Difference between revisions of "Hellsinker"

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[[File:HellsinkerLogoTransparent.png|center|637px]]
 
[[File:HellsinkerLogoTransparent.png|center|637px]]
  
'''Hellsinker.''' (ヘルシンカー) is a [[doujin]] [[Bullet hell|bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. Its defining gameplay features are the varied and unconventional abilities of its playable characters, obscure and obfuscated mechanics, and its three different tracked scores. The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.
+
'''Hellsinker.''' (ヘルシンカー) is a vertical-scrolling [[doujin]] shooting game developed by Ruminant's Whimper for PC. After a trial version was released in 2004, the game underwent sweeping changes before completion, with the full version eventually being distributed at Comiket 72 in 2007. Since 2019, enhanced versions have been available digitally on Steam and [https://tonnor.booth.pm BOOTH]. The game's defining features are the varied and unconventional abilities of its playable characters, its obscure and obfuscated mechanics, its three different tracked scores, and its often inscrutable lore and unique aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.
  
 
<div style='text-align: center;'>'''AN AWESOME PRAYER'''<br>'''IS''' <br>'''CONFLICT WITH US'''<br><br>'''KEEP YOUR DIGNITY'''
 
<div style='text-align: center;'>'''AN AWESOME PRAYER'''<br>'''IS''' <br>'''CONFLICT WITH US'''<br><br>'''KEEP YOUR DIGNITY'''
 
----
 
----
[[Hellsinker/Video Index|'''Video Index''']] — [[Hellsinker/Strategy|'''Strategy Page''']]</div>
+
[[Hellsinker/Strategy|'''General Strategy''']] — [[Hellsinker/Segments|'''Segment Strategy''']]  —  [[Hellsinker/Video Index|'''Video Index''']]</div>
 
----
 
----
  
Line 33: Line 33:
  
 
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player.
 
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player.
# '''Rank and [[Hellsinker#Speed Control|Speed]] settings.''' Set before a run starts. Rank settings do not work outside Practice mode.
+
# '''Rank and [[Hellsinker#Speed & Speed Control|Speed]] settings.''' Set before a run starts. Rank settings do not work outside Practice mode.
 
# [[Hellsinker#Lives|'''Lives.''']] Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The NECESSARY counter tracks Extend progress; when it falls below 0 you earn an Extend.
 
# [[Hellsinker#Lives|'''Lives.''']] Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The NECESSARY counter tracks Extend progress; when it falls below 0 you earn an Extend.
# [[Hellsinker#SOL_and_LUNA|'''SOL gauge.''']] SOL determines the strength of your main shot and bombs. Levels are from 1 to 5. The number will flash red when a bomb is available.
+
# [[Hellsinker#SOL|'''SOL gauge.''']] SOL determines the strength of your main shot and [[Hellsinker#Discharge|bombs]]. Levels are from 1 to 5. The number will flash red when a bomb is available.
# [[Hellsinker#SOL_and_LUNA|'''LUNA gauge.''']] LUNA determines your main shot's rate of fire. Has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.
+
# [[Hellsinker#LUNA|'''LUNA gauge.''']] LUNA determines your main shot's rate of fire. Has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.
 
# [[Hellsinker#Subweapon_Gauge|'''Subweapon gauge.''']] Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.
 
# [[Hellsinker#Subweapon_Gauge|'''Subweapon gauge.''']] Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.
 
# [[Hellsinker#STELLA_.28Rank.29|'''STELLA gauge.''']] Also called rank. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.
 
# [[Hellsinker#STELLA_.28Rank.29|'''STELLA gauge.''']] Also called rank. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.
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== Characters / Executors ==
 
== Characters / Executors ==
''Hellsinker.'' features four playable Executor characters, each with vastly different playstyles. Three of the characters are available by default, while the fourth, Kagura, is unlocked by clearing Segment 4 on a single credit.
+
''Hellsinker.'' features four playable Executor characters, each with very different playstyles. Three of the characters are available by default, while the fourth, Kagura, is unlocked by clearing Segment 4 on a single credit.
  
{| class="wikitable" style="text-align: center; width:80%;"
+
{| class="wikitable" style="text-align: center; width:85%;"
 
|-
 
|-
! style="width:10%;" | Executor
+
! style="width:225px;" | Executor
! style="width:35%;" | Background
+
! style="width:30%;" | Background
 
! style="width:45%;" | Description
 
! style="width:45%;" | Description
! stlye="width:25%;" | Speed{{template:unconfirmed}}
 
 
|-
 
|-
| '''Deadliar'''
+
| [[File:Hs-portrait-deadliar.png|center]]'''Deadliar'''
 
| A mysterious veteran of GRAVEYARD who has a history with Cardinal. Fights alongside the Mistletoe Tobari-Maru.
 
| A mysterious veteran of GRAVEYARD who has a history with Cardinal. Fights alongside the Mistletoe Tobari-Maru.
| Focuses on strong but narrow attacks. Relies on his subweapon for coverage who can be freely placed to attack enemies with a small area-of-effect. His huge, high-power Discharge is his only tool for mass destruction, which can be manually delayed while still providing invincibility.
+
| Focuses on strong but narrow attacks. Relies on his subweapon for coverage who can be freely placed to attack enemies with a small area-of-effect. His huge, high-power [[Hellsinker#Discharge|Discharge]] is his only tool for mass destruction, which can be manually delayed while still providing invincibility.
| 5.7px/frame<br>
 
 
|-
 
|-
| '''Fossilmaiden'''
+
| [[File:hs-portrait-fossilmaiden.png|center]]'''Fossilmaiden'''
 
| A particularly sickly member of GRAVEYARD who has formed a symbiotic bond with her Mistletoe, Saraba-Maru.
 
| A particularly sickly member of GRAVEYARD who has formed a symbiotic bond with her Mistletoe, Saraba-Maru.
| Has a wide variety of specialized attacks, from melee range to covering extremely large areas of the screen. Can aim in 8 directions. Challenging to use haphazardly. Two Discharges: a powerful bomb that flies up the screen, and an invincibility cloak with no offensive component.
+
| Has a wide variety of specialized attacks, from melee range to covering extremely large areas of the screen. Can aim in 8 directions. Simultaneously the least and most mobile character. May be challenging to use before building up some familiarity. Two Discharges: a powerful bomb that flies up the screen, and an invincibility cloak with no offensive component.
| 4.5px/frame<br>
 
 
|-
 
|-
| '''Minogame'''
+
| [[File:hs-portrait-minogame.png|center]]'''Minogame'''
 
| A hermaphroditic artificial [https://en.wikipedia.org/wiki/Sokushinbutsu sokushinbutsu] confiscated by GRAVEYARD. Powerful enough to fight without a Mistletoe or equipment.
 
| A hermaphroditic artificial [https://en.wikipedia.org/wiki/Sokushinbutsu sokushinbutsu] confiscated by GRAVEYARD. Powerful enough to fight without a Mistletoe or equipment.
 
| Unusual toolset focusing on strong area-of-effect attacks, invincibility, and auras. Very good at getting out of tight spots. Discharge is a more genre-typical all-range, long-duration, high-commitment attack.
 
| Unusual toolset focusing on strong area-of-effect attacks, invincibility, and auras. Very good at getting out of tight spots. Discharge is a more genre-typical all-range, long-duration, high-commitment attack.
| 5.3px/frame<br>
 
 
|-
 
|-
| rowspan="5" | '''Kagura /<br>Kagura-Maru'''
+
| rowspan="5" | [[File:hs-portrait-kagura.png|center]]'''Kagura / Kagura-Maru'''
| A Mistletoe used as a living weapons platform after being crippled by feedback from Minogame.
+
| A Mistletoe used as a living weapons platform after being crippled by feedback from Minogame. Enclosed in a armored shell, she can't do much but fight.
| Four distinct load-outs. While very varied, these are generally more "familiar" to other shmups than the other Executors, sharing a greater emphasis on the main shot weapon and less (ab)use of invulnerability.
+
| Four distinct load-outs. While varied, these are generally more "familiar" to other shmups than the other Executors, sharing a greater emphasis on the main shot weapon and less (ab)use of invulnerability.
 
|-
 
|-
 
| '''散神無''' ''Chirijinmu''<br>'''Moon Cradle (Multi-Trajectory Shell)'''
 
| '''散神無''' ''Chirijinmu''<br>'''Moon Cradle (Multi-Trajectory Shell)'''
 
| All-rounder whose every weapon features some kind of lingering hurtbox. The best at continuous reckless shooting. Has two manually aimable subweapons, and weak Discharges that only cost 2 SOL rather than emptying the gauge. Resembles [[ESP Ra.De.]]
 
| All-rounder whose every weapon features some kind of lingering hurtbox. The best at continuous reckless shooting. Has two manually aimable subweapons, and weak Discharges that only cost 2 SOL rather than emptying the gauge. Resembles [[ESP Ra.De.]]
| 5.3px/frame<br>
 
 
|-
 
|-
 
| '''劫殺''' ''Gousetsu''<br>'''Ecliptic Chariot (External Gunner)'''
 
| '''劫殺''' ''Gousetsu''<br>'''Ecliptic Chariot (External Gunner)'''
| Wields an external, three-pronged turret that can be launched and retrieved freely. Resembles [[Dragon Blaze]].
+
| Wields an external, three-pronged turret that can be launched and retrieved freely. Poor offensive and scoring potential. Resembles [[Dragon Blaze]].
| Docked:<br>5.7px/frame<br>Undocked:<br>4.1px/frame<br>
 
 
|-
 
|-
 
| '''緋輪''' ''Himawari''<br>'''Infernal Sabbath (Variable Gun)'''
 
| '''緋輪''' ''Himawari''<br>'''Infernal Sabbath (Variable Gun)'''
| High power main shot and no distinct subweapon; instead, the subweapon button controls the spread of the main shot. Discharge is a traditional circular "nuke" bomb. The only character with no way to attack backwards. Resembles the shot weapon from [[V-V]].
+
| High power main shot and no subweapon; instead, the subweapon button controls the spread of the main shot. Discharge is a traditional circular "nuke" bomb. Basic tools have high potential, but are hampered with blind spots and lack of versatility. Resembles the shot weapon from [[V-V]].
| 4.9px/frame<br>
 
 
|-
 
|-
 
| '''神弥''' ''Omiwatari''<br>'''Xanthez (Anti-Bacillus Saber)'''
 
| '''神弥''' ''Omiwatari''<br>'''Xanthez (Anti-Bacillus Saber)'''
 
| Experimental type with extremely high destruction potential limited by conditional gimmicks. Powerful, auto-aiming main shot that requires periodic reloading. Short-ranged blade weapons deal more damage with each physics object collided with; this includes some enemy bullet types, potentially stacking up to massive counterattacks. Has the most damaging and least defensive Discharge attack, a narrow laser beam.
 
| Experimental type with extremely high destruction potential limited by conditional gimmicks. Powerful, auto-aiming main shot that requires periodic reloading. Short-ranged blade weapons deal more damage with each physics object collided with; this includes some enemy bullet types, potentially stacking up to massive counterattacks. Has the most damaging and least defensive Discharge attack, a narrow laser beam.
| 6.1px/frame<br>
 
 
|}
 
|}
  
Line 117: Line 109:
 
| Ingot || -0.05
 
| Ingot || -0.05
 
|-
 
|-
| LUNA Crystal || -0.004
+
| LUNA Crystal or Frozen Crystal || -0.004
 
|-
 
|-
 
| Reliquia || -0.05
 
| Reliquia || -0.05
Line 131: Line 123:
 
| Losing a life after a recent death || Additional -2
 
| Losing a life after a recent death || Additional -2
 
|-
 
|-
| Per frame REGEN ASSIST is active || -0.0064{{Template:Unconfirmed}}
+
| Per frame REGEN ASSIST is active || -0.025 (1 death) to -0.0025 (4+ deaths)
 
|-
 
|-
 
| Blue crystallized spirit <sup>sh.</sup> || -0.5
 
| Blue crystallized spirit <sup>sh.</sup> || -0.5
Line 137: Line 129:
 
| Red crystallized spirit <sup>sh.</sup> || -2
 
| Red crystallized spirit <sup>sh.</sup> || -2
 
|}
 
|}
<sup>sh.</sup> [[Hellsinker#Shrine of Farewell|Shrine of Farewell]] exclusive items.
+
<sup>sh.</sup> <small>[[Hellsinker#Shrine of Farewell|Shrine of Farewell]] exclusive items.</small>
  
Gaining an extend when at the life cap grants an '''Immortality''' bonus, awarding increasing quantities of [[Hellsinker#Spirits|Spirits]] with each bonus. Playing with a reduced life cap gives the player the opportunity to earn one or two extra Immortality bonuses at the cost of safety.
+
Upon gaining an Extend or respawning after a death, the player is invincible for 120 frames. The invincibility following an Extend has the unique property of being added on top of any current invincibility time. This can be abused to stack up more invincibility, so long as the player does not activate the [[Hellsinker#Invincibility_overwrite_bug|invincibility overwrite bug]].
 +
 
 +
Gaining an Extend when at the life cap grants an '''Immortality''' bonus, awarding increasing quantities of [[Hellsinker#Spirits|Spirits]] with each bonus. Playing with a reduced life cap gives the player the opportunity to earn one or two extra Immortality bonuses at the cost of safety.
  
 
How quickly individual Executors gain Extends is determined by their '''Life Scale''' and '''Expand''' attributes. Life Scale is the starting value of NECESSARY. Every time an Extend is earned, the base value increases by the Expand value. Characters with high Expand values will find their Extends becoming comparatively rare in the late game. The base value is reset when either type of [[Hellsinker#BREAKTHROUGH|BREAKTHROUGH]] is achieved.
 
How quickly individual Executors gain Extends is determined by their '''Life Scale''' and '''Expand''' attributes. Life Scale is the starting value of NECESSARY. Every time an Extend is earned, the base value increases by the Expand value. Characters with high Expand values will find their Extends becoming comparatively rare in the late game. The base value is reset when either type of [[Hellsinker#BREAKTHROUGH|BREAKTHROUGH]] is achieved.
Line 165: Line 159:
 
=== SOL and LUNA ===
 
=== SOL and LUNA ===
 
----
 
----
Discharges and main shot power are governed by the '''SOL gauge'''. SOL is measured in levels 1 to 5. A minimum of 3 SOL (or HI) is required to use a Discharge, with higher levels producing a more powerful and longer-lasting bomb. For all shots except Moon Cradle, performing a Discharge sets SOL to level 1. For Moon Cradle, Discharge lowers SOL by 2 levels; in this case the offensive component of the Discharge does not change with SOL level, but the invincibility time still varies. The SOL gauge refills over time, or by gathering [[Hellsinker#Items|SOL Pieces]].
+
==== SOL ====
 +
----
 +
Discharges and main shot power are governed by the '''SOL gauge'''. SOL is measured in levels 1 to 5. A minimum of 3 SOL is required to use a [[Hellsinker#Discharge|Discharge]], with higher levels producing a more powerful and longer-lasting bomb. For all shots except Moon Cradle, performing a Discharge sets SOL to level 1; for Moon Cradle, Discharge lowers SOL by 2 levels.
 +
 
 +
The SOL gauge refills over time. For several characters, the recharge rate is improved very slightly if LUNA is low, but this has little practical use.
 +
{| class="wikitable" style="text-align: center;""
 +
|-
 +
! rowspan="2" | Executor
 +
! rowspan="2" | Maximum SOL
 +
! colspan="5" | Time to charge a full SOL level at...
 +
|-
 +
| style="background-color:#eaecf0" | '''Level 1'''
 +
| style="background-color:#eaecf0" | '''Level 2'''
 +
| style="background-color:#eaecf0" | '''Level 3'''
 +
| style="background-color:#eaecf0" | '''Level 4'''
 +
| style="background-color:#eaecf0" | '''Level 5'''
 +
|-
 +
| Deadliar
 +
| {{HoverSpan|52000/level|259999}}
 +
| colspan="5" | {{HoverSpan|+182/frame|286 frames}}
 +
|-
 +
| Fossilmaiden
 +
| {{HoverSpan|HI level when full, LO level otherwise|51199}}
 +
| colspan="5" | {{HoverSpan|+70/frame|732 frames}}
 +
|-
 +
| Minogame
 +
| rowspan="5" | {{HoverSpan|52000/level|259999}}
 +
| colspan="5" | {{HoverSpan|+160/frame|325 frames}}
 +
|-
 +
| Kagura (Moon Cradle)
 +
| colspan="5" | {{HoverSpan|+160/frame|325 frames}}
 +
|-
 +
| Kagura (Ecliptic Chariot)
 +
| {{HoverSpan|+345/frame|151 frames}}
 +
| {{HoverSpan|+100/frame|520 frames}}
 +
| {{HoverSpan|+245/frame|213 frames}}
 +
| {{HoverSpan|+300/frame|174 frames}}
 +
| {{HoverSpan|+400/frame|130 frames}}
 +
|-
 +
| Kagura (Infernal Sabbath)
 +
| colspan="2" | {{HoverSpan|+225/frame|232 frames}}
 +
| {{HoverSpan|+160/frame|325 frames}}
 +
| {{HoverSpan|+40/frame|1300 frames}}
 +
| {{HoverSpan|+500/frame|104 frames}}
 +
|-
 +
| Kagura (Xanthez)
 +
| {{HoverSpan|+320/frame|163 frames}}
 +
| {{HoverSpan|+220/frame|237 frames}}
 +
| {{HoverSpan|+120/frame|434 frames}}
 +
| {{HoverSpan|+50/frame|1040 frames}}
 +
| {{HoverSpan|+2000/frame|26 frames}}
 +
|}
 +
The gauge can also be refilled by collecting [[Hellsinker#Items|SOL Pieces]].
 +
{| class="wikitable" style="text-align: center;""
 +
|-
 +
! rowspan="2" | Executor
 +
! colspan="5" | Value of SOL piece
 +
|-
 +
| style="background-color:#eaecf0" | '''Normal'''
 +
| style="background-color:#eaecf0" | '''The Great Majority (Extra 1)'''
 +
|-
 +
| Not Fossilmaiden
 +
| {{HoverSpan|1/16 level|3200}}
 +
| {{HoverSpan|~1/49 level|1066}}
 +
|-
 +
| Fossilmaiden
 +
| {{HoverSpan|1/64|800}}
 +
| {{HoverSpan|~1/193|266}}
 +
|}
 +
Whenever the "discharge available" sound plays, the player becomes invincible very briefly (12 frames).
  
