, you'll have to wait for it to drop to benefit from 64x multiplier.

Multiplier value gain from regular enemies

Every non-boss enemy is assigned a initial multiplier value equal to their HP.
The higher the multiplier value assigned to an enemy the quicker it decays.

Multiplier Value Range Decay/Frame
0-99 1
100-199 2
200-499 4
500-999 14
1000-4999 39
>5000 89

When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is "Active".
Speedkilling the bigger enemies is high priority as they decay much faster.

Enemy Data

HP Note
Enemy-1.png 12000 + (difficulty*500) 60% damage reduction against bomb and lasers
Enemy-2.png 800
Enemy-3.png 120
Enemy-4.png 120
Enemy-5.png 120
Enemy-6.png 200 + (difficulty*25)
Enemy-mid-1.png 1500
Enemy-mid-2.png 8000 Dragon Orb Carrier
Bomb Carrier on extra stage
Enemy-mid-3.png 2000
Enemy-mid-4.png 6000
Enemy-mid-5.png 5000
Enemy-large-1.png 13000 Screen Clear on death
Enemy-large-2.png 16000 Screen Clear on death
Enemy-large-3.png 17000 Screen Clear on death
Enemy-large-4.png 25000 Un-targetable before deploying,
Flat 2000 multiplier value,
Unaffected by multiplier duplication,
30% damage reduction against bomb and lasers
Screen Clear on death

Ships appearing on different stages always have the same HP value but have different behavior.

Multiplier value gain from bosses.

Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.
Your multiplier chain still decays so you want to speedkill midbosses.
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.

Boss Data

Header Multiplier value Pattern timer Boss Defense Note
Stage 2 Midboss 3000 5 60% laser / bomb damage reduction
Stage 3 Midboss 1 3000 Appearance : 5
4
50% laser / bomb damage reduction
Stage 3 Midboss 2 3000 Appearance : 5
6
50% laser / bomb damage reduction
Stage 4 Midboss 3000 60 Appearance : 2
Magic Lily : 9
Spiral Maze Garden : 8
70% laser / bomb damage reduction
Only boss where named pattern changes without depleting lifebar
Stage 1 Boss 9000 30 Appearance : 2
Twin Seraphim : 1
Starmist Lancer : 2
Celestial float : 1
Cluster Comet : 2
Despell Counter Exterion : 1
20% laser / bomb damage reduction
Stage 2 Boss 10500 35 Appearance : 2
Chaos Blaster : 3
Discharge : 4
Napalm Wreath : 3
Dimmuborgir : 4
Death Thrash Bound : 1
30% laser / bomb damage reduction
Stage 3 Boss 12000 40 Appearance : 2
Strumgewehr : 4
Luftwaffe : 5
Siegfried : 4
Stuka : 5
Ewigkeit : 5
40% laser / bomb damage reduction
Stage 4 Boss 13500 45 Appearance : 2
Whirlwind Wave : 5
Dawn Hammer : 5
Ancient Cogwheel : 3
Gloster Meteor : 5
Slaughter Algorithm : 5
40% laser / bomb damage reduction
Stage 5 Boss 15000 50 Appearance : 2
Demise Mare : 5
Burning Desperate : 5
Sacred Ex Terminator : 6
Doom devour : 5
Pantheon Swarm : 9

Dragoon Tempest : 5
Carnage Heaven : 8
Enhance Pain : 7
Magma Diving : 6
God Sacrilege 7
50% laser / bomb damage reduction
Extra Boss 16500 55 Appearance : 2
Cat of Ninetail : 4
Trickster : 5
Pink Grootendorst : 5
Hecatoncheir : 5
Undead Malice : 5
Quicksilver : 5
Rosa Giganta : 5
Dark Fantasy : 5
70% laser damage reduction / Has a bomber-proof shield

Boss Defense data is updated when the name of the pattern is displayed. For midboss, boss defense is updated when you can damage them.

Multiplier Duplication

A bug exists where the multiplier value of regular enemy kills gets duplicated.

When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.

Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.

Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.
You would get 6x the enemy multiplier value.

Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.
You would get 2x the enemy multiplier value.

In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.
In an actual run the various sources of damage will mostly be processed in a random order.
Realistically you have very little control other than pointblanking to increase the odds of better duplication.

To some extent it will happen naturally as you get more mini-tiamat,
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.


Version Differences


1.02 Trial Version :
Burn air raid was slower and worse aiming.
Burn air raid created Power Orb upon impact.
Pointblanking didn't increase damage.
Focus by holding shot button, no focus button.

Patch from 1.03 to 1.04 :
Broke part of Starmist Lancer pattern when attempting to fix replay desync.
1.04 and 1.05 doujin patch are identical.

Steam 1.05 release :
Adjusted player character hitbox position.
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.

Known Bugs

- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.
- The "Spellcard bonus" flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.
- True ending doesn't play again if you already beaten Remedy in same session.
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.
- Multiplier duplication glitch.
- Multiplier doesn't get updated when multiplier chain is between 140000 and 159999.
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.