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Players and the controls they desire are set before every run. A player is registered by holding any button with their controller of choice. Up to 4 players can participate at once.
- Fire: Fires your primary vulcan cannon.
- Special: Activate your ship's special weapon.
- Vaunt: Activates vaunt mode (when charged).
- Pause: Pauses the game.
The PC version of the game can be controlled with different types of input devices:
- Keyboard: Requires binding directional keys, fire, special and vaunt. The Escape button is used to pause the game.
- Controller: Requires binding fire, special, vaunt and pause. Analog controls are supported.
- Mouse: Requires no binding. Left button is shot, right button is special, mouse wheel press is vaunt. Movement occurs by pointing on the screen. The ship will move towards that point on the screen at its regular speed.
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. This can be omitted if not relevant to the game in question.
- Gold items: Apart from grounded gears in Croatoa, these items are dropped by enemies and increase the player's or the party's score and charge the vaunt gauge of the player that pick them up.
- Revive items: These are exclusive to co-op mode and allow the party to recover dead members immediately upon picking them up. On Normal and Difficult, a revive item revives the entire party. On Legendary, Divine and Judgement, a revive item revives only one member. They're dropped by a variety of stronger enemy types and bosses during their fights.
- Vaunting: Using the Vaunt mechanic contributes to scoring in multiple ways:
- The score multiplier in the bottom left is applied to all score acquired during the stage. Its value is determined by the amount of players currently in the Vaunt state. (0 players: x1, 1 player: x2, 2 players: x4, 3 players: 8x, 4 players: x16). The Stage and Gauntlet end bonus is not affected by it.
- Once the Vaunt gauge depletes, score will be added based on the duration of that vaunt. The formula for this is (timeInSeconds * 600) ^ exponent. The exponent depends on the difficulty (Normal: 1.00, Difficult: 1.05, Legendary: 1.10, Divine: 1.15, Judgement 1.20). The player whose Vaunt just ended is still factored in the score multiplier at that time. This means that in solo play, the Vaunt bonus is always multiplied by 2. A manually cancelled Vaunt is only worth half a depleted Vaunt that lasted the same amount of time. If the player dies during a Vaunt, no points are awarded.
- Upon activating or manually cancelling a Vaunt, a shield appears around the player which can cancel bullets (except green ring bullets). Bullets cancelled that way are worth a base amount of 100pts each.
- Special Kills: Many enemy types are worth more points and drop more gold items if a Special requirement is fulfilled as they're killed. In the original Jamestown, the word SPECIAL would explicitly indicate that the requirement was fulfilled. However, due to a bug this indication does not happen in Jamestown+. A page with a list of enemies, their Special requirements and values will be created in the future.
- Enemy Cancels: Destroying certain large enemies or beating a boss's phase cancels all bullets on the screen for a base amount of 25pts each.
- Stage Boss Bonus: Awarded at the end of each stage. This bonus always increases the score by 100,000 points.
- Stage Credit Bonus: Awarded at the end of each stage. This bonus depends on the amount of continues used during the stage.
- Gauntlet survival bonus: Awarded at the end of Gauntlet mode. This bonus increases the score by an additional fraction of itself. The percentage depends on the amount of continues used during the entire run.
See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page.
(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)
Basic story breakdowns, plot information, and endings are included here.
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.
If available, you can include information here about the hardware, the development of the game, and its general reception. Try to have as much information in this section cited as possible.
- Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.
- The Dark Sector stage was shortened in Jamestown+ due to a lot of feedback about it being too lengthy in the original game.
- The track playing during the credits was originally supposed to be the track for the New Madrid stage.
See (Template Page)/Gallery for our collection of images and scans for the game.
If the game already has an existing entry in the Video Index, please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.
- In the original Jamestown holding down any direction with a dpad during the text at the start of any stage would cause the ship to move in the opposite direction by default which effectively makes the stage unplayable until exiting or restarting it.
- In Jamestown+ many shot types have one additional frame of cooldown between shots. Since this is caused by the internal deltatime being slightly below 1/60 whereas it's slightly above 1/60 in the original, this is assumed to be an oversight.
- In the original Jamestown the word SPECIAL would explicitly indicate that the special requirement when destroying an enemy was fulfilled. However, this does not happen in Jamestown+. This is confirmed to be an unintentional oversight by westquote.
- The Lady of the Lake drops gold items twice on the first and third phase. The requirement is dealing over 500 and over 1000 damage. Due to a coding error, if exactly 500 or exactly 1000 damage are being dealt, the corresponding items will not be dropped in that phase. With Treason this can be avoided by not shooting missiles that aren't fully charged outside of Vaunt.
- In the original Jamestown UFOs can still emerge from below the screen after getting past them. This is assumed to be unintentional as the UFOs can spontaneously despawn on screen after doing so and do not emerge in JT+.
- In Jamestown+ only 2 UFOs appear before the boss of the Badlands. In the original game, it was 10. However, those UFOs still appear to exist. If either of the two UFOs before the boss gets destroyed, the remaining ones will appear from the top of the screen and chase the player over time during the boss fight.
- In Deimos the game will consistently crash if the stage is exited or restarted while any small golden crabs are alive. This includes small golden crabs that have left the screen and will reappear before the boss. Small golden crabs that haven't been revealed yet will not cause the crash.
- In Jamestown+ the achievement "Veni, Vidi, Vici" is only unlocked by clearing Super Gauntlet on Divine or higher, rather than Legendary or higher (continues allowed).
References & Contributors
- Jamestown+ lua scripts decompiled by Olifante and analyzed by AlvaLynsis
- additional insight from Westquote (one of the developers)