The '''LUNA gauge''' affects the rate of fire of your main shot. It is drained by firing your main shot, and recovers when not firing it. Different characters have different rates of LUNA efficiency on their shots, with alternate shot modes such as NARROW PIERCING or OVER FIRING draining LUNA at further different rates. Kagura can sustain her LUNA while shooting by pointblanking (in the case of Moon Cradle, almost indefinitely). The lower SOL is, the faster the LUNA refill rate. LUNA can also be refilled by collecting the various LUNA-related items.
+
==== LUNA ====
 +
----
 +
The level of the '''LUNA gauge''' governs the rate of fire of your main shot. The gauge drains by a value each time the shot button is pressed, drains per bullet fired, and recovers over time.
  
Fossilmaiden works differently to the other characters. She has only LO and HI levels of both SOL and LUNA. She can shoot indefinitely and only expends LUNA to use her Breaking Chain attack. In exchange, her recovery of either resource from items is halved.
+
Shots are fired in 0.2 second bursts (12 frames); pressing the shot button more than 5 times per second will continue to apply the LUNA drain on press but will not fire additional bullets. Even if the player's tap timing is imperfect, the LUNA drain will still be dramatically softened so long as the inaccuracy is no more than a few frames.
 +
 
 +
{| class="wikitable" style="text-align: center;""
 +
|-
 +
! rowspan="2" | Executor
 +
! rowspan="2" | Maximum LUNA
 +
! colspan="6" | LUNA drain when shot button pressed
 +
! rowspan="2" | Drain per bullet
 +
! rowspan="2" | Other firing modes
 +
|-
 +
| style="background-color:#eaecf0" | '''Minimum'''
 +
| style="background-color:#eaecf0" | '''1 frame early'''
 +
| style="background-color:#eaecf0" | '''2 frames early'''
 +
| style="background-color:#eaecf0" | '''3 frames early'''
 +
| style="background-color:#eaecf0" | '''4 frames early'''
 +
| style="background-color:#eaecf0" | '''Earlier still'''
 +
|-
 +
| Deadliar
 +
| {{HoverSpan|51200 per level|153599}}<br>'''Minimum:''' 12800
 +
| -70
 +
| -220
 +
| -320
 +
| -370
 +
| colspan="2" | -820
 +
| {{HoverSpan|7 shots per burst|-365}}
 +
| '''NARROW PIERCING:'''<br>Additional -120/frame
 +
|-
 +
| Fossilmaiden
 +
| {{HoverSpan|HI level when full, LO level otherwise|51199}}
 +
| colspan="6" | 0
 +
| 0
 +
| '''BREAKING CHAIN:'''<br>LUNA set to 0
 +
|-
 +
| Minogame
 +
| rowspan="2" | {{HoverSpan|51200 per level|153599}}
 +
| -100
 +
| -400
 +
| -700
 +
| -1000
 +
| -1300
 +
| -2700
 +
| {{HoverSpan|7 shots per burst|-400}}
 +
| style="color:#bbbbbb" | n/a
 +
|-
 +
| Kagura (Moon Cradle)
 +
| rowspan="3" colspan="6" | -485
 +
| {{HoverSpan|11 shots per burst|-105}}
 +
| '''Autofire:'''<br>No extra cost
 +
|-
 +
| Kagura (Ecliptic Chariot)
 +
| {{HoverSpan|51200 per level|140799}}
 +
| {{HoverSpan|11 shots per burst|-90}}
 +
| style="color:#bbbbbb" | n/a
 +
|-
 +
| Kagura (Infernal Sabbath)
 +
| {{HoverSpan|51200 per level|140799}}<br>'''Minimum:''' 25600
 +
| {{HoverSpan|11 shots per burst|-112}}
 +
| '''OVER FIRING:'''<br>Additional -235/frame
 +
|-
 +
| Kagura (Xanthez)
 +
| 240000
 +
| colspan="6" | 0
 +
| {{HoverSpan|6 shots per burst|-10000}}
 +
| '''FULLAUTO FIRING:'''<br>No extra cost
 +
|-
 +
|}
 +
 
 +
The LUNA recovery rate accelerates for as long as LUNA is not spent. Having less SOL improves the recovery rate. For Deadliar and Minogame, recovery starts 8 frames after pressing the shot button (during the final 4 frames of a shot burst). For Kagura, recovery only starts when not shooting.
 +
 
 +
Additional layers of LUNA recovery can be applied by grazing bullets or by staying close to enemies (both scaling up with quantity). These factors are independent of shooting, so they also influence how long the player's LUNA lasts. Thanks to this, shooting at point-blank range can sometimes be sustained for a long time or even perpetually.
 +
 
 +
Fossilmaiden's LUNA recovery does not scale. It is always {{HoverSpan|233 frames full charge|220 per frame}}, or {{HoverSpan|2560 frames full charge|20 per frame}} while firing main shot.
 +
 
 +
Xanthez's recovery rate is very slow immediately after firing and is not improved by enemy proximity or low SOL. If LUNA reaches 0, it refills much faster but cannot be spent until it fully refills. It may be helpful to think of Xanthez's shot as a "solid ammo" weapon that needs to be reloaded, as opposed to the other characters' "energy" shots that are recharging constantly.
 +
 
 +
LUNA can also be refilled by collecting [[Hellsinker#Items|LUNA-related items]].
 +
{| class="wikitable" style="text-align: center;""
 +
|-
 +
! rowspan="2" | Executor
 +
! colspan="4" | Value of LUNA item
 +
|-
 +
| style="background-color:#eaecf0" | '''LUNA Crystal'''
 +
| style="background-color:#eaecf0" | '''LUNA Droplet'''
 +
| style="background-color:#eaecf0" | '''Frozen Crystal'''
 +
| style="background-color:#eaecf0" | '''LUNA Chaff'''
 +
|-
 +
| Not Fossilmaiden
 +
| {{HoverSpan|1/192, Xanthez: 1/300|800}}
 +
| {{HoverSpan|1/960, Xanthez: 1/1500|160}}
 +
| {{HoverSpan|1/384, Xanthez: 1/600|400}}
 +
| {{HoverSpan|1/128, Xanthez: 1/200|1200}}
 +
|-
 +
| Fossilmaiden
 +
| {{HoverSpan|1/128|400}}
 +
| {{HoverSpan|1/640|80}}
 +
| {{HoverSpan|~1/427|120}}
 +
| {{HoverSpan|~1/85|600}}
 +
|}
  
 
=== Subweapon Gauge ===
 
=== Subweapon Gauge ===
Line 176: Line 338:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Executor || Subweapon behavior
+
! Executor || Charge time || Supercharge time || Supercharge behavior
 
|-
 
|-
| Deadliar || Firing main shot gradually depletes it from level 2 to level 1
+
| Deadliar || style="color:#bbbbbb" | n/a || 75 frames || Firing main shot gradually depletes it to level 1
 
|-
 
|-
| Fossilmaiden || Fills from level 1 to level 2 while subweapon button is held (may be purely visual{{template:unconfirmed}})
+
| Fossilmaiden || style="color:#bbbbbb" | n/a || 90 frames || Fills while subweapon button is held, may not have a purpose{{template:unconfirmed}}
 
|-
 
|-
| Minogame || Firing main shot gradually depletes it from level 2 to level 1
+
| Minogame || 134 frames || 120 frames || Firing main shot gradually depletes it to level 1
 
|-
 
|-
| Kagura (Moon Cradle) || Unaffected by shot, only charges to level 1, grenade subweapon can be manually charged to level 2 or 3
+
| Kagura (Moon Cradle) || 120 frames || Level 2: 60 frames<br>Level 3: +120 frames || Manually charged during grenade subweapon
 
|-
 
|-
| Kagura (Ecliptic Chariot) || Instantly sets to level 1 when firing main shot, charges to level 2 very slowly
+
| Kagura (Ecliptic Chariot) || 18 frames || 180 frames || Firing main shot instantly sets it to level 1, may not have a purpose{{template:unconfirmed}}
 
|-
 
|-
| Kagura (Infernal Sabbath) || Doesn't use it
+
| Kagura (Infernal Sabbath) || style="color:#bbbbbb" | n/a || style="color:#bbbbbb" | n/a || style="color:#bbbbbb" | n/a
 
|-
 
|-
| Kagura (Xanthez) || Instantly sets to level 1 when firing main shot
+
| Kagura (Xanthez) || 45 frames || 80 frames || Firing main shot instantly sets it to level 1
 
|-
 
|-
 
|}
 
|}
Line 196: Line 358:
 
=== STELLA (Rank) ===
 
=== STELLA (Rank) ===
 
----
 
----
The ''Hellsinker.'' rank system is termed '''STELLA''', ranging through 10 levels from 1 to A. The beginning of a run always sets the STELLA gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending STELLA is lost at the beginning of a new Segment. Maximizing STELLA is extremely important for [[Hellsinker#Spirits|Spirit]] scoring as it scales all sources of incoming Spirits and also enhances Spirit-relevant enemy attacks, such as the number of destructible bullets and the length of grazable needle bullets. Most Segments feature a specific trick early on for reaching maximum STELLA quickly.
+
The ''Hellsinker.'' [[Help:Glossary#Rank|rank]] system is termed '''STELLA''', ranging through 10 levels from 1 to A. The beginning of a run always sets the STELLA gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending STELLA is lost at the beginning of a new Segment. Maximizing STELLA is extremely important for [[Hellsinker#Spirits|Spirit]] scoring as it scales all sources of incoming Spirits and also enhances Spirit-relevant enemy attacks, such as the number of destructible bullets and the length of grazable needle bullets. Most Segments feature a specific trick early on for reaching maximum STELLA quickly.
  
The practical consequences of STELLA on the game's difficulty are small, with the exception of a couple of bosses using completely different patterns at differing levels.
+
The practical consequences of STELLA on the game's difficulty are small, mostly affecting bullet speed. In rare cases, differing STELLA levels will trigger different boss patterns.
  
 
Actions which will increase STELLA:
 
Actions which will increase STELLA:
* Not getting hit for at least 20 seconds (effect scales upward until 90 seconds{{template:unconfirmed}})
 
 
* Picking up green STELLA [[Hellsinker#Items|items]], LUNA Chaff, Comets or Reliquiae
 
* Picking up green STELLA [[Hellsinker#Items|items]], LUNA Chaff, Comets or Reliquiae
 
* Picking up large quantities of other items
 
* Picking up large quantities of other items
* Collecting 10+ Spirits in a short time
+
* Collecting Spirits
* [[Hellsinker#Sealing_Enemies|SEALing]] enemies (more effective on bosses, scales with the quantity of enemies on screen{{unconfirmed}})
+
* Staying close to some enemy types
 
* [[Hellsinker/Strategy#Inner_Spirit_Raising_and_Spirit_Pooling_.28tick_points.29|Hitting things rapidly]]
 
* [[Hellsinker/Strategy#Inner_Spirit_Raising_and_Spirit_Pooling_.28tick_points.29|Hitting things rapidly]]
* Grazing
+
* Not getting hit for at least 20 seconds (reduces passive STELLA loss, effect scales incrementally over time)
* Staying at the top of the screen
+
* Some effects are enhanced near the top of the screen
  
 
Actions which will decrease STELLA:
 
Actions which will decrease STELLA:
Line 214: Line 375:
 
* Getting hit more than once within 30 seconds
 
* Getting hit more than once within 30 seconds
 
* Picking up pink STELLA items
 
* Picking up pink STELLA items
* Cancelling bullets with Discharge
+
* Cancelling bullets with [[Hellsinker#Discharge|Discharge]] or with the [[Hellsinker#Suppression_Radius|Suppression Radius]]
* Stalling and cancelling bullets with the [[Hellsinker#Suppression_Radius|Suppression Radius]]
+
* Staying close to the bottom of the screen
* Staying at the bottom of the screen
 
  
 
The minimum amount of STELLA preserved after completing a Segment increases over the course of the game dependent on your end-of-stage SURVIVABILITY award and your number of lives at that time.<br>
 
The minimum amount of STELLA preserved after completing a Segment increases over the course of the game dependent on your end-of-stage SURVIVABILITY award and your number of lives at that time.<br>
The amount of STELLA lost after completing a Segment also increases dependent on your overall survival performance and number of Extends gained. Notably, [[Hellsinker#Bootleg_Ghost|autobombing]] can reduce the amount of lost STELLA without penalizing the minimum preservation level.<br>
+
The amount of STELLA lost after completing a Segment also increases dependent on your overall survival performance, number of Extends gained, and a [[Hellsinker/Strategy#Stage-specific modifiers|stage-specific value]]. Notably, [[Hellsinker#Bootleg_Ghost|autobombing]] can reduce the amount of lost STELLA without penalizing the minimum preservation level.<br>
 
A detailed analysis of STELLA preservation mechanics can be found [https://www.youtube.com/post/UgkxM-xhnsFaTnA5E9KVfUpzV9fyaQbI0mBu in this post].
 
A detailed analysis of STELLA preservation mechanics can be found [https://www.youtube.com/post/UgkxM-xhnsFaTnA5E9KVfUpzV9fyaQbI0mBu in this post].
  
Line 228: Line 388:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Event || Effect on TERRA{{template:unconfirmed}}
+
! Event || Effect on TERRA
 
|-
 
|-
| [[Hellsinker#Bootleg_Ghost|Autobomb]] || At least -6
+
| Autobomb || -6
 
|-
 
|-
| Losing a life || At least -10
+
| Losing a life || -10~20, see below
 
|-
 
|-
| Losing a life after a recent death || At least -20
+
| Losing a life after a recent death || -20~40, see below
 
|-
 
|-
 
| Losing a [[Hellsinker#Items|Life Chip]] || -1
 
| Losing a [[Hellsinker#Items|Life Chip]] || -1
Line 242: Line 402:
 
| Losing other items except LUNA Droplets || -0.01
 
| Losing other items except LUNA Droplets || -0.01
 
|-
 
|-
| Exiting a Segment || Falls, varies with settings/performance
+
| Exiting a Segment || ( 60 - number of cleared stages^2 ) * -0.5 - 10
 +
|-
 +
| Exiting a Segment in [[Hellsinker#Bootleg_Ghost|Solidstate]] || Additional -8
 
|-
 
|-
 
| Exiting Segment 5 || Additional -15
 
| Exiting Segment 5 || Additional -15
Line 254: Line 416:
 
| Collecting a Reliquia || +0.05 on Segment 3L, else +0.2
 
| Collecting a Reliquia || +0.05 on Segment 3L, else +0.2
 
|-
 
|-
| Destroying KAREIDOSCOPE once (FATE CONTROL) || +3
+
| Destroying KAREIDOSCOPE once (FATE CONTROL) || +2.5
 
|-
 
|-
 
|}
 
|}
 +
The TERRA loss from dying is increased by:
 +
* The number of deaths on the current Segment
 +
* The number of misses in total, including autobombs
 +
* Each STELLA level below A before the death
 +
The TERRA loss from dying is mitigated by:
 +
* [[Hellsinker/Strategy#Stage-specific modifiers|A stage-specific value]]
 +
* 3+ deaths on the current Segment
  
 
== Items ==
 
== Items ==
''Hellsinker.'' features 14 items (termed Relics) that govern score and gameplay. There is a hard limit of 512 simultaneous items; items spawned past this limit will not appear.
+
''Hellsinker.'' features 14 items (termed Relics). There is a hard limit of 512 simultaneous items; items spawned past this limit will not appear.
  
