Difference between revisions of "STELLAVANITY - Prelude to the Destined Calamity -"
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If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.'' | If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.'' | ||
− | + | = Scoring = | |
---- | ---- | ||
− | This section | + | |
+ | == Type-S Scoring for Beginners == | ||
+ | |||
+ | This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. To simplify the scoring system, this section will ignore the importance of overkilling whilst using the raid bug and overkill chaining. | ||
+ | |||
+ | === Stages === | ||
+ | ---- | ||
+ | '''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in). | ||
+ | |||
+ | '''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets). | ||
+ | |||
+ | '''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain. | ||
+ | |||
+ | '''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. | ||
+ | |||
+ | '''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. | ||
+ | |||
+ | '''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. | ||
+ | |||
+ | '''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel. | ||
+ | |||
+ | '''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb. Using more than one bomb is possible but not recommended initially. | ||
+ | |||
+ | ===Bosses=== | ||
+ | ---- | ||
+ | '''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important. | ||
+ | |||
+ | '''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up. | ||
+ | |||
+ | '''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift. | ||
+ | |||
+ | '''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen. | ||
+ | |||
+ | '''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase. | ||
+ | |||
+ | '''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect. | ||
== Strategy == | == Strategy == |
Revision as of 11:07, 6 June 2021
General remarks
In Progress
Created the page. Will slowly add to it in the coming days.
Game title screen
Developer: | TRIS-GRAM |
---|---|
Music: | TRIS-GRAM |
Program: | TRIS-GRAM |
Art: | TRIS-GRAM |
Release date: | Release Date |
Contents
STELLAVANITY - Prelude to the Destined Calamity -
STELLAVANITY - Prelude to the Destined Calamity - released in 2012 by Feathered Ether. The game has undergone changes since the release of its demo in addition to a number of update updates. The current version 1.22D was released in 2013. The game features 2 characters each with a easy to learn type and a complex type. There are six difficult modes. Unique to the game is the ability to rank up in a run making patterns harder and adding suicide bullets.
Gameplay Overview
The gameplay overview section starts out with the controls of the game, including all of the buttons used and what they're used for. It's recommended to keep the control layout simple and easy to understand. Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.
Controls
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.
Type-C Controls
- Z: Fire
- Space: Bomb
- X (Tap): Discharge
- X (Hold): Accelerated Hyper
- F: Slowed movement button
Type-S Controls
- Z: Fire
- Space: Bomb
- Space (Hold): Bomb Hyper
- Assault: Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default
- A(Tap): Delayed Shift
- A(Hold): Ethereal Shift
- C: Blade.
- F: Slowed movement button
Unlockable Secrets
This game has a shop and multiple TLBs based on rank.
Type-S Explanation
- 1: Delayed Shift Gauge. Require at least 50% to activate and will turn blue when you can activate it.
- 2: Two gauges integral to scoring. The upper pink gauge increasing during Delayed Shift. The more it is filled up the more valuable cancelled gems will be. The lower green guage is the overkill combo. A higher number means you will score higher and it decreases with time.
- 3: Lives
- 4: Bombs
- 5: Ethereal Shift Gauge, Requires at least 50% to activate and will turn yellow when you can activate it.
- 6 Blade Gauge.
- 7: The Characters stats
- 8+9+10: Aspect of the UI that displayed additional information about the run. Can be bought in the shop.
Type-S has a wide variety of tools to survive and score. You have your standard fire and focus fire. Two additional weapons are assault and blade.
Assault targets medium or large and then fire a homing shot on these enemies. Auto-assault is on by default, any enemy you fire at will get target by assault until it dies.
Blade is a short range melee attack. Pressing the button multiple times will be trigger a blade combo, this goes up to level 3. Large enemies and bosses at low hp can be raided. Raid by pressing the blade button and then your character will teleport in front of the enemy and execute a level 3 blade combo.
Type-S has 2 different shifts or hyper. All shifts can be cancelled at any point
Delayed Shift (kakusei). This shift spawns more enemies, slows all bullets on the screen and enemies start firing more bullets. Killing any enemy converts their bullets into gems.
A Counter shift is an aspect to the Delayed Shift. During any stage you absorb bullets charging up the Counter Shift and increasing its level. When Delayed shift runs out or is cancelled release an energy burst doing damage and clearing bullets in an area around the player. Damage and area increases with Counter Shift level. During boss fight the Counter Shift charges up whilst in Delayed Shift and will always clear the entire screen of bullets.
Ethereal Shift powers up the blade and the assault. Assault never stops firing and cannot be turned off during this shift. The blade gauge will also be filled up allowing the player to spam the blade. During Ethereal Shift a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift.
Overkilling
Medium or Large enemies enter this an 'overkilled' state if there hp is reduced to 0 with either Assault or Blade attacks, during this state they do not fire bullet. Doing damage whilst enemies are the overkill state increases shift gauges and is central to the scoring system.
The played can start overkilling bosses if they reduce their HP whilst they are in Ethereal Shift. Boss patterns become more difficult the more the boss gets damaged. The boss phase continues in Ethereal Shift the player take a hit or your ethereal shift runs out. There is no long-term consequence to taking a hit, the player losses lose no autobombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements.
Weapons
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. This can be omitted if not relevant to the game in question.
Items
This section describes any and all collectibles that you acquire in the game. An example being any Power Up items or Medals from Battle Garegga. Include secret items such as extra lives as well.
Rank
If the game features a relevant rank system, use this section to discuss it in more detail. Otherwise, this can be omitted.
Loops
If a game features a loop system, elaborate on it in detail here. Otherwise, omit this section.
Scoring
Type-S Scoring for Beginners
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. To simplify the scoring system, this section will ignore the importance of overkilling whilst using the raid bug and overkill chaining.
Stages
General Strategy for Stages: Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in).
Collecting Coins: Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).
Multiplier Gains: Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.
Overkill Chain: Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain.
Ethereal Shift: During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them.
Delayed Shift: Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel.
Counter Shift: During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.
Overkill Bug: If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb. Using more than one bomb is possible but not recommended initially.
Bosses
General Strategy for Boss fights: Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.
Raid: All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.
Delayed Shift: Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.
Counter Shift: Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.
Ethereal Shift: Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.
Overkilling: Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.
Strategy
See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page.
(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)
Story
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.
Development History
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.
Version Differences
- Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.
Trivia
- Cool facts and random tidbits go here!
Gallery
See (Template Page)/Gallery for our collection of images and scans for the game.
Video References
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.
Other
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.
(Template Page) |
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put your stuff here |
References & Contributors
- Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.
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