STELLAVANITY - Prelude to the Destined Calamity -

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General remarks

In Progress

Created the page. Will slowly add to it in the coming days.

STELLAVANITY - Prelude to the Destined Calamity -

Game title screen

Developer: TRIS-GRAM
Program: TRIS-GRAM
Release date: Release Date

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 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

Stellavanity Type-S.png

  • 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.


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.


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.


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.


If the game features a relevant rank system, use this section to discuss it in more detail. Otherwise, this can be omitted.


If a game features a loop system, elaborate on it in detail here. Otherwise, omit this section.


This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the DoDonPachi page.


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.

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.


  • Cool facts and random tidbits go here!


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.


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)
put your stuff here

References & Contributors

  1. Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.
  2. If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: [[User:(You)|(Your Name)]]
    1. And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.