{| class="wikitable" style="width: 70%;"
+
{| class="wikitable" style="text-align: center; width: 80%";
 
|-
 
|-
! Item || Description
+
! Item
 +
! style="width: 20%;" | Appearance conditions
 +
! style="width: 12%;" | Token value
 +
! [[Hellsinker#LUNA|LUNA]] value
 +
! [[Hellsinker#Lives|NECESSARY]] value
 +
! Description/other effects
 
|-
 
|-
 
| [[File:Sol piece.png|center]] <div style='text-align: center;'>'''SOL Piece'''</div>
 
| [[File:Sol piece.png|center]] <div style='text-align: center;'>'''SOL Piece'''</div>
|| Slightly increases [[Hellsinker#SOL_and_LUNA|SOL]]. Dropped by many enemies, often en mass. Horizontal trajectory is slightly magnetized to the player.
+
| Dropped by many enemies.
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| Increases [[Hellsinker#SOL|SOL]]. Horizontal trajectory is slightly magnetized to the player.
 
|-
 
|-
 
| [[File:Luna_Crystals.png|center]] <div style='text-align: center;'>'''LUNA Crystal'''</div>
 
| [[File:Luna_Crystals.png|center]] <div style='text-align: center;'>'''LUNA Crystal'''</div>
|| Primary [[Hellsinker#Tokens|Token]] scoring item. Flies upwards instead of falling down. Dropped by most enemies. Will increase in level if collected consecutively, and fall in level if lost consecutively. Fills LUNA somewhat and contributes marginally to Extend progress (1/250 [[Hellsinker#Lives|NECESSARY]]). Can be collected in a small radius if the main shot button is not being held down, and can be auto-collected from the entire screen by using Discharge.
+
| Dropped by many enemies.
 +
| {{HoverSpan|1/20 to ~1/3.07|0.05 to 0.32533}}<br>[[Hellsinker/Strategy#Token_Values|(Gem level)]]
 +
| {{HoverSpan|Fossilmaiden: 400|800}}
 +
| {{HoverSpan|1/250|0.004}}
 +
| Flies upwards instead of falling down. Contributes to the gem level. Decays the gem level if lost (level will no longer drop after reaching level 6).<br>Can be collected in a small radius if the main shot button is not being held down, and can be auto-collected from the entire screen by using Discharge.
 
|-
 
|-
 
| [[File:Luna_droplet.png|center]] <div style='text-align: center;'>'''LUNA Droplet'''</div>
 
| [[File:Luna_droplet.png|center]] <div style='text-align: center;'>'''LUNA Droplet'''</div>
|| Secondary Token scoring item. Generated when a target is destroyed with enemy bullets nearby to it (range based on enemy hitbox size). Contributes to the gem level but will not cause it to degrade if lost. Token value is reduced to 1/4th during boss fights. Provides 1/5th as much LUNA recovery as a crystal.
+
| Generated when a target is destroyed with enemy bullets nearby to it (range based on enemy hitbox size).
 +
| '''During stage:'''<br>{{HoverSpan|~1/6|0.16225}}<br>'''During boss:'''<br>{{HoverSpan|~1/25|0.0405}}
 +
| {{HoverSpan|Fossilmaiden: 80|160}}
 +
| style="color:#bbbbbb" | 0
 +
| Contributes to the gem level but does not cause it to degrade if lost.<br>Can be collected in a small radius if the main shot button is not being held down.
 
|-
 
|-
 
| [[File:hs-frozen-crystal.png|center]] <div style='text-align: center;'>'''Frozen Crystal'''</div>
 
| [[File:hs-frozen-crystal.png|center]] <div style='text-align: center;'>'''Frozen Crystal'''</div>
|| Bonus Token scoring item. Generated from bullet cancels after killing specific enemies. Automatically collected. High Token value.
+
| Generated from bullet cancels after killing specific enemies.
 +
| {{HoverSpan|3/2|1.5}}
 +
| {{HoverSpan|Fossilmaiden: 120|400}}
 +
| {{HoverSpan|1/250|0.004}}
 +
| Automatically collected.
 
|-
 
|-
 
| [[File:Luna_chaff.png|center]] <div style='text-align: center;'>'''LUNA Chaff'''</div>
 
| [[File:Luna_chaff.png|center]] <div style='text-align: center;'>'''LUNA Chaff'''</div>
|| Generated when destroying bullets with the Suppression Radius. Refills LUNA by a small amount and increases [[Hellsinker#STELLA_.28Rank.29|STELLA]]. No Token value.
+
| Generated when destroying bullets with the Suppression Radius.
 +
| style="color:#bbbbbb" | 0
 +
| {{HoverSpan|Fossilmaiden: 600|1200}}
 +
| style="color:#bbbbbb" | 0
 +
| Increases [[Hellsinker#STELLA_.28Rank.29|STELLA]].
 
|-
 
|-
 
| [[File:Life_chip.png|center]] <div style='text-align: center;'>'''Life Chip'''</div>
 
| [[File:Life_chip.png|center]] <div style='text-align: center;'>'''Life Chip'''</div>
|| Contributes to Extend progress, worth 1 NECESSARY. Dropped by specific enemies. Horizontal trajectory is slightly magnetized to the player.
+
| Dropped by specific enemies.
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| 1
 +
| Horizontal trajectory is slightly magnetized to the player.
 
|-
 
|-
 
| [[File:Ingot.png|center]] <div style='text-align: center;'>'''Ingot'''</div>
 
| [[File:Ingot.png|center]] <div style='text-align: center;'>'''Ingot'''</div>
|| [[Hellsinker#Spirits|Spirit]] scoring item. Generated from some bullet cancels, typically after killing a boss. Worth 0.2 Spirits and 0.05 NECESSARY (1/20).
+
| Generated from bullet cancels, typically after killing a boss.
 +
| {{HoverSpan|1/15 to ~1/5.58|0.06666 to 0.17916}}<br>[[Hellsinker/Strategy#Token_Values|(STELLA level)]]
 +
| style="color:#bbbbbb" | 0
 +
| {{HoverSpan|1/20|0.05}}
 +
| Worth 0.2 Spirits.
 
|-
 
|-
 
| [[File:hs-crystalspirit-merged.png|center]] <div style='text-align: center;'>'''Crystallized Spirits'''</div>
 
| [[File:hs-crystalspirit-merged.png|center]] <div style='text-align: center;'>'''Crystallized Spirits'''</div>
|| Spirit scoring item. Appear at the end of the [[Hellsinker#Shrine of Farewell|Shrine of Farewell]] dependent on player performance. Either type is worth 0.5% of total Spirits earned before entering the Shrine. Blue crystals are worth 0.5 NECESSARY and red crystals 2 NECESSARY. Magnetized to a spot below the player with a randomized offset{{template:unconfirmed}}.
+
| Appear at the end of the [[Hellsinker#Shrine of Farewell|Shrine of Farewell]] dependent on player performance.  
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| '''Blue:'''<br>{{HoverSpan|1/2|0.5}}<br>'''Red:'''<br>2
 +
| Either type is worth 0.5% of total Spirits earned before entering the Shrine (ACHIEVEMENT). Magnetized to a spot below the player with a randomized offset.{{template:unconfirmed}}
 
|-
 
|-
 
| [[File:Terra_relic.png|center]] <div style='text-align: center;'>'''Reliquia'''</div>
 
| [[File:Terra_relic.png|center]] <div style='text-align: center;'>'''Reliquia'''</div>
|| Worth 0.05 [[Hellsinker#TERRA|TERRA]] on Segment 3L, otherwise worth 0.2 TERRA. Also worth 0.05 NECESSARY and has a medium Token value. Raises STELLA. Moves very quickly but is significantly magnetized to the player. Typically dropped by multi-part enemies.
+
| Dropped by multi-part enemies.
 +
| {{HoverSpan|1/12|0.08333}}
 +
| style="color:#bbbbbb" | 0
 +
| {{HoverSpan|1/20|0.05}}
 +
| Worth 0.05 [[Hellsinker#TERRA|TERRA]] on Segment 3L, otherwise worth 0.2 TERRA. Raises STELLA. Moves very quickly but is significantly magnetized to the player.
 
|-
 
|-
 
| [[File:Young_stella.png|center]] <div style='text-align: center;'>'''Young STELLA'''</div>
 
| [[File:Young_stella.png|center]] <div style='text-align: center;'>'''Young STELLA'''</div>
|| Rank control item. Raises STELLA level by 1 immediately, and then further over time. Appear in fixed places. Can appear in groups when fulfilling stage-specific conditions.
+
| Appear in fixed places. Can appear in groups when fulfilling [[Hellsinker/Strategy#STELLA Tricks|stage-specific conditions]].
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| Raises STELLA level by 1 immediately, and then a further ~1/2 level over time.
 
|-
 
|-
 
| [[File:Old_stella.png|center]] <div style='text-align: center;'>'''Old STELLA'''</div>
 
| [[File:Old_stella.png|center]] <div style='text-align: center;'>'''Old STELLA'''</div>
|| Rank control item. Lowers STELLA over time. Appear in fixed places, or when activating SELF ECLIPSE by continuously stalling bullets with the [[Hellsinker#Suppression_Radius|Suppression Radius]].
+
| Appear in fixed places or when activating [[Hellsinker#APPEASEMENT and SELF ECLIPSE|SELF ECLIPSE]].
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| Lowers STELLA over time.
 
|-
 
|-
 
| [[File:Comet.png|center]] <div style='text-align: center;'>'''Comet'''</div>
 
| [[File:Comet.png|center]] <div style='text-align: center;'>'''Comet'''</div>
|| Rank recovery item. On player death, 1 is dropped per STELLA level lost. Increases STELLA by 0.75 levels.
+
| On player death, 1 is dropped per STELLA level lost.
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| Raises STELLA by 0.75 levels.
 
|-
 
|-
 
| [[File:Revive.png|center]] <div style='text-align: center;'>'''Revive'''</div>
 
| [[File:Revive.png|center]] <div style='text-align: center;'>'''Revive'''</div>
|| Instantly grants an extra life if the player is below max lives. Does not grant an Immortality bonus or affect the Extend count.
+
| Appear very rarely under special conditions.
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| style="color:#bbbbbb" | 0
 +
| Instantly grants an extra life if the player is below max lives. Does not grant an Immortality bonus or affect the Extend count.
 +
|-
 +
|}
 +
 
 +
=== Item collection ===
 +
----
 +
The base collection range varies by item type.
 +
{| class="wikitable"
 +
|-
 +
! Item
 +
! Range
 +
|-
 +
| LUNA Chaff
 +
| {{HoverSpan|16px at 640x480|1600 units}}
 +
|-
 +
| Reliquia
 +
| {{HoverSpan|32px at 640x480|3200 units}}
 +
|-
 +
| Crystallized Spirits
 +
| {{HoverSpan|33px at 640x480|3300 units}}
 +
|-
 +
| LUNA Droplet
 +
| {{HoverSpan|34px at 640x480|3400 units}}
 +
|-
 +
| Others
 +
| {{HoverSpan|30px at 640x480|3000 units}}
 +
|}
 +
Some characters have extra collection range which is added to the base range. This only applies when directly collecting items.
 +
{| class="wikitable"
 +
|-
 +
! Executor
 +
! Extra range
 +
|-
 +
| Deadliar
 +
| rowspan="2" | 0
 +
|-
 +
| Fossilmaiden
 +
|-
 +
| Minogame
 +
| {{HoverSpan|5px at 640x480|500 units}}
 +
|-
 +
| Kagura
 +
| {{HoverSpan|3px at 640x480|300 units}}
 +
|}
 +
Options have their own collection range.
 +
  (item base range) / 2 + (subweapon range * 0.75)
 +
{| class="wikitable"
 +
|-
 +
! Executor
 +
! Subweapon
 +
! Range * 0.75
 +
! Common effective range
 +
! Notes
 
|-
 
|-
 +
| rowspan="3" | Tobari-Maru<br>(Deadliar)
 +
| Chain (level 1)
 +
| {{HoverSpan|46.5px at 640x480|4650 units}}
 +
| {{HoverSpan|61.5px at 640x480|~6150 units}}
 +
|
 +
|-
 +
| Chain (level 2)
 +
| {{HoverSpan|48px to 95.7px at 640x480|4800 to 9577 units}}
 +
| {{HoverSpan|63px to 110px at 640x480|~6300 to ~11077 units}}
 +
| Range increases when Deadliar is nearby.
 +
|-
 +
| Held throw
 +
| {{HoverSpan|54px at 640x480|5400 units}}<br>{{HoverSpan|Oscillates between the two values|(4000)}}
 +
| {{HoverSpan|69px at 640x480|~6900 units}}
 +
|
 +
|-
 +
| Saraba-Maru<br>(Fossilmaiden)
 +
| style="color:#bbbbbb" | n/a
 +
| {{HoverSpan|37.5px at 640x480|3750 units}}
 +
| {{HoverSpan|52.5px at 640x480|~5250 units}}
 +
| Always active.
 +
|-
 +
| Ecliptic Chariot
 +
| style="color:#bbbbbb" | n/a
 +
| {{HoverSpan|18px at 640x480|1800 units}}
 +
| {{HoverSpan|33px at 640x480|~3300 units}}
 +
| Potentially smaller than Kagura's base range.
 
|}
 
|}
  
 
== Common Mechanics ==
 
== Common Mechanics ==
  
=== Speed Control ===
+
=== Speed & Speed Control ===
 
----
 
----
Set before a run. Determines player speed behavior. This setting has no effect on Fossilmaiden.
+
 
 +
Player movement speed is determined by character and the subweapon status they are in. Additionally, most characters have a slow movement mode which can be configured with the '''Speed Control''' setting.
 +
 
 +
{| class="wikitable" style="width:45%"
 +
|-
 +
! style="width:15%;" | Executor
 +
! style="width:15%;" | Status
 +
! style="width:10%;" | Distance per frame
 +
|-
 +
| rowspan="2" | Deadliar
 +
|
 +
| {{HoverSpan|5.6px at 640x480|560 units}}<br>————————————————→
 +
|-
 +
| While aiming subweapon
 +
| {{HoverSpan|1.4px at 640x480|140 units}}<br>———→
 +
|-
 +
| rowspan="3" | Fossilmaiden
 +
|
 +
| {{HoverSpan|4.48px at 640x480, implemented as 80% modifier of 560|448 units}}<br>————————————→
 +
|-
 +
| During Anchor Device
 +
| {{HoverSpan|3.73px at 640x480, implemented as 66.66% modifier of 560|373 units}}<br>——————————→
 +
|-
 +
| During Lance Device
 +
| {{HoverSpan|6.72px at 640x480, implemented as 120% modifier of 560|672 units}}<br>———————————————————→
 +
|-
 +
| Minogame
 +
|
 +
| {{HoverSpan|5.2px at 640x480|520 units}}<br>——————————————→
 +
|-
 +
| rowspan="2" | Kagura (Moon Cradle)
 +
|
 +
| {{HoverSpan|5.3px at 640x480|530 units}}<br>———————————————→
 +
|-
 +
| While aiming subweapon
 +
| {{HoverSpan|1.32px at 640x480|132 units}}<br>———→
 +
|-
 +
| rowspan="2" | Kagura (Ecliptic Chariot)
 +
| Docked
 +
| {{HoverSpan|5.6px at 640x480|560 units}}<br>————————————————→
 +
|-
 +
| Undocked
 +
| {{HoverSpan|4.0px at 640x480|400 units}}<br>———————————→
 +
|-
 +
| Kagura (Infernal Sabbath)
 +
|
 +
| {{HoverSpan|4.8px at 640x480|480 units}}<br>—————————————→
 +
|-
 +
| Kagura (Xanthez)
 +
|
 +
| {{HoverSpan|6.0px at 640x480|600 units}}<br>—————————————————→
 +
|-
 +
|}
 +
 
 +
'''Speed Control''' is set before a run. It determines how the player accesses slow movement. This setting has no effect on Fossilmaiden.
 
* '''Automatic:''' Move at 50% speed while the shot button is held (20 frame delay)
 
* '''Automatic:''' Move at 50% speed while the shot button is held (20 frame delay)
* '''Momentary:''' Move at 50% speed while the slow button is held (instant)
+
* '''Momentary:''' Move at 50% speed while the slow button is held (immediate)
 
* '''Alternative:''' Toggle 50% speed when the slow button is pressed
 
* '''Alternative:''' Toggle 50% speed when the slow button is pressed
 
* '''Triphase:''' Cycle though full speed, 82% speed and 64% speed when slow button is pressed
 
* '''Triphase:''' Cycle though full speed, 82% speed and 64% speed when slow button is pressed
 +
Slow movement modifiers stack with other speed changes e.g. aiming a subweapon. Except in Triphase, all changes to the speed modifier are interpolated over a few frames at a character-specific rate. Speed changes in Triphase are instant.
 +
 +
{| class="wikitable"
 +
|-
 +
! Executor
 +
! Interpolation time of speed change
 +
|-
 +
| Deadliar<br>Minogame
 +
| 10 frames
 +
|-
 +
| Fossilmaiden
 +
| {{HoverSpan|Effectively less when activating Lance Device as the speed spikes very early|20 frames}}
 +
|-
 +
| Kagura
 +
| 5 frames
 +
|}
 +
 +
==== Infernal Sabbath speed modifier ====
 +
Infernal Sabbath has some additional effects related to the Speed Control setting, concerning the shot and subweapon buttons. Depending on the configuration, these changes may not be obvious due to only occurring for a few frames at a time, or may be disruptive. When two sources are opposing (downward trend in fast mode or upward trend in slow mode), the result is a ~76.46% speed modifier, assuming that it's even possible to stabilize it.
 +
{| class="wikitable"
 +
|-
 +
! Speed Control
 +
! Extra Kagura3 behavior
 +
|-
 +
| Automatic
 +
| In addition to normal behavior, immediately switches to 50% speed while the subweapon button is held.
 +
|-
 +
| Momentary
 +
| '''Slow button not held:''' Trends towards 50% speed when pressing or releasing the subweapon button.<br>'''Slow button not held, subweapon button held:''' Trends towards 50% speed when pressing the shot button.<br>'''Slow button held:''' Trends towards 100% speed when pressing or releasing the subweapon button or shot button.<br>'''Slow button held, shot button held:''' Behaves normally.
 +
|-
 +
| Alternative
 +
| Trends towards 100% speed when pressing or releasing the shot button.<br>Trends towards 50% speed when pressing or releasing the subweapon button.
 +
|-
 +
| Triphase
 +
| Behaves normally.
 +
|}
  
 
=== Bootleg Ghost ===
 
=== Bootleg Ghost ===
 
----
 
----
Set before a run. Determines autobomb behavior. Autobombs can triggered up to three times per Segment.
+
Set before a run. Determines '''Auto-Rejection''' (autobomb) behavior. Autobombs can triggered up to three times per Segment. After an autobomb, the player is invincible for 120 frames.
* '''Aspirant:''' Autobombs will only activate if the [[Hellsinker#SOL and LUNA|SOL gauge]] is 5 and the player has less than 4 lives.
+
* '''Aspirant'''
* '''Solidstate:''' Autobombs will activate any time Discharge is available.
+
** Autobombs will activate if the [[Hellsinker#SOL|SOL gauge]] is at maximum level and the player has less than 4 lives.
* '''Adept:''' Disables autobombs entirely. Additionally:
+
** When activated, nearly all SOL is lost. (Internal SOL value is divided by 7)
** Changes the activation of the Suppression Radius, which now only activates when the main shot button is held, and activates faster.
+
* '''Solidstate'''
** Changes the graze range behavior for most characters. Details in [[Hellsinker/Strategy#Ways_to_gain_Spirits|the strategy subpage]].
+
** Autobombs will activate any time Discharge is available.
 +
** When activated, all SOL is lost.
 +
** More [[Hellsinker#TERRA|TERRA]] is lost when exiting a Segment.
 +
* '''Adept'''
 +
** No autobomb.
 +
** The [[Hellsinker#Suppression Radius|Suppression Radius]] only activates when the main shot button is held, and activates faster.
 +
** Changes the graze range and [[Hellsinker#Sealing Enemies|seal]] range behavior for most characters. Details in [[Hellsinker/Strategy#FINELINE (grazing)|the strategy subpage]].
  
 
=== Suppression Radius ===
 
=== Suppression Radius ===
 
----
 
----
All characters have a '''Suppression Radius''' which is activated by not firing the main shot for 60 frames, or by holding the shot button for 20 frames in Adept. The Suppression Radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will eventually destroy them entirely. Blocking bullets with the Suppression Radius causes [[Hellsinker#STELLA (Rank)|STELLA]] to fall, and destroying them produces small [[Hellsinker#Items|LUNA Chaff]] items which will more than recover the lost rank if collected.
+
All characters have a '''Suppression Radius''' which is activated by not firing the main shot for 60 frames, or by holding the shot button for 20 frames in Adept.
 +
 
 +
The Suppression Radius takes the form of a light blue circle around the character. Its effective radius is {{HoverSpan|64px at 640x480|6400 units}}. It slows down many types of bullets and, for a smaller number of them, will eventually destroy them entirely. Destroying bullets with the Suppression Radius causes [[Hellsinker#STELLA (Rank)|STELLA]] to fall, and produces small [[Hellsinker#Items|LUNA Chaff]] items which will more than recover the lost rank if collected. It also deals a very small amount of contact damage.
 +
 
 +
Fossilmaiden's Suppression Radius works differently as it is only active while her subweapons are active. It is much smaller than the other characters', and does not change with Bootleg Ghost setting. During the Anchor Device subweapon, it has a {{HoverSpan|42px at 640x480|4200 unit}} radius. During the Lance Device subweapon, it has a {{HoverSpan|28px at 640x480|2800 unit}} radius around Fossilmaiden and a {{HoverSpan|36px at 640x480|3600 unit}} radius around Saraba-Maru; in this case, the radius around Fossilmaiden is also less effective at destroying bullets.{{template:unconfirmed}}
  
Fossilmaiden's suppression aura works differently as it is only active while her subweapon button is held down. It is much smaller than the other characters', and does not change with Bootleg Ghost setting.
+
Other weapons should be used versus destructible bullets as the Radius' suppression effect takes priority over its contact damage.
 +
 
 +
==== APPEASEMENT and SELF ECLIPSE ====
 +
Continuously touching bullets with the Suppression Radius causes a number labeled '''APPEASEMENT''' to appear, counting down from 80 for as long as bullets continue to be inside the Radius. When the counter reaches 0, '''SELF ECLIPSE''' occurs:
 +
* Two [[Hellsinker#Items|pink STELLA]] items appear at the top of the screen.
 +
* The player becomes invulnerable very briefly (10 frames).
 +
* APPEASEMENT is disabled for 60 frames.
 +
The base fall rate of the APPEASEMENT counter is 0.135 per frame. Additional suppressed bullets gradually accelerate the fall rate, with each added bullet having a greater effect than the previous one. If no bullets are being suppressed, the counter instead recovers by 0.2 per frame.
 +
 
 +
SELF ECLIPSE is often a nuisance when playing for [[Hellsinker#Spirits|Spirits]] as the items it creates are undesirable and become hazards.
 +
 
 +
=== Discharge ===
 +
----
 +
Discharges are ''Hellsinker.'''s bomb mechanic. They expend [[Hellsinker#SOL|SOL]] to use, requiring at least SOL level 3 (or HI), with higher levels making the Discharge more effective. Discharges that can be delayed will grant invincibility over the entire delayed period in addition to the normal invincibility time. Unless otherwise noted, enemy bullets are [[Hellsinker#Cancellation Stars / Phantom Bullets|cancelled into stars]] for the duration of a Discharge, but not for any delay period.
 +
 
 +
{| class="wikitable" style="text-align: center; width:75%;"
 +
|-
 +
! style="width:15%;" rowspan="2" | Executor
 +
! style="width:15%;" rowspan="2" | Discharge
 +
! colspan="3" | Invincibility time at...
 +
! style="width:20%;" rowspan="2" | Effects of SOL level
 +
! style="width:25%;" rowspan="2" | Notes
 +
|-
 +
| style="width:8%; background-color:#eaecf0" | '''SOL 5'''
 +
| style="background-color:#eaecf0" | '''SOL 4'''
 +
| style="background-color:#eaecf0" | '''SOL 3'''
 +
|-
 +
| Deadliar
 +
| Carnage Raid
 +
| 120 frames
 +
| 90 frames
 +
| 60 frames
 +
| Increased size and duration
 +
| Can be delayed for up to 40 frames.<br>Near the center is effective for Spirit scoring.
 +
|-
 +
| rowspan="2" | Fossilmaiden
 +
| Curtain Raiser
 +
| colspan="3" | 144 frames
 +
| style="color:#bbbbbb" | n/a
 +
| Can be delayed for up to 90 frames.<br>Near the center is effective for Spirit scoring.
 +
|-
 +
| Bacillus' Cloak
 +
| colspan="3" | 180 frames
 +
| style="color:#bbbbbb" | n/a
 +
| No damaging component.<br>Doesn't cause a bullet cancel.
 +
|-
 +
| Minogame
 +
| Azure Lotus
 +
| 190 frames
 +
| 140 frames
 +
| 100 frames
 +
| Increased duration
 +
| Near the center is effective for Spirit scoring.
 +
|-
 +
| Kagura (Moon Cradle)
 +
| rowspan="4" | Knows Only Blazing
 +
| 90 frames
 +
| 60 frames
 +
| 30 frames
 +
| No change
 +
| Reduces SOL level by 2 instead of emptying the gauge.
 +
|-
 +
| Kagura (Ecliptic Chariot)
 +
| 370 frames
 +
| 310 frames
 +
| 250 frames
 +
| Increased duration
 +
| Invincibility wears off if the player leaves the area-of-effect.
 +
|-
 +
| Kagura (Infernal Sabbath)
 +
| 200 frames
 +
| 140 frames
 +
| 80 frames
 +
| Increased duration
 +
| Can be delayed for up to 70 frames.<br>Continuous bullet cancels while delayed.
 +
|-
 +
| Kagura (Xanthez)
 +
| 90 frames
 +
| 60 frames
 +
| 30 frames
 +
| Increased power
 +
| Becomes dramatically stronger with more SOL levels.
 +
|}
 +
 
 +
There is a 1 frame gap between pressing the Discharge button and the activation of the Discharge, during which the player's SOL has been spent but they are not yet invulnerable.
 +
 
 +
==== Invincibility overwrite bug ====
 +
{| class="wikitable floatright" style="text-align: center; width:14%;"
 +
| [[File:Hs-discharge.gif|frameless|center]]Fossilmaiden's Curtain Raiser displaying the 1 frame start delay, then state-based invincibility during the hold period, then countdown invincibility during the active period.
 +
|}
 +
 
 +
Sources of invincibility are implemented in one of two ways. They can be "set-and-forget", where the invincibility timer is set once and runs down, or "state-based", where the timer is repeatedly set as long as a condition is true. Most invincibility sources do not check the timer's current value before being applied, causing them to overwrite the current set time. Practical cases where this can occur include:
 +
* Activating [[Hellsinker#APPEASEMENT and SELF ECLIPSE|SELF ECLIPSE]], replacing current time with 10 frames
 +
* Bombing after dying, or gaining an Extend, or scripted event invincibility, etc., replacing it with Discharge time
 +
* Bombing twice in a row with Moon Cradle, replacing 90 frames with 30 frames
 +
 
 +
The following characters' Discharges use state-based invincibility and are safe from being overwritten.
 +
* Fossilmaiden Curtain Raiser, during delayed period only
 +
* Fossilmaiden Bacillus' Cloak
 +
* Minogame
 +
* Ecliptic Chariot, while inside radius
 +
* Infernal Sabbath
 +
State-based invincibility can be identified by the Executor turning solid white instead of flickering. An exception to this is Minogame's Discharge which uses a slightly different implementation.
  
 
=== Collision ===
 
=== Collision ===
 
----
 
----
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.
+
In a departure from the genre, colliding with walls or enemies in ''Hellsinker.'' does not kill the player. Instead, they will be knocked away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. Collision-enabled enemies can also collide with each other and get shoved around which can create some odd situations if they are left alive.
  
Many small enemies, parts etc. do not have any collision at all and can be moved into safely. Some enemies will still cause death on collision; technically, this is accomplished by such enemies having invisible bullets constantly inside them.
+
Any time the player character is invulnerable, they are also unaffected by collision. Using invincibility to clip through enemies and obstacles is a regular part of play.
 +
 
 +
Many small enemies, parts etc do not have any physics collision and can be moved into safely. Some enemies will still cause death on collision; this is accomplished by such enemies having invisible bullets constantly inside them.
  
 
=== Sealing Enemies ===
 
=== Sealing Enemies ===
 
----
 
----
When you approach certain enemies, a box featuring the word [[Help:Glossary#Sealing|'''SEAL''']] will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The sealing radius is the same for all eligible targets and can be visualized by enabling ''Emphasize:Seal Zone'' under ''Info Augmentation'' before starting the game. (note: the visualization does not function during the tutorial)
+
When the player approaches certain enemies, a box featuring the word [[Help:Glossary#Sealing|'''SEAL''']] will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them and for 55 frames afterwards. This encourages aggressive play as many threats can be neutralized without ever being allowed to shoot. Some enemies' [[Hellsinker#Spirits|Spirit]] kill value is increased while they are sealed.
 +
 
 +
The sealing range for a given enemy is determined from an enemy-specific base value + the player character's [[Hellsinker/Strategy#FINELINE (grazing)|graze range]], updating dynamically if the graze range changes.
 +
 
 +
A visualization of seal ranges can be enabled by setting ''Emphasize:Seal Zone'' under ''Info Augmentation'' before starting the game, which will draw a teal-shaded hint zone with the radius ''base seal range + ''{{HoverSpan|50px at 640x480|''5000 units''}} around all sealable enemies. These hints are fixed size and do not respect the differences between characters. They will also not function during the tutorial/practice chamber or if the background visibility is set to 0.
 +
{| class="wikitable" style="text-align: center; margin-left: auto; margin-right: auto; border: none; width: 50%;"
 +
| [[File:Hs-sealrange.gif|frameless|center]]<br>Seal wearing off as the graze range switches to small mode while main shot is being fired.<br>Note how Kagura's seal range is larger than the hint zone when she stops shooting (60+64px vs 60+50px).
 +
| [[File:Hs-sealrange2e.png|frameless|center]]<br>Meanwhile Fossilmaiden's seal range is smaller than the hint zone even when in big mode (60+36px vs 60+50px).
 +
|}
  
 
=== UNCHAIN ===
 
=== UNCHAIN ===
Line 345: Line 862:
 
Enemies marked with MASTER can be seen connected to multiple other enemies with red lines (SLAVEs). Destroying the MASTER will '''UNCHAIN''' the SLAVEs, causing them to self-destruct.
 
Enemies marked with MASTER can be seen connected to multiple other enemies with red lines (SLAVEs). Destroying the MASTER will '''UNCHAIN''' the SLAVEs, causing them to self-destruct.
  
UNCHAINing is important to [[Hellsinker#Spirits|Spirit]] scoring. In addition to granting increasing numbers of Spirits for each self-destructed SLAVE, some SLAVEs will drop [[Hellsinker#Items|Life Chips]] or fire revenge needles to be grazed, which can contribute very large quantities of Spirits. The total number of UNCHAINed enemies also improves the [[Hellsinker/Strategy#Inner Spirit Raising and Spirit Pooling (tick points)|Spirit Pooling rate]]. Occasionally the reverse is true and killing the SLAVEs individually is more profitable.
+
UNCHAINing is important to [[Hellsinker#Spirits|Spirit]] scoring. In addition to granting increasing numbers of Spirits for each self-destructed SLAVE, some SLAVEs will drop [[Hellsinker#Items|Life Chips]] or fire revenge needles to be grazed, which can contribute very large quantities of Spirits. The total number of UNCHAINed enemies also improves the [[Hellsinker/Strategy#Inner Spirit Raising and Spirit Pooling (tick points)|tick points rate]]. Occasionally the reverse is true and killing the SLAVEs individually is more profitable.
  
 
UNCHAINed enemies do not contribute to the player's [[Hellsinker#Kills|Kills]], so when playing for Kills one must instead avoid most UNCHAINs and kill the SLAVEs individually.
 
UNCHAINed enemies do not contribute to the player's [[Hellsinker#Kills|Kills]], so when playing for Kills one must instead avoid most UNCHAINs and kill the SLAVEs individually.
Line 360: Line 877:
 
----
 
----
 
Mundanely cancelled enemy bullets (e.g. during a Discharge) turn into harmless white stars which persist for 30 frames, serving as a way to inform the player of bullet trajectories while enemy attacks are being negated. If an [[Hellsinker#Items|item]] cancel occurs during this situation, the stars convert into items just like active bullets do. This can enable more greedy Ingot cancels when finishing off bosses or Freeze cancels when [[Hellsinker#Tokens|Token]] scoring. Unlike real bullets, killing enemies near stars will not create LUNA Droplets.
 
Mundanely cancelled enemy bullets (e.g. during a Discharge) turn into harmless white stars which persist for 30 frames, serving as a way to inform the player of bullet trajectories while enemy attacks are being negated. If an [[Hellsinker#Items|item]] cancel occurs during this situation, the stars convert into items just like active bullets do. This can enable more greedy Ingot cancels when finishing off bosses or Freeze cancels when [[Hellsinker#Tokens|Token]] scoring. Unlike real bullets, killing enemies near stars will not create LUNA Droplets.
 +
 +
{| class="wikitable" style="text-align: center; margin-left: auto; margin-right: auto; border: none;"
 +
| [[File:Hs-starcancel.gif|frameless|center]]<br>Stars activated by a Discharge double-cancelling into Ingots.
 +
|}
  
 
=== Shrine of Farewell ===
 
=== Shrine of Farewell ===
 
----
 
----
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]
+
{| class="wikitable floatright" style="text-align: center; width:14%;"
 +
| [[File:HellsinkerShrineDoor.png|frameless|center]]One of the doors in the waiting room of the Shrine of Farewell.<br>The boss order shown here is Temperament Nil, Million Lives, Al4th, and Nine Lives.
 +
|}
 
After [[Hellsinker#TERRA|TERRA]] is depleted, the player will detour to the '''Shrine of Farewell''' on the next Segment transition. The Shrine is a boss rush stage, featuring 4 bosses and 4 interstitial enemies. The order of appearance of the bosses is determined by which of the 24 doors the player selects at the beginning.
 
After [[Hellsinker#TERRA|TERRA]] is depleted, the player will detour to the '''Shrine of Farewell''' on the next Segment transition. The Shrine is a boss rush stage, featuring 4 bosses and 4 interstitial enemies. The order of appearance of the bosses is determined by which of the 24 doors the player selects at the beginning.
  
 
Once the player has selected a boss order and entered the Shrine proper, some special rules apply for the duration of the boss rush:
 
Once the player has selected a boss order and entered the Shrine proper, some special rules apply for the duration of the boss rush:
 
* All [[Hellsinker#Spirits|Spirits]] from prior stages are Dozed Out and taken away.
 
* All [[Hellsinker#Spirits|Spirits]] from prior stages are Dozed Out and taken away.
* Irrespective of performance, the boss rush lasts for 260 seconds.
+
* Irrespective of performance, the boss rush lasts for between 265 and 238 seconds depending on character.
 
* The player has infinite lives. [[Hellsinker#Lives|NECESSARY]] is frozen. Autobombs do not function.
 
* The player has infinite lives. [[Hellsinker#Lives|NECESSARY]] is frozen. Autobombs do not function.
 
* Each boss has 3 patterns, and each interstitial Kaname Stone enemy has one.
 
* Each boss has 3 patterns, and each interstitial Kaname Stone enemy has one.
* Each pattern defeated awards a CRYSTALLIZE value depending on the [[Hellsinker#STELLA|STELLA]] level at the time.
+
* Each pattern defeated awards a CRYSTALLIZE value depending on the [[Hellsinker#STELLA|STELLA]] level at the time and the number of misses.
 
* Bombing a Kaname Stone voids its CRYSTALLIZE entirely.
 
* Bombing a Kaname Stone voids its CRYSTALLIZE entirely.
* Defeating all 16 patterns before the time runs out awards a final, bigger CRYSTALLIZE, and begins an extra sequence of many Scary Stupa enemies until the time depletes.
+
* Defeating all 16 patterns before the time runs out awards a final, bigger CRYSTALLIZE, and begins an extra sequence of many SCARY-STUPA enemies until the time depletes.
  
 
When All Rerics Are Sunk, Ozzed Spirits Return in the form of [[Hellsinker#Items|Crystallized Spirits]], one for each CRYSTALLIZE achieved, to a maximum of 424. Each crystal is worth 0.5% of the total Spirits prior to entering the Shrine, for a maximum return of 212% Spirits. The crystals are also worth a large amount of NECESSARY, resulting in lots of Extends that will refill any missing lives and further improve Spirit scores with Immortality bonuses.
 
When All Rerics Are Sunk, Ozzed Spirits Return in the form of [[Hellsinker#Items|Crystallized Spirits]], one for each CRYSTALLIZE achieved, to a maximum of 424. Each crystal is worth 0.5% of the total Spirits prior to entering the Shrine, for a maximum return of 212% Spirits. The crystals are also worth a large amount of NECESSARY, resulting in lots of Extends that will refill any missing lives and further improve Spirit scores with Immortality bonuses.
  
Because of the huge implications of the Crystallized Spirits multiplier, Spirit scoreplayers need to ensure the Shrine appears at its latest opportunity (after Segment 7) and avoid dying or carelessly bombing to maximize crystal count. Players aiming for [[Hellsinker#Kills|Kills]] or [[Hellsinker#Tokens|Tokens]] will value speeding past the bosses to reach the Scary Stupa area as soon as possible.
+
Because of the huge implications of the Crystallized Spirits multiplier, Spirit scoreplayers need to ensure the Shrine appears at its latest opportunity (after Segment 7) and avoid dying or carelessly bombing to maximize crystal count. Players aiming for [[Hellsinker#Kills|Kills]] or [[Hellsinker#Tokens|Tokens]] will value speeding past the bosses to reach the SCARY-STUPA area as soon as possible.
 
{{clear}}
 
{{clear}}
  
 
=== Continuing ===
 
=== Continuing ===
 
----
 
----
''Hellsinker.'' offers one Continue upon running out of lives. Using the Continue will skip some following Segments and send the player to a false Segment 8, kicking them back to the title screen before the final boss. Additionally, completing the [[Hellsinker#Shrine of Farewell|Shrine of Farewell]] will disable the Continue. In effect, it's functionally impossible to clear the game via Continue, and the option only exists to give a struggling player a bit more practice.
+
''Hellsinker.'' offers one Continue upon running out of lives. Using the Continue will skip some following Segments and send the player into a fake Segment 8, kicking them back to the title screen before the last boss. Additionally, completing the [[Hellsinker#Shrine of Farewell|Shrine of Farewell]] will disable the Continue system. In effect, it's functionally impossible to clear the game via Continue, and the option only exists to give a struggling player more practice.
  
 
== Scoring ==
 
== Scoring ==
Line 396: Line 919:
 
* Grazing
 
* Grazing
 
* Milking enemies for Inner Spirit value or tick points
 
* Milking enemies for Inner Spirit value or tick points
* [[Hellsinker#UNCHAIN|UNCHAINing]] enemies for extra [[Hellsinker#Items|Life Chips]], enhanced Spirit Pooling rate, and direct Spirits
+
* [[Hellsinker#UNCHAIN|UNCHAINing]] enemies for extra [[Hellsinker#Items|Life Chips]], enhanced tick points rate, and direct Spirits
 
* Ingot cancels
 
* Ingot cancels
 
* Shooting destructible bullets
 
* Shooting destructible bullets
Line 422: Line 945:
 
* Timing enemy kills to create LUNA Droplets
 
* Timing enemy kills to create LUNA Droplets
 
* Frozen Crystal bullet cancels
 
* Frozen Crystal bullet cancels
* Manipulating enemy movement and bullets with the [[Hellsinker#Supression Radius|Suppression Radius]] for bigger cancels or more Droplets
+
* Manipulating enemy movement and bullets with the [[Hellsinker#Suppression Radius|Suppression Radius]] for bigger cancels or more Droplets
 
* Strategic bombing or dying for item collection or repositioning
 
* Strategic bombing or dying for item collection or repositioning
 
* Efficiently managing time on bosses to minimize Token decay
 
* Efficiently managing time on bosses to minimize Token decay
Line 444: Line 967:
 
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.
 
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.
  
Unlocked by defeating the True Last Boss:
+
Unlocked by defeating the True Last Boss (Lost Property 771):
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order in order to expand on the story. The Great Majority is a score attack based Segment.
+
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order and conclude the story. The Great Majority is a score attack based Segment.
  
 
Unlocked by clearing The Great Majority:
 
Unlocked by clearing The Great Majority:
Line 458: Line 981:
  
 
=== Easter Eggs ===
 
=== Easter Eggs ===
 +
* Leaving the TRANSPORTER enemies on Segment 1L alive until the boss will cause them to ram into the boss and destroy it.
 
* Letting the Segment 4 boss time out with all of its parts intact will cause it to drop 6 Revives before leaving.
 
* Letting the Segment 4 boss time out with all of its parts intact will cause it to drop 6 Revives before leaving.
 
* Letting the Segment 7 boss time out with one life remaining will cause a unique bad ending.
 
* Letting the Segment 7 boss time out with one life remaining will cause a unique bad ending.
* In the 1.009 version of the game, the Shrine of Farewell bosses display distorted cut-up dialogue messages at the start of each pattern. This is absent in the Steam version for unknown reasons.
+
* In the 1.009 version of the game, the Shrine of Farewell bosses display distorted cut-up dialogue messages at the start of each pattern. This is absent in later versions for unknown reasons.
 +
 
 +
=== Miscellaneous Bugs ===
 +
* '''Collision desync:''' In practice modes, colliding with certain physics objects can sometimes cause replay desyncs. These seem more likely to occur if the collision is near the beginning of the replay. Confirmed cases include S6 SCARY-STUPAs, S7 boss lances, S8 windmill blades, and the TLB. Full run replays don't seem to be at risk.
 +
* '''TLB bullets desync:''' The TLB's bullet patterns may behave differently during replay playback and cause a desync. This can be fixed by restarting the game.
 +
* '''Segment 5 initialization:''' In boss practice, the arms of the CURIOUSMEDIATOR sub-boss don't have their initial damage resistance set correctly.
 +
* '''Possessed replay:''' In practice modes, partial replays created by quitting out mid-stage can continue past when they should have stopped, inheriting the input data from another replay saved in the same slot under a different rank setting.
 +
* '''Spirits underflow:''' In some versions of the game, it's possible to use the [[Hellsinker/Strategy#Specific_to_tick_Spirits|tick point buffer overflow bug]] to wrap around a low Spirits total into UINT_MAX. This was fixed in Steam v8 / BOOTH v22.
  
 
=== Trivia ===
 
=== Trivia ===
* Much of the game's language and terminology, and some of the enemy designs and music, are derived from the developer's previous game, [[Radio Zonde]].
+
* Much of the game's language and terminology, and some of the enemy designs and music, are derived from the developer's previous game, ''[[Radio Zonde]]''.
 +
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%"
 +
|+ Notable examples
 +
|
 +
* SOL, LUNA and STELLA are subcomponents of the scoring system. As a trio they refer to heavenly bodies (sun, moon, stars), in keeping with Radio Zonde's motif of the firmament. In Hellsinker., TERRA was introduced, and the four terms were reinterpreted into pairs of complimentary opposites (sun versus moon, heavens versus earth).
 +
* Some PRAYERs come straight out of Radio Zonde, such as the Segment 6 flat elongated jets and the Segment 8 pointed obelisks. Others are clearly the same "model" but with a redesign, such as the red crabs.
 +
* The attacks used by Dawn and Dusk are the same as those used by Radio Zonde protagonists Mahiro and Yozora. Furthermore, the Apostles' boss music is a remix of Radio Zonde's boss 1 music. This is taken to imply that Mahiro and Yozora were transformed into Dawn and Dusk, the plausibility of which is supported by the Segment 7 bad ending.
 +
** The title of said boss track, "PAST RISINGS AGAIN", is also the subtitle of Segment 7.
 +
* The USE-type protagonists Nifun and Gofun are similar to Mistletoes.
 +
* The bosses of stages 1, 5, 2 and 6 lend their respective names to the Kagura shottypes.
 +
* The stage 7 boss, Denri, somewhat resembles Al4th, and has a similar pattern where she's shielded inside a rotating ring of orbs.
 +
* The stage 8 boss, Aozora, somewhat resembles Old Rose, and drops rose bouquets upon defeat. Bird projectiles and white hexagonal plates also make an appearance.
 +
|}
 +
* The name CLAMMBON comes from the short story ''Yamanashi'' by [https://en.wikipedia.org/wiki/Kenji_Miyazawa Kenji Miyazawa], where it's spelled クラムボン. In the story, a pair of baby river crabs discuss Clambon's simple life and abrupt death. It's not ever clear what Clambon is supposed to be; it's probably a make-believe by the baby crabs who are in the process of internalizing the nature of the world around them.
 +
* The cat people encountered in the Shrine of Farewell, Nine Lives and Million Lives, are almost certainly a reference to the picture book ''The Cat that Lived a Million Times'' by [https://en.wikipedia.org/wiki/Y%C5%8Dko_Sano Yōko Sano]. Both said book and ''Hellsinker.'' have prominent themes of samsaric melancholia, and the titles of the boss cats' attacks are reminiscent of the events of the book.
 +
* Some things were never translated into English within the game, mostly boss attack subtitles.
 +
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%"
 +
|+ Untranslated things and their possible meanings
 +
|
 +
<big>Perpetual Calendar</big>
 +
* Themed around time.
 +
'''Ages Circulation'''<br>
 +
巡歴セシ星々ノ軌跡 ''Traces of the passage of the stars''<br>
 +
'''Solar Dust'''<br>
 +
暁ノ儀仗・赤蜻蛉 ''Ceremony of dawn – red dragonfly''<br>
 +
'''Inversal Current'''<br>
 +
逆巻ク刻ノ奔流 ''Torrential reversal of time''<br>
 +
'''Lunatic Phantom'''<br>
 +
月ヲ詠ム真跡・薄荷蝶 ''Authentic lunar composition – mint butterfly''<br>
 +
* Composition as in to write poetry. Alternatively "recital" would also work, but the attack sure does look like it's drawing something.
 +
'''Astrolabium'''<br>
 +
恒久ナル祈祷機関 ''Engine of eternal prayer''<br>
 +
'''KAREIDOSCOPE'''<br>
 +
永劫ナル回帰ノ坩堝 ''Crucible of endless recurrence''
 +
----
 +
<big>Nine Lives</big>
 +
* Relatively normal predatory cat theme in contrast with Million Lives.
 +
'''Scare Swallow'''<br>
 +
気の向く侭に 燕狩り ''Hunting swallows at a whim''<br>
 +
'''Bondage Divider'''<br>
 +
影を射る眼差し 四肢を断つ刃 ''Shadow-piercing gaze, dismembering blade''<br>
 +
'''Under The Silence'''<br>
 +
彷徨う者共よ 無言のままに ''All you strays, remain silent''
 +
----
 +
<big>Million Lives</big>
 +
* References to ''The Cat that Lived a Million Times''.
 +
'''Nostalgic Pain'''<br>
 +
面影を語る爪痕 ''Claw marks illustrate the faint remains''<br>
 +
* The claw marks left behind make you remember the cat after it's gone.<br>
 +
'''Innocent Clockworks'''<br>
 +
古びた振子の舞踏 ''Dance of the ancient pendulum''<br>
 +
'''Volcanic Libido'''<br>
 +
狂った鬼灯の接吻 ''Kiss of the mad hōzuki''<br>
 +
* Hōzuki = ''alkekengi'' or Chinese lantern plant.
 +
----
 +
<big>Al4th</big>
 +
* アルフォース (Al4th) flips into アスフォール which is an unusual transcription of "asshole" (アスホール). It can only be assumed this was deliberate. The associations of woman/moon/blood/birth/unclean/witchery are culturally worldwide, some appearing in Shinto as sources of spiritual pollution ([https://d-museum.kokugakuin.ac.jp/eos/detail/?id=8664 ''kegare'']).
 +
'''Strange Moon'''<br>
 +
異形の月 ''Strange moon''<br>
 +
'''Inversal Baptism'''<br>
 +
錆釘の雨/逆の禊 ''Rain of rusty nails / Reverse purification''<br>
 +
'''Desperate Annulus'''<br>
 +
散華の宝冠/無尽の礫 ''Crown of falling flowers / Inexhaustible pebbles''<br>
 +
* 散華 is sange, the Buddhist rite of scattering flowers, which is also a euphemism for a glorious death (ephemerality/transience symbolism). To "wear a crown of falling flowers" might be interpreted as bearing a mark of doom to die in battle, hence the "desperation". Maybe. Or maybe it's ironic with Al4th's profane character.
 +
----
 +
<big>Temperament Nil</big>
 +
* Themed around metaphysics and keyboard instruments. "Temperament Nil" refers to musical tuning. Tempering is the intentional mistuning of the overall scale in order to mitigate more obvious harmonic problems arising in some intervals.<ref name="Tuning">https://www.britannica.com/art/tuning-and-temperament</ref> Some designs of tuning keys resemble hammers, like Nil is wielding.
 +
'''Originator's Regal'''<br>
 +
ただ一張の弦 ''Just one string''<br>
 +
* The chaser projectile plays an F note repeatedly as it travels. "Regal" refers to a small reed organ. Tuning the one key.
 +
'''Virginal Order'''<br>
 +
霄を模る六十鍵 ''Sixty keys to imitate the sleet''<br>
 +
* The bumper she launches has 60 keys on it. "Virginal" refers to a small harpsichord. Playing all the keys wildly.
 +
'''Fatal Strings'''<br>
 +
定めを紡ぐ糸 ''The thread that spins destiny''
 +
|}
 +
* The final "boss" of the Shrine of Farewell has an incomprehensible nametag which changes constantly. These names are generated by selecting one or more entries on a list of silly titles and phrases, then randomly truncating them and mashing them together.
 +
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%"
 +
|+ List of phrases
 +
| 末法経典ラッケナク || 廃棄されるべき奇跡ロニ・サパニ || 灰色の虹ロキシーネ || 網膜に灼き憑く夢想ロナトート
 +
|-
 +
| 禁忌の厨房クラク・ノーニ || 驟雨煙る終着駅ウェイス || 劣情の舞踏会VAV || 電装の麗人ビステクライネ
 +
|-
 +
| 英霊《名前を入れてください》|| 帰らぬ巨人ゼクオ || 全自動螺旋階段ネフラ・マフラ || 無垢なる反復フレカルメ
 +
|-
 +
| コルガネ主任の六重隠蔽錠 || 五感を欺くナナンの黄金蟲 || 無量の遊び紙イラツヅリ || モーレスマ断絶交差
 +
|-
 +
| 裏返しの逆三角ツックァノンノ || 沈黙の封櫃アーアイラ || アズトローネフ人工大海 || ケントラプ祝福凱歌
 +
|-
 +
| 無記名大墳墓ココネネトネ || 古の新世界エルタニル || 手慰みの花輪プラッツィ || 苦境を棄却する同伴者アノーン
 +
|-
 +
| 虚妄分解浄化槽チフラ || 甘露の蛇口フォキソ・ネィラ || 悠久加速追悼者イエド || 異端封鎖網199
 +
|-
 +
| 追憶の船頭ギーシャ || サザーロ婦人の拙い星空 || ムバナリ衒学追葬隊 || 虚ろの大王朝アーネイテ
 +
|-
 +
| 無明なる護り手パヨン || 空虚なる警報装置クヒナヴィーテ || ゲ・タリクトの遠い水面 || アルクローストの認め難き道標
 +
|-
 +
|禁忌の少女王レクターテ || トテ・リナユトの不眠戦志 || アネドミネド外典集大成 || 永夜の大いなる森サニル・ナクテ
 +
|-
 +
|完遂者キリヲが紡ぐ永久の均衡 || エイブス天文大伽藍 || 永久遅延器官ニャククルト || オモイの日誌(新装版
 +
|-
 +
|イヴァ・ガレンソ久遠桟敷 || エイルエンの鳥篭 || 週末を阻む偽終止テト・クォイン || 絶え難き誘惑フォ・ムビナ・ユッソ
 +
|-
 +
|追憶の逆止弁フラニース || 嘘吐き公爵カーチクィツァ || その名はルルル || ロイテの不確実病理図鑑
 +
|-
 +
|便所の蓋と呼ばれた少女Q || エーリ少年の詠む世界・第5章 || 遡行限界ブラン・ノクト || トゥーテヌラ大絶縁層
 +
|-
 +
|物部博士のめくるめく不条理 || 捏造楽団エラ・ルペッタ || エズの二律背反 || 根拠無き核心デスニテュロク
 +
|-
 +
|無音の鼓動プトラーニュ || イ・コヴァは羽ばたく、模造の翼で || ジェスクパ高層鎮魂塔 || ナクァックの私書箱
 +
|}
 +
* There are some inconsistencies between the information in the game manual and the release version. Presumably these things were true at some point and were later changed.
 +
** It's claimed that Extends grant only 1 second of invincibility and that normal Extends cause Ingot cancels like BREAKTHROUGHs do.
 +
** It's implied that manually delayed Discharges do not provide invincibility until released.
 +
** It's claimed that Xanthez's charge attack is an alternative way of activating the Suppression Radius. In the release version, it does not resemble this at all.
 +
** Several numbers are incorrect, such as some item values.
 +
** The images on the "game events" page feature pre-release graphics, including Executor sprites in a more detailed style.
  
 
== References & Resources ==
 
== References & Resources ==
# [https://youtube.com/channel/UCrl88SyQDeCN0PvDRz2q16A Beetle-Omiwatari's Youtube]
+
# [https://shmuplations.com/hellsinker/ Hellsinker on Shmuplations] – 2019 developer interview.
# [https://hsmanual.web.fc2.com/hellsinker_manual_eng.html Hellsinker. Personal Manual] guide (JP and ENG)
+
# [https://youtube.com/channel/UCrl88SyQDeCN0PvDRz2q16A Beetle-Omiwatari's Youtube] – Game disassembly notes, trial version exploration, scoreplay.
# [https://w.atwiki.jp/hellsinker/ Ruminant's Whimper Wiki] (JP)
+
# [https://hsmanual.web.fc2.com/hellsinker_manual_eng.html Hellsinker. Personal Manual] – One of the earliest and best quickstart guides to the game, originally written in 2008. JP and ENG.
# [https://shmups.system11.org/viewtopic.php?f=5&t=53078 Draft HellSinker ST by Zaarock] (ENG)
+
# [https://w.atwiki.jp/hellsinker/ Ruminant's Whimper Wiki] – Japanese wiki for TONNOR games. Contains transcriptions of most of the original game text and links to various blogs, contemporary doujin circles and 2ch conversations.
 +
# [https://shmups.system11.org/viewtopic.php?f=5&t=53078 Draft HellSinker ST by Zaarock]
  
 
[[Category:True Last Boss]]
 
[[Category:True Last Boss]]

Latest revision as of 19:07, 21 August 2024

HellsinkerLogoTransparent.png

Hellsinker. (ヘルシンカー) is a vertical-scrolling doujin shooting game developed by Ruminant's Whimper for PC. After a trial version was released in 2004, the game underwent sweeping changes before completion, with the full version eventually being distributed at Comiket 72 in 2007. Since 2019, enhanced versions have been available digitally on Steam and BOOTH. The game's defining features are the varied and unconventional abilities of its playable characters, its obscure and obfuscated mechanics, its three different tracked scores, and its often inscrutable lore and unique aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.

AN AWESOME PRAYER
IS
CONFLICT WITH US

KEEP YOUR DIGNITY
General StrategySegment StrategyVideo Index


Gameplay Overview

Title screen 1 of 4. Title screens are unlocked as you progress through the game.

Hellsinker. is a four-button game with 4 playable characters (one of which has 4 different load-outs, for an overall total of 7) and 9 stages (referred to as Segments) in the main game. There are also unlockable harder versions of the first 3 Segments and 2 standalone Extra Segments. The game's three scoring systems are Spirits, Kills, and Tokens.

Controls


  • C (Press): Main shot. Tapping 5 times per second is optimal. Tapping faster will drain LUNA while providing no benefit.
  • C (Hold): Charge attack. Some shots have autofire ability as well.
  • X (Press or hold): Subweapon. The mechanics of this attack vary whether the button was pressed or held, and whether the subweapon gauge is filled to level 1 or 2.
  • Z: Discharge attack (bomb). Discharge attacks clear the screen of bullets and make the player character invincible for some time.
  • V: Activate slow movement. The exact behavior of this button is dependent on the Speed Control setting. Fossilmaiden uses this button to control her aiming direction instead.

There are some additional controls that apply only to some characters:

  • C (Tap rapidly): Additional shot weapon.
  • C (Hold) + X: Additional subweapon.
  • Z (Hold): Delay Discharge detonation. Invincibility is still applied immediately.

HUD


HellsinkerHUD left.png

The lefthand side of the HUD focuses on gameplay features and contains vital information for any player.

  1. Rank and Speed settings. Set before a run starts. Rank settings do not work outside Practice mode.
  2. Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The NECESSARY counter tracks Extend progress; when it falls below 0 you earn an Extend.
  3. SOL gauge. SOL determines the strength of your main shot and bombs. Levels are from 1 to 5. The number will flash red when a bomb is available.
  4. LUNA gauge. LUNA determines your main shot's rate of fire. Has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.
  5. Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.
  6. STELLA gauge. Also called rank. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.
  7. Target name. Indicates the name of the last target hit. Can be ignored.
  8. TERRA gauge. After being depleted, you will detour to a bonus Segment called the Shrine of Farewell after the end of the current Segment.
HellsinkerHUD right.png

The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.

  1. Autobomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current Segment. Otherwise it will tell you why an autobomb is not available.
  2. Spirit counter and gauges. The top counter represents Spirits earned from all previous segments and the bottom shows the amount earned on the current Segment. These numbers are summed at the end of the Segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirits. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.
  3. Kill counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current Segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.
  4. LUNA gem. The value inside the gem tracks the current LUNA Crystal level, which determines their Token value. The number outside tracks how many more crystals need to be collected or lost to change the level.
  5. Token counter. Works similarly to the other two scores aside from lacking a BREAKTHROUGH.
  6. Timer. Counts the time (in seconds) since the start of the current Segment.
  7. FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.

Characters / Executors

Hellsinker. features four playable Executor characters, each with very different playstyles. Three of the characters are available by default, while the fourth, Kagura, is unlocked by clearing Segment 4 on a single credit.

Executor Background Description
Hs-portrait-deadliar.png
Deadliar
A mysterious veteran of GRAVEYARD who has a history with Cardinal. Fights alongside the Mistletoe Tobari-Maru. Focuses on strong but narrow attacks. Relies on his subweapon for coverage who can be freely placed to attack enemies with a small area-of-effect. His huge, high-power Discharge is his only tool for mass destruction, which can be manually delayed while still providing invincibility.
Hs-portrait-fossilmaiden.png
Fossilmaiden
A particularly sickly member of GRAVEYARD who has formed a symbiotic bond with her Mistletoe, Saraba-Maru. Has a wide variety of specialized attacks, from melee range to covering extremely large areas of the screen. Can aim in 8 directions. Simultaneously the least and most mobile character. May be challenging to use before building up some familiarity. Two Discharges: a powerful bomb that flies up the screen, and an invincibility cloak with no offensive component.
Hs-portrait-minogame.png
Minogame
A hermaphroditic artificial sokushinbutsu confiscated by GRAVEYARD. Powerful enough to fight without a Mistletoe or equipment. Unusual toolset focusing on strong area-of-effect attacks, invincibility, and auras. Very good at getting out of tight spots. Discharge is a more genre-typical all-range, long-duration, high-commitment attack.
Hs-portrait-kagura.png
Kagura / Kagura-Maru
A Mistletoe used as a living weapons platform after being crippled by feedback from Minogame. Enclosed in a armored shell, she can't do much but fight. Four distinct load-outs. While varied, these are generally more "familiar" to other shmups than the other Executors, sharing a greater emphasis on the main shot weapon and less (ab)use of invulnerability.
散神無 Chirijinmu
Moon Cradle (Multi-Trajectory Shell)
All-rounder whose every weapon features some kind of lingering hurtbox. The best at continuous reckless shooting. Has two manually aimable subweapons, and weak Discharges that only cost 2 SOL rather than emptying the gauge. Resembles ESP Ra.De.
劫殺 Gousetsu
Ecliptic Chariot (External Gunner)
Wields an external, three-pronged turret that can be launched and retrieved freely. Poor offensive and scoring potential. Resembles Dragon Blaze.
緋輪 Himawari
Infernal Sabbath (Variable Gun)
High power main shot and no subweapon; instead, the subweapon button controls the spread of the main shot. Discharge is a traditional circular "nuke" bomb. Basic tools have high potential, but are hampered with blind spots and lack of versatility. Resembles the shot weapon from V-V.
神弥 Omiwatari
Xanthez (Anti-Bacillus Saber)
Experimental type with extremely high destruction potential limited by conditional gimmicks. Powerful, auto-aiming main shot that requires periodic reloading. Short-ranged blade weapons deal more damage with each physics object collided with; this includes some enemy bullet types, potentially stacking up to massive counterattacks. Has the most damaging and least defensive Discharge attack, a narrow laser beam.

Resources

Lives


The player starts with four lives. The Way of Life setting can change the maximum life cap to 6 (Moderately), 7 (Prudently), or 5 (Drastic). Please note that the game ends when you are hit with only one life icon left, not when you have zero; as such, it is better to think of your life icons as "hit points" rather than "spare lives" or "shields".

Extend progress is displayed by the NECESSARY counter, with an Extend being earned when NECESSARY falls below 0.

Item / Trigger Effect on NECESSARY
Life Chip -1
Ingot -0.05
LUNA Crystal or Frozen Crystal -0.004
Reliquia -0.05
Per frame, before boss warning -0.0008, or -0.0016 if on last life
Per frame, Segment 8 boss -0.001
Starting a new Segment -4
Losing a life -2
Losing a life after a recent death Additional -2
Per frame REGEN ASSIST is active -0.025 (1 death) to -0.0025 (4+ deaths)
Blue crystallized spirit sh. -0.5
Red crystallized spirit sh. -2

sh. Shrine of Farewell exclusive items.

Upon gaining an Extend or respawning after a death, the player is invincible for 120 frames. The invincibility following an Extend has the unique property of being added on top of any current invincibility time. This can be abused to stack up more invincibility, so long as the player does not activate the invincibility overwrite bug.

Gaining an Extend when at the life cap grants an Immortality bonus, awarding increasing quantities of Spirits with each bonus. Playing with a reduced life cap gives the player the opportunity to earn one or two extra Immortality bonuses at the cost of safety.

How quickly individual Executors gain Extends is determined by their Life Scale and Expand attributes. Life Scale is the starting value of NECESSARY. Every time an Extend is earned, the base value increases by the Expand value. Characters with high Expand values will find their Extends becoming comparatively rare in the late game. The base value is reset when either type of BREAKTHROUGH is achieved.

Executor Life Scale Expand
Deadliar 20 +2
Fossilmaiden 18 +3
Minogame 23 +1
Kagura (Moon Cradle) 22 +1
Kagura (Ecliptic Chariot) 19 +2
Kagura (Infernal Sabbath) 28 0
Kagura (Xanthez) 16 +3

SOL and LUNA


SOL


Discharges and main shot power are governed by the SOL gauge. SOL is measured in levels 1 to 5. A minimum of 3 SOL is required to use a Discharge, with higher levels producing a more powerful and longer-lasting bomb. For all shots except Moon Cradle, performing a Discharge sets SOL to level 1; for Moon Cradle, Discharge lowers SOL by 2 levels.

The SOL gauge refills over time. For several characters, the recharge rate is improved very slightly if LUNA is low, but this has little practical use.

Executor Maximum SOL Time to charge a full SOL level at...
Level 1 Level 2 Level 3 Level 4 Level 5
Deadliar

259999

286 frames

Fossilmaiden

51199

732 frames

Minogame

259999

325 frames

Kagura (Moon Cradle)

325 frames

Kagura (Ecliptic Chariot)

151 frames

520 frames

213 frames

174 frames

130 frames

Kagura (Infernal Sabbath)

232 frames

325 frames

1300 frames

104 frames

Kagura (Xanthez)

163 frames

237 frames

434 frames

1040 frames

26 frames

The gauge can also be refilled by collecting SOL Pieces.

Executor Value of SOL piece
Normal The Great Majority (Extra 1)
Not Fossilmaiden

3200

1066

Fossilmaiden

800

266

Whenever the "discharge available" sound plays, the player becomes invincible very briefly (12 frames).

LUNA


The level of the LUNA gauge governs the rate of fire of your main shot. The gauge drains by a value each time the shot button is pressed, drains per bullet fired, and recovers over time.

Shots are fired in 0.2 second bursts (12 frames); pressing the shot button more than 5 times per second will continue to apply the LUNA drain on press but will not fire additional bullets. Even if the player's tap timing is imperfect, the LUNA drain will still be dramatically softened so long as the inaccuracy is no more than a few frames.

Executor Maximum LUNA LUNA drain when shot button pressed Drain per bullet Other firing modes
Minimum 1 frame early 2 frames early 3 frames early 4 frames early Earlier still
Deadliar

153599
Minimum: 12800

-70 -220 -320 -370 -820

-365

NARROW PIERCING:
Additional -120/frame
Fossilmaiden

51199

0 0 BREAKING CHAIN:
LUNA set to 0
Minogame

153599

-100 -400 -700 -1000 -1300 -2700

-400

n/a
Kagura (Moon Cradle) -485

-105

Autofire:
No extra cost
Kagura (Ecliptic Chariot)

140799

-90

n/a
Kagura (Infernal Sabbath)

140799
Minimum: 25600

-112

OVER FIRING:
Additional -235/frame
Kagura (Xanthez) 240000 0

-10000

FULLAUTO FIRING:
No extra cost

The LUNA recovery rate accelerates for as long as LUNA is not spent. Having less SOL improves the recovery rate. For Deadliar and Minogame, recovery starts 8 frames after pressing the shot button (during the final 4 frames of a shot burst). For Kagura, recovery only starts when not shooting.

Additional layers of LUNA recovery can be applied by grazing bullets or by staying close to enemies (both scaling up with quantity). These factors are independent of shooting, so they also influence how long the player's LUNA lasts. Thanks to this, shooting at point-blank range can sometimes be sustained for a long time or even perpetually.

Fossilmaiden's LUNA recovery does not scale. It is always 220 per frame, or 20 per frame while firing main shot.

Xanthez's recovery rate is very slow immediately after firing and is not improved by enemy proximity or low SOL. If LUNA reaches 0, it refills much faster but cannot be spent until it fully refills. It may be helpful to think of Xanthez's shot as a "solid ammo" weapon that needs to be reloaded, as opposed to the other characters' "energy" shots that are recharging constantly.

LUNA can also be refilled by collecting LUNA-related items.

Executor Value of LUNA item
LUNA Crystal LUNA Droplet Frozen Crystal LUNA Chaff
Not Fossilmaiden

800

160

400

1200

Fossilmaiden

400

80

120

600

Subweapon Gauge


The subweapon gauge determines the power (and in some cases, the type of attack) of your subweapon. It has 2 levels, is expended when you fire your subweapon, and fills when you are not using your subweapon. How the gauge behaves is character-dependent:

Executor Charge time Supercharge time Supercharge behavior
Deadliar n/a 75 frames Firing main shot gradually depletes it to level 1
Fossilmaiden n/a 90 frames Fills while subweapon button is held, may not have a purpose?
Minogame 134 frames 120 frames Firing main shot gradually depletes it to level 1
Kagura (Moon Cradle) 120 frames Level 2: 60 frames
Level 3: +120 frames
Manually charged during grenade subweapon
Kagura (Ecliptic Chariot) 18 frames 180 frames Firing main shot instantly sets it to level 1, may not have a purpose?
Kagura (Infernal Sabbath) n/a n/a n/a
Kagura (Xanthez) 45 frames 80 frames Firing main shot instantly sets it to level 1

STELLA (Rank)


The Hellsinker. rank system is termed STELLA, ranging through 10 levels from 1 to A. The beginning of a run always sets the STELLA gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending STELLA is lost at the beginning of a new Segment. Maximizing STELLA is extremely important for Spirit scoring as it scales all sources of incoming Spirits and also enhances Spirit-relevant enemy attacks, such as the number of destructible bullets and the length of grazable needle bullets. Most Segments feature a specific trick early on for reaching maximum STELLA quickly.

The practical consequences of STELLA on the game's difficulty are small, mostly affecting bullet speed. In rare cases, differing STELLA levels will trigger different boss patterns.

Actions which will increase STELLA:

  • Picking up green STELLA items, LUNA Chaff, Comets or Reliquiae
  • Picking up large quantities of other items
  • Collecting Spirits
  • Staying close to some enemy types
  • Hitting things rapidly
  • Not getting hit for at least 20 seconds (reduces passive STELLA loss, effect scales incrementally over time)
  • Some effects are enhanced near the top of the screen

Actions which will decrease STELLA:

  • Getting hit
  • Getting hit more than once within 30 seconds
  • Picking up pink STELLA items
  • Cancelling bullets with Discharge or with the Suppression Radius
  • Staying close to the bottom of the screen

The minimum amount of STELLA preserved after completing a Segment increases over the course of the game dependent on your end-of-stage SURVIVABILITY award and your number of lives at that time.
The amount of STELLA lost after completing a Segment also increases dependent on your overall survival performance, number of Extends gained, and a stage-specific value. Notably, autobombing can reduce the amount of lost STELLA without penalizing the minimum preservation level.
A detailed analysis of STELLA preservation mechanics can be found in this post.

TERRA


The TERRA gauge determines the timing of the player's visit to the Shrine of Farewell, a special bonus Segment. TERRA begins at its maximum of 240; the player is sent to the Shrine after it reaches 0. TERRA will not fall on Segments 1B and 2B. As the Shrine has massive Spirit scoring ramifications, when Spirit scoring it is vital to avoid taking unnecessary hits in order to delay the Shrine's appearance for as long as possible.

Event Effect on TERRA
Autobomb -6
Losing a life -10~20, see below
Losing a life after a recent death -20~40, see below
Losing a Life Chip -1
Losing a Revive item -25
Losing other items except LUNA Droplets -0.01
Exiting a Segment ( 60 - number of cleared stages^2 ) * -0.5 - 10
Exiting a Segment in Solidstate Additional -8
Exiting Segment 5 Additional -15
Exiting Segment 6 Additional -30
Exiting Segment 7 Additional -380
Gaining an Extend +7
Collecting a Reliquia +0.05 on Segment 3L, else +0.2
Destroying KAREIDOSCOPE once (FATE CONTROL) +2.5

The TERRA loss from dying is increased by:

  • The number of deaths on the current Segment
  • The number of misses in total, including autobombs
  • Each STELLA level below A before the death

The TERRA loss from dying is mitigated by:

Items

Hellsinker. features 14 items (termed Relics). There is a hard limit of 512 simultaneous items; items spawned past this limit will not appear.

Item Appearance conditions Token value LUNA value NECESSARY value Description/other effects
Sol piece.png
SOL Piece
Dropped by many enemies. 0 0 0 Increases SOL. Horizontal trajectory is slightly magnetized to the player.
Luna Crystals.png
LUNA Crystal
Dropped by many enemies.

0.05 to 0.32533
(Gem level)

800

0.004

Flies upwards instead of falling down. Contributes to the gem level. Decays the gem level if lost (level will no longer drop after reaching level 6).
Can be collected in a small radius if the main shot button is not being held down, and can be auto-collected from the entire screen by using Discharge.
Luna droplet.png
LUNA Droplet
Generated when a target is destroyed with enemy bullets nearby to it (range based on enemy hitbox size). During stage:

0.16225
During boss:
0.0405

160

0 Contributes to the gem level but does not cause it to degrade if lost.
Can be collected in a small radius if the main shot button is not being held down.
Hs-frozen-crystal.png
Frozen Crystal
Generated from bullet cancels after killing specific enemies.

1.5

400

0.004

Automatically collected.
Luna chaff.png
LUNA Chaff
Generated when destroying bullets with the Suppression Radius. 0

1200

0 Increases STELLA.
Life chip.png
Life Chip
Dropped by specific enemies. 0 0 1 Horizontal trajectory is slightly magnetized to the player.
Ingot.png
Ingot
Generated from bullet cancels, typically after killing a boss.

0.06666 to 0.17916
(STELLA level)

0

0.05

Worth 0.2 Spirits.
Hs-crystalspirit-merged.png
Crystallized Spirits
Appear at the end of the Shrine of Farewell dependent on player performance. 0 0 Blue:

0.5
Red:
2

Either type is worth 0.5% of total Spirits earned before entering the Shrine (ACHIEVEMENT). Magnetized to a spot below the player with a randomized offset.?
Terra relic.png
Reliquia
Dropped by multi-part enemies.

0.08333

0

0.05

Worth 0.05 TERRA on Segment 3L, otherwise worth 0.2 TERRA. Raises STELLA. Moves very quickly but is significantly magnetized to the player.
Young stella.png
Young STELLA
Appear in fixed places. Can appear in groups when fulfilling stage-specific conditions. 0 0 0 Raises STELLA level by 1 immediately, and then a further ~1/2 level over time.
Old stella.png
Old STELLA
Appear in fixed places or when activating SELF ECLIPSE. 0 0 0 Lowers STELLA over time.
Comet.png
Comet
On player death, 1 is dropped per STELLA level lost. 0 0 0 Raises STELLA by 0.75 levels.
Revive.png
Revive
Appear very rarely under special conditions. 0 0 0 Instantly grants an extra life if the player is below max lives. Does not grant an Immortality bonus or affect the Extend count.

Item collection


The base collection range varies by item type.

Item Range
LUNA Chaff

1600 units

Reliquia

3200 units

Crystallized Spirits

3300 units

LUNA Droplet

3400 units

Others

3000 units

Some characters have extra collection range which is added to the base range. This only applies when directly collecting items.

Executor Extra range
Deadliar 0
Fossilmaiden
Minogame

500 units

Kagura

300 units

Options have their own collection range.

 (item base range) / 2 + (subweapon range * 0.75)
Executor Subweapon Range * 0.75 Common effective range Notes
Tobari-Maru
(Deadliar)
Chain (level 1)

4650 units

~6150 units

Chain (level 2)

4800 to 9577 units

~6300 to ~11077 units

Range increases when Deadliar is nearby.
Held throw

5400 units
(4000)

~6900 units

Saraba-Maru
(Fossilmaiden)
n/a

3750 units

~5250 units

Always active.
Ecliptic Chariot n/a

1800 units

~3300 units

Potentially smaller than Kagura's base range.

Common Mechanics

Speed & Speed Control


Player movement speed is determined by character and the subweapon status they are in. Additionally, most characters have a slow movement mode which can be configured with the Speed Control setting.

Executor Status Distance per frame
Deadliar

560 units
————————————————→

While aiming subweapon

140 units
———→

Fossilmaiden

448 units
————————————→

During Anchor Device

373 units
——————————→

During Lance Device

672 units
———————————————————→

Minogame

520 units
——————————————→

Kagura (Moon Cradle)

530 units
———————————————→

While aiming subweapon

132 units
———→

Kagura (Ecliptic Chariot) Docked

560 units
————————————————→

Undocked

400 units
———————————→

Kagura (Infernal Sabbath)

480 units
—————————————→

Kagura (Xanthez)

600 units
—————————————————→

Speed Control is set before a run. It determines how the player accesses slow movement. This setting has no effect on Fossilmaiden.

  • Automatic: Move at 50% speed while the shot button is held (20 frame delay)
  • Momentary: Move at 50% speed while the slow button is held (immediate)
  • Alternative: Toggle 50% speed when the slow button is pressed
  • Triphase: Cycle though full speed, 82% speed and 64% speed when slow button is pressed

Slow movement modifiers stack with other speed changes e.g. aiming a subweapon. Except in Triphase, all changes to the speed modifier are interpolated over a few frames at a character-specific rate. Speed changes in Triphase are instant.

Executor Interpolation time of speed change
Deadliar
Minogame
10 frames
Fossilmaiden

20 frames

Kagura 5 frames

Infernal Sabbath speed modifier

Infernal Sabbath has some additional effects related to the Speed Control setting, concerning the shot and subweapon buttons. Depending on the configuration, these changes may not be obvious due to only occurring for a few frames at a time, or may be disruptive. When two sources are opposing (downward trend in fast mode or upward trend in slow mode), the result is a ~76.46% speed modifier, assuming that it's even possible to stabilize it.

Speed Control Extra Kagura3 behavior
Automatic In addition to normal behavior, immediately switches to 50% speed while the subweapon button is held.
Momentary Slow button not held: Trends towards 50% speed when pressing or releasing the subweapon button.
Slow button not held, subweapon button held: Trends towards 50% speed when pressing the shot button.
Slow button held: Trends towards 100% speed when pressing or releasing the subweapon button or shot button.
Slow button held, shot button held: Behaves normally.
Alternative Trends towards 100% speed when pressing or releasing the shot button.
Trends towards 50% speed when pressing or releasing the subweapon button.
Triphase Behaves normally.

Bootleg Ghost


Set before a run. Determines Auto-Rejection (autobomb) behavior. Autobombs can triggered up to three times per Segment. After an autobomb, the player is invincible for 120 frames.

  • Aspirant
    • Autobombs will activate if the SOL gauge is at maximum level and the player has less than 4 lives.
    • When activated, nearly all SOL is lost. (Internal SOL value is divided by 7)
  • Solidstate
    • Autobombs will activate any time Discharge is available.
    • When activated, all SOL is lost.
    • More TERRA is lost when exiting a Segment.
  • Adept

Suppression Radius


All characters have a Suppression Radius which is activated by not firing the main shot for 60 frames, or by holding the shot button for 20 frames in Adept.

The Suppression Radius takes the form of a light blue circle around the character. Its effective radius is 6400 units. It slows down many types of bullets and, for a smaller number of them, will eventually destroy them entirely. Destroying bullets with the Suppression Radius causes STELLA to fall, and produces small LUNA Chaff items which will more than recover the lost rank if collected. It also deals a very small amount of contact damage.

Fossilmaiden's Suppression Radius works differently as it is only active while her subweapons are active. It is much smaller than the other characters', and does not change with Bootleg Ghost setting. During the Anchor Device subweapon, it has a 4200 unit radius. During the Lance Device subweapon, it has a 2800 unit radius around Fossilmaiden and a 3600 unit radius around Saraba-Maru; in this case, the radius around Fossilmaiden is also less effective at destroying bullets.?

Other weapons should be used versus destructible bullets as the Radius' suppression effect takes priority over its contact damage.

APPEASEMENT and SELF ECLIPSE

Continuously touching bullets with the Suppression Radius causes a number labeled APPEASEMENT to appear, counting down from 80 for as long as bullets continue to be inside the Radius. When the counter reaches 0, SELF ECLIPSE occurs:

  • Two pink STELLA items appear at the top of the screen.
  • The player becomes invulnerable very briefly (10 frames).
  • APPEASEMENT is disabled for 60 frames.

The base fall rate of the APPEASEMENT counter is 0.135 per frame. Additional suppressed bullets gradually accelerate the fall rate, with each added bullet having a greater effect than the previous one. If no bullets are being suppressed, the counter instead recovers by 0.2 per frame.

SELF ECLIPSE is often a nuisance when playing for Spirits as the items it creates are undesirable and become hazards.

Discharge


Discharges are Hellsinker.'s bomb mechanic. They expend SOL to use, requiring at least SOL level 3 (or HI), with higher levels making the Discharge more effective. Discharges that can be delayed will grant invincibility over the entire delayed period in addition to the normal invincibility time. Unless otherwise noted, enemy bullets are cancelled into stars for the duration of a Discharge, but not for any delay period.

Executor Discharge Invincibility time at... Effects of SOL level Notes
SOL 5 SOL 4 SOL 3
Deadliar Carnage Raid 120 frames 90 frames 60 frames Increased size and duration Can be delayed for up to 40 frames.
Near the center is effective for Spirit scoring.
Fossilmaiden Curtain Raiser 144 frames n/a Can be delayed for up to 90 frames.
Near the center is effective for Spirit scoring.
Bacillus' Cloak 180 frames n/a No damaging component.
Doesn't cause a bullet cancel.
Minogame Azure Lotus 190 frames 140 frames 100 frames Increased duration Near the center is effective for Spirit scoring.
Kagura (Moon Cradle) Knows Only Blazing 90 frames 60 frames 30 frames No change Reduces SOL level by 2 instead of emptying the gauge.
Kagura (Ecliptic Chariot) 370 frames 310 frames 250 frames Increased duration Invincibility wears off if the player leaves the area-of-effect.
Kagura (Infernal Sabbath) 200 frames 140 frames 80 frames Increased duration Can be delayed for up to 70 frames.
Continuous bullet cancels while delayed.
Kagura (Xanthez) 90 frames 60 frames 30 frames Increased power Becomes dramatically stronger with more SOL levels.

There is a 1 frame gap between pressing the Discharge button and the activation of the Discharge, during which the player's SOL has been spent but they are not yet invulnerable.

Invincibility overwrite bug

Hs-discharge.gif
Fossilmaiden's Curtain Raiser displaying the 1 frame start delay, then state-based invincibility during the hold period, then countdown invincibility during the active period.

Sources of invincibility are implemented in one of two ways. They can be "set-and-forget", where the invincibility timer is set once and runs down, or "state-based", where the timer is repeatedly set as long as a condition is true. Most invincibility sources do not check the timer's current value before being applied, causing them to overwrite the current set time. Practical cases where this can occur include:

  • Activating SELF ECLIPSE, replacing current time with 10 frames
  • Bombing after dying, or gaining an Extend, or scripted event invincibility, etc., replacing it with Discharge time
  • Bombing twice in a row with Moon Cradle, replacing 90 frames with 30 frames

The following characters' Discharges use state-based invincibility and are safe from being overwritten.

  • Fossilmaiden Curtain Raiser, during delayed period only
  • Fossilmaiden Bacillus' Cloak
  • Minogame
  • Ecliptic Chariot, while inside radius
  • Infernal Sabbath

State-based invincibility can be identified by the Executor turning solid white instead of flickering. An exception to this is Minogame's Discharge which uses a slightly different implementation.

Collision


In a departure from the genre, colliding with walls or enemies in Hellsinker. does not kill the player. Instead, they will be knocked away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. Collision-enabled enemies can also collide with each other and get shoved around which can create some odd situations if they are left alive.

Any time the player character is invulnerable, they are also unaffected by collision. Using invincibility to clip through enemies and obstacles is a regular part of play.

Many small enemies, parts etc do not have any physics collision and can be moved into safely. Some enemies will still cause death on collision; this is accomplished by such enemies having invisible bullets constantly inside them.

Sealing Enemies


When the player approaches certain enemies, a box featuring the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them and for 55 frames afterwards. This encourages aggressive play as many threats can be neutralized without ever being allowed to shoot. Some enemies' Spirit kill value is increased while they are sealed.

The sealing range for a given enemy is determined from an enemy-specific base value + the player character's graze range, updating dynamically if the graze range changes.

A visualization of seal ranges can be enabled by setting Emphasize:Seal Zone under Info Augmentation before starting the game, which will draw a teal-shaded hint zone with the radius base seal range + 5000 units around all sealable enemies. These hints are fixed size and do not respect the differences between characters. They will also not function during the tutorial/practice chamber or if the background visibility is set to 0.

Hs-sealrange.gif

Seal wearing off as the graze range switches to small mode while main shot is being fired.
Note how Kagura's seal range is larger than the hint zone when she stops shooting (60+64px vs 60+50px).
Hs-sealrange2e.png

Meanwhile Fossilmaiden's seal range is smaller than the hint zone even when in big mode (60+36px vs 60+50px).

UNCHAIN


Enemies marked with MASTER can be seen connected to multiple other enemies with red lines (SLAVEs). Destroying the MASTER will UNCHAIN the SLAVEs, causing them to self-destruct.

UNCHAINing is important to Spirit scoring. In addition to granting increasing numbers of Spirits for each self-destructed SLAVE, some SLAVEs will drop Life Chips or fire revenge needles to be grazed, which can contribute very large quantities of Spirits. The total number of UNCHAINed enemies also improves the tick points rate. Occasionally the reverse is true and killing the SLAVEs individually is more profitable.

UNCHAINed enemies do not contribute to the player's Kills, so when playing for Kills one must instead avoid most UNCHAINs and kill the SLAVEs individually.

BREAKTHROUGH


When reaching a certain threshold of Spirits or Kills a BREAKTHROUGH will occur. The first BREAKTHROUGH occurs at 5200 Spirits or 2500 Kills (whichever comes first), and the second at 6200 Spirits or 5000 Kills (whichever wasn’t the first breakthrough). Achieving a BREAKTHROUGH has several effects:

  • Grants an Extend. If the player is at maximum lives, grants an Immortality bonus plus 200 or 160 extra Spirits.
  • Causes a bullet cancel immediately and an Ingot cancel 65 frames later.
  • Resets the NECESSARY value for Extends to its starting value, accelerating further Extends.

Carefully timing BREAKTHROUGHs for maximum Extend efficiency is worth considering in advanced scoring.

Cancellation Stars / Phantom Bullets


Mundanely cancelled enemy bullets (e.g. during a Discharge) turn into harmless white stars which persist for 30 frames, serving as a way to inform the player of bullet trajectories while enemy attacks are being negated. If an item cancel occurs during this situation, the stars convert into items just like active bullets do. This can enable more greedy Ingot cancels when finishing off bosses or Freeze cancels when Token scoring. Unlike real bullets, killing enemies near stars will not create LUNA Droplets.

Hs-starcancel.gif

Stars activated by a Discharge double-cancelling into Ingots.

Shrine of Farewell


HellsinkerShrineDoor.png
One of the doors in the waiting room of the Shrine of Farewell.
The boss order shown here is Temperament Nil, Million Lives, Al4th, and Nine Lives.

After TERRA is depleted, the player will detour to the Shrine of Farewell on the next Segment transition. The Shrine is a boss rush stage, featuring 4 bosses and 4 interstitial enemies. The order of appearance of the bosses is determined by which of the 24 doors the player selects at the beginning.

Once the player has selected a boss order and entered the Shrine proper, some special rules apply for the duration of the boss rush:

  • All Spirits from prior stages are Dozed Out and taken away.
  • Irrespective of performance, the boss rush lasts for between 265 and 238 seconds depending on character.
  • The player has infinite lives. NECESSARY is frozen. Autobombs do not function.
  • Each boss has 3 patterns, and each interstitial Kaname Stone enemy has one.
  • Each pattern defeated awards a CRYSTALLIZE value depending on the STELLA level at the time and the number of misses.
  • Bombing a Kaname Stone voids its CRYSTALLIZE entirely.
  • Defeating all 16 patterns before the time runs out awards a final, bigger CRYSTALLIZE, and begins an extra sequence of many SCARY-STUPA enemies until the time depletes.

When All Rerics Are Sunk, Ozzed Spirits Return in the form of Crystallized Spirits, one for each CRYSTALLIZE achieved, to a maximum of 424. Each crystal is worth 0.5% of the total Spirits prior to entering the Shrine, for a maximum return of 212% Spirits. The crystals are also worth a large amount of NECESSARY, resulting in lots of Extends that will refill any missing lives and further improve Spirit scores with Immortality bonuses.

Because of the huge implications of the Crystallized Spirits multiplier, Spirit scoreplayers need to ensure the Shrine appears at its latest opportunity (after Segment 7) and avoid dying or carelessly bombing to maximize crystal count. Players aiming for Kills or Tokens will value speeding past the bosses to reach the SCARY-STUPA area as soon as possible.

Continuing


Hellsinker. offers one Continue upon running out of lives. Using the Continue will skip some following Segments and send the player into a fake Segment 8, kicking them back to the title screen before the last boss. Additionally, completing the Shrine of Farewell will disable the Continue system. In effect, it's functionally impossible to clear the game via Continue, and the option only exists to give a struggling player more practice.

Scoring

Hellsinker. tracks 3 different, very distinct, scores: Spirits, Kills, and Tokens.

Spirits


Familiar but convolutedly multi-faceted scoring.

Important specifics to Spirit scoreplay include:

  • Maintaining STELLA level A at all times
  • Perfect survival to maximize Immortality bonuses and Crystallized Spirits
  • Grazing
  • Milking enemies for Inner Spirit value or tick points
  • UNCHAINing enemies for extra Life Chips, enhanced tick points rate, and direct Spirits
  • Ingot cancels
  • Shooting destructible bullets
  • Crystallized Spirits collection technique (not relevant to all characters)

See the Spirit section on the Strategy subpage for more information.

Kills


Kill things number go up.

Important specifics to Kill scoreplay include:

  • Destroying all parts of every enemy
  • Killing SLAVEs instead of UNCHAINing them
  • Speedkilling to spawn more enemies
  • Waiting to kill things so they create extra things to kill
  • Speedrunning Segment 4 and Shrine for more enemies

See the Kill section on the Strategy subpage for more information.

Tokens


All of the bullets are coming with me.

Important specifics to Token scoreplay include:

  • Collecting LUNA Crystals and Reliquiae
  • Timing enemy kills to create LUNA Droplets
  • Frozen Crystal bullet cancels
  • Manipulating enemy movement and bullets with the Suppression Radius for bigger cancels or more Droplets
  • Strategic bombing or dying for item collection or repositioning
  • Efficiently managing time on bosses to minimize Token decay
  • Speedrunning Segment 4 and Shrine for more cancels and Droplets

See the Token section on the Strategy subpage for more information.

Unlocks & Obscurities

Unlocks

Hellsinker. contains many hidden features that must be unlocked by making progress in the game such as extra game modes, new title screens, and goodies like a cutscene viewer and music room.

Unlocked by clearing Segment 4 without continuing:

  • Title Screen 2.
    Title Screen 2.
  • Kagura, a fourth playable character.
  • Segment Location, a practice mode. In order for a Segment to be unlocked in practice mode, you must reach (but not necessarily defeat) a Segment's boss, without continuing.
  • Segments 1 through 3 Lead. These Lead segments are harder than the default versions (now called Behind) but offer greater scoring opportunities as a result. They can be freely selected in full runs.

Unlocked by clearing Segment 7, continue allowed:

  • Title Screen 3.
    Title Screen 3.
  • Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.

Unlocked by defeating the True Last Boss (Lost Property 771):

  • Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order and conclude the story. The Great Majority is a score attack based Segment.

Unlocked by clearing The Great Majority:

  • Extra Segment 2, The Way of All Flesh.

Unlocked by clearing The Way of All Flesh:

  • Title Screen 4. Additionally, title screens can now be freely changed in options.
    Title screen 4.
  • Strategy Recorder, a cutscene viewer. Strategy Recorder features extra cutscenes not seen during gameplay.

Unlocked by viewing all cutscenes in Strategy Recorder, then closing the game:

  • Sound Memoir, a music room. A final cutscene will play when you close the game, thanking you for your efforts. Congratulations!

Easter Eggs

  • Leaving the TRANSPORTER enemies on Segment 1L alive until the boss will cause them to ram into the boss and destroy it.
  • Letting the Segment 4 boss time out with all of its parts intact will cause it to drop 6 Revives before leaving.
  • Letting the Segment 7 boss time out with one life remaining will cause a unique bad ending.
  • In the 1.009 version of the game, the Shrine of Farewell bosses display distorted cut-up dialogue messages at the start of each pattern. This is absent in later versions for unknown reasons.

Miscellaneous Bugs

  • Collision desync: In practice modes, colliding with certain physics objects can sometimes cause replay desyncs. These seem more likely to occur if the collision is near the beginning of the replay. Confirmed cases include S6 SCARY-STUPAs, S7 boss lances, S8 windmill blades, and the TLB. Full run replays don't seem to be at risk.
  • TLB bullets desync: The TLB's bullet patterns may behave differently during replay playback and cause a desync. This can be fixed by restarting the game.
  • Segment 5 initialization: In boss practice, the arms of the CURIOUSMEDIATOR sub-boss don't have their initial damage resistance set correctly.
  • Possessed replay: In practice modes, partial replays created by quitting out mid-stage can continue past when they should have stopped, inheriting the input data from another replay saved in the same slot under a different rank setting.
  • Spirits underflow: In some versions of the game, it's possible to use the tick point buffer overflow bug to wrap around a low Spirits total into UINT_MAX. This was fixed in Steam v8 / BOOTH v22.

Trivia

  • Much of the game's language and terminology, and some of the enemy designs and music, are derived from the developer's previous game, Radio Zonde.
Notable examples
  • SOL, LUNA and STELLA are subcomponents of the scoring system. As a trio they refer to heavenly bodies (sun, moon, stars), in keeping with Radio Zonde's motif of the firmament. In Hellsinker., TERRA was introduced, and the four terms were reinterpreted into pairs of complimentary opposites (sun versus moon, heavens versus earth).
  • Some PRAYERs come straight out of Radio Zonde, such as the Segment 6 flat elongated jets and the Segment 8 pointed obelisks. Others are clearly the same "model" but with a redesign, such as the red crabs.
  • The attacks used by Dawn and Dusk are the same as those used by Radio Zonde protagonists Mahiro and Yozora. Furthermore, the Apostles' boss music is a remix of Radio Zonde's boss 1 music. This is taken to imply that Mahiro and Yozora were transformed into Dawn and Dusk, the plausibility of which is supported by the Segment 7 bad ending.
    • The title of said boss track, "PAST RISINGS AGAIN", is also the subtitle of Segment 7.
  • The USE-type protagonists Nifun and Gofun are similar to Mistletoes.
  • The bosses of stages 1, 5, 2 and 6 lend their respective names to the Kagura shottypes.
  • The stage 7 boss, Denri, somewhat resembles Al4th, and has a similar pattern where she's shielded inside a rotating ring of orbs.
  • The stage 8 boss, Aozora, somewhat resembles Old Rose, and drops rose bouquets upon defeat. Bird projectiles and white hexagonal plates also make an appearance.
  • The name CLAMMBON comes from the short story Yamanashi by Kenji Miyazawa, where it's spelled クラムボン. In the story, a pair of baby river crabs discuss Clambon's simple life and abrupt death. It's not ever clear what Clambon is supposed to be; it's probably a make-believe by the baby crabs who are in the process of internalizing the nature of the world around them.
  • The cat people encountered in the Shrine of Farewell, Nine Lives and Million Lives, are almost certainly a reference to the picture book The Cat that Lived a Million Times by Yōko Sano. Both said book and Hellsinker. have prominent themes of samsaric melancholia, and the titles of the boss cats' attacks are reminiscent of the events of the book.
  • Some things were never translated into English within the game, mostly boss attack subtitles.
Untranslated things and their possible meanings

Perpetual Calendar

  • Themed around time.

Ages Circulation
巡歴セシ星々ノ軌跡 Traces of the passage of the stars
Solar Dust
暁ノ儀仗・赤蜻蛉 Ceremony of dawn – red dragonfly
Inversal Current
逆巻ク刻ノ奔流 Torrential reversal of time
Lunatic Phantom
月ヲ詠ム真跡・薄荷蝶 Authentic lunar composition – mint butterfly

  • Composition as in to write poetry. Alternatively "recital" would also work, but the attack sure does look like it's drawing something.

Astrolabium
恒久ナル祈祷機関 Engine of eternal prayer
KAREIDOSCOPE
永劫ナル回帰ノ坩堝 Crucible of endless recurrence


Nine Lives

  • Relatively normal predatory cat theme in contrast with Million Lives.

Scare Swallow
気の向く侭に 燕狩り Hunting swallows at a whim
Bondage Divider
影を射る眼差し 四肢を断つ刃 Shadow-piercing gaze, dismembering blade
Under The Silence
彷徨う者共よ 無言のままに All you strays, remain silent


Million Lives

  • References to The Cat that Lived a Million Times.

Nostalgic Pain
面影を語る爪痕 Claw marks illustrate the faint remains

  • The claw marks left behind make you remember the cat after it's gone.

Innocent Clockworks
古びた振子の舞踏 Dance of the ancient pendulum
Volcanic Libido
狂った鬼灯の接吻 Kiss of the mad hōzuki

  • Hōzuki = alkekengi or Chinese lantern plant.

Al4th

  • アルフォース (Al4th) flips into アスフォール which is an unusual transcription of "asshole" (アスホール). It can only be assumed this was deliberate. The associations of woman/moon/blood/birth/unclean/witchery are culturally worldwide, some appearing in Shinto as sources of spiritual pollution (kegare).

Strange Moon
異形の月 Strange moon
Inversal Baptism
錆釘の雨/逆の禊 Rain of rusty nails / Reverse purification
Desperate Annulus
散華の宝冠/無尽の礫 Crown of falling flowers / Inexhaustible pebbles

  • 散華 is sange, the Buddhist rite of scattering flowers, which is also a euphemism for a glorious death (ephemerality/transience symbolism). To "wear a crown of falling flowers" might be interpreted as bearing a mark of doom to die in battle, hence the "desperation". Maybe. Or maybe it's ironic with Al4th's profane character.

Temperament Nil

  • Themed around metaphysics and keyboard instruments. "Temperament Nil" refers to musical tuning. Tempering is the intentional mistuning of the overall scale in order to mitigate more obvious harmonic problems arising in some intervals.[1] Some designs of tuning keys resemble hammers, like Nil is wielding.

Originator's Regal
ただ一張の弦 Just one string

  • The chaser projectile plays an F note repeatedly as it travels. "Regal" refers to a small reed organ. Tuning the one key.

Virginal Order
霄を模る六十鍵 Sixty keys to imitate the sleet

  • The bumper she launches has 60 keys on it. "Virginal" refers to a small harpsichord. Playing all the keys wildly.

Fatal Strings
定めを紡ぐ糸 The thread that spins destiny

  • The final "boss" of the Shrine of Farewell has an incomprehensible nametag which changes constantly. These names are generated by selecting one or more entries on a list of silly titles and phrases, then randomly truncating them and mashing them together.
List of phrases
末法経典ラッケナク 廃棄されるべき奇跡ロニ・サパニ 灰色の虹ロキシーネ 網膜に灼き憑く夢想ロナトート
禁忌の厨房クラク・ノーニ 驟雨煙る終着駅ウェイス 劣情の舞踏会VAV 電装の麗人ビステクライネ
英霊《名前を入れてください》 帰らぬ巨人ゼクオ 全自動螺旋階段ネフラ・マフラ 無垢なる反復フレカルメ
コルガネ主任の六重隠蔽錠 五感を欺くナナンの黄金蟲 無量の遊び紙イラツヅリ モーレスマ断絶交差
裏返しの逆三角ツックァノンノ 沈黙の封櫃アーアイラ アズトローネフ人工大海 ケントラプ祝福凱歌
無記名大墳墓ココネネトネ 古の新世界エルタニル 手慰みの花輪プラッツィ 苦境を棄却する同伴者アノーン
虚妄分解浄化槽チフラ 甘露の蛇口フォキソ・ネィラ 悠久加速追悼者イエド 異端封鎖網199
追憶の船頭ギーシャ サザーロ婦人の拙い星空 ムバナリ衒学追葬隊 虚ろの大王朝アーネイテ
無明なる護り手パヨン 空虚なる警報装置クヒナヴィーテ ゲ・タリクトの遠い水面 アルクローストの認め難き道標
禁忌の少女王レクターテ トテ・リナユトの不眠戦志 アネドミネド外典集大成 永夜の大いなる森サニル・ナクテ
完遂者キリヲが紡ぐ永久の均衡 エイブス天文大伽藍 永久遅延器官ニャククルト オモイの日誌(新装版
イヴァ・ガレンソ久遠桟敷 エイルエンの鳥篭 週末を阻む偽終止テト・クォイン 絶え難き誘惑フォ・ムビナ・ユッソ
追憶の逆止弁フラニース 嘘吐き公爵カーチクィツァ その名はルルル ロイテの不確実病理図鑑
便所の蓋と呼ばれた少女Q エーリ少年の詠む世界・第5章 遡行限界ブラン・ノクト トゥーテヌラ大絶縁層
物部博士のめくるめく不条理 捏造楽団エラ・ルペッタ エズの二律背反 根拠無き核心デスニテュロク
無音の鼓動プトラーニュ イ・コヴァは羽ばたく、模造の翼で ジェスクパ高層鎮魂塔 ナクァックの私書箱
  • There are some inconsistencies between the information in the game manual and the release version. Presumably these things were true at some point and were later changed.
    • It's claimed that Extends grant only 1 second of invincibility and that normal Extends cause Ingot cancels like BREAKTHROUGHs do.
    • It's implied that manually delayed Discharges do not provide invincibility until released.
    • It's claimed that Xanthez's charge attack is an alternative way of activating the Suppression Radius. In the release version, it does not resemble this at all.
    • Several numbers are incorrect, such as some item values.
    • The images on the "game events" page feature pre-release graphics, including Executor sprites in a more detailed style.

References & Resources

  1. Hellsinker on Shmuplations – 2019 developer interview.
  2. Beetle-Omiwatari's Youtube – Game disassembly notes, trial version exploration, scoreplay.
  3. Hellsinker. Personal Manual – One of the earliest and best quickstart guides to the game, originally written in 2008. JP and ENG.
  4. Ruminant's Whimper Wiki – Japanese wiki for TONNOR games. Contains transcriptions of most of the original game text and links to various blogs, contemporary doujin circles and 2ch conversations.
  5. Draft HellSinker ST by Zaarock
    1. https://www.britannica.com/art/tuning-and-temperament