Difference between revisions of "Vasara 2"

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{{GameInfobox
 
{{GameInfobox
 
|bordercolor = black
 
|bordercolor = black
|title = Game Title
+
|title = Vasara 2
 
|background = #f8f8f8
 
|background = #f8f8f8
 
|image = Vasara2-title.jpg
 
|image = Vasara2-title.jpg
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|imagescalepx = 180px
 
|imagescalepx = 180px
  
|developer = Dev here
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|developer = [[Visco]]
 
|
 
|
|music = Person A
+
|director = Teruhiro Yamada
 
|
 
|
|program = Person B
+
|music = Kennosuke Suemura
 
|
 
|
|art = Person C
+
|art = Tetsuya Mizutani</br>Yasuhiro Sawamura</br>Yoriko Date</br>Hiromi Kashiwamata</br>Hiroshi Yamamoto
 
|
 
|
|releasedate = Release Date
+
|releasedate = 2001
  
|previousgame = Previous game of the developer
+
|previousgame = [[Vasara]]
|nextgame = Next game of the developer
 
 
}}
 
}}
'''Vasara 2'''
+
'''Vasara 2''' is the second and finale game in the [[Vasara]] series of shoot-em-ups, as well as the finale game to be developed and released by [[Visco]]. Unlike most games of the genre, Vasara 2 draws heavily from the history of feudal Japan, rather than depicting a possible future. The game features a 'Sengoku-steampunk'<ref>[https://shmups.system11.org/viewtopic.php?t=25188 Tar-Palantir's Vasara 2 Review on System11]</ref> theme similar to [[Psikyo]]'s ''Sengoku Ace'' series.
 +
 
 +
 
 +
 
 +
The ''Vasara series'' was ported to modern platforms in the form of the VASARA Collection on August 13, 2019.
 +
 
  
 
{{VideoIndex}}
 
{{VideoIndex}}
Line 30: Line 34:
  
 
== Gameplay Overview ==
 
== 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.
+
 
 +
''Vasara 2'' is a two-button shooter.
 +
 
 +
Unlike most other games of the genre, the player is not destroyed or powered down when coming into contact with an enemy. Instead, they're knocked backwards at an angle relative to the point and direction of contact.
 +
 
 +
There are two modes available for play: '''Easy''' and '''Hard'''
 +
 
 +
'''Easy''': 1 Loop, 6 Stages, Lower rank
 +
 
 +
'''Hard''': 2 Loops, 6 stages(12 total), Higher rank, TLB{{unconfirmed}}, and True ending.{{unconfirmed}}
 +
 
  
 
=== Controls ===
 
=== Controls ===
 
----
 
----
* '''A:''' Description
+
* '''A (Press):''' Fires the players shots in tandem (Main and Sub).
* '''A (Press):''' Description
+
* '''A (Hold):''' Charges the players charge attack. Release to use.
* '''A (Hold):''' Description
+
* '''B:''' Unleashes a Vasara attack.
* '''B:''' Description
 
  
 
=== Unlockable Secrets ===
 
=== Unlockable Secrets ===
 
----
 
----
If a game features unlockable modes, extras, secrets character etc. such as the Mahou characters in ''[[Battle Garegga|Battle Garegga]]'' or Strong Style in ''[[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' that are relevant to the basic system of a game, put these codes here. ''Otherwise, omit this section.''
+
The games one and only '''extend''' drops from the nineteenth mid-boss defeated (third mid-boss of stage five at earliest).<ref name= vasara2_guide />
 +
 
 +
There is a TLB and ending waiting at the end of the second loop.{{unconfirmed}}
  
=== Characters / Ships / Styles ===
+
=== Characters / Ships ===
 
----
 
----
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different "styles" (for games that use them, such as ''[[DoDonPachi]]'') would also be included here.  
+
{| class="wikitable" style="text-align: center"
 
+
|-
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.
+
! Character !! Ship !! Symbol !! Shot & Sub Shot !! Charge Attack !! Ship Speed
 +
|-
 +
| [[File:Takeda_portait.jpg | 100px]] <br> <span style="color:#FF0000">'''Takeda Nobukatsu'''</span> || [[File:Takeda_bike.gif]] <br> <span style="color:#FF0000">'''嵐桜花'''</span> <br> <span style="color:#FF0000">'''Stormy Cherry Blossom'''</span> || [[File:Takeda_symbol.gif | 100px]] || [[File:Takeda_shot.gif | 60px]] || [[File:Takeda_charge.gif | 40px]] || #4
 +
|-
 +
| [[File:Momochi_portrait.jpg | 100px]] <br> <span style="color:#FFD700">'''Momochi Sandayu'''</span> || [[File:Momochi_bike.gif]] <br> <span style="color:#FFD700">'''菊月'''</span> <br> <span style="color:#FFD700">'''Chrysanthemum Moon'''</span> || [[File:Momochi_symbol.gif | 100px]] || [[File:Momochi_shot.gif | 80px]] || [[File:Momochi_charge.gif | 100px]] || #2
 +
|-
 +
| [[File:Akechi_portrait.jpg | 100px]] <br> <span style="color:#0000FF">'''Akechi Mitsuhide'''</span> || [[File:Akechi_bike.gif]] <br> <span style="color:#0000FF">'''桔梗'''</span> <br> <span style="color:#0000FF">'''Balloon Flower'''</span> || [[File:Akechi_symbol.gif | 100px]] || [[File:Akechi_shot.gif | 120px]] || [[File:Akechi_charge.gif | 80px]] || #5(Slowest)
 +
|-
 +
| [[File:Zuifu_portait.jpg | 100px]] <br> <span style="color:#008000">'''Zuifu Seiryubo'''</span> || [[File:Zuifu_bike.gif]] <br> <span style="color:#008000">'''慈眼'''</span> <br> <span style="color:#008000">'''Merciful Eye'''</span> || [[File:Zuifu_symbol.gif | 100px]] || [[File:Zuifu_shot.gif | 80px]] || [[File:Zuifu_charge.gif | 40px]] || #3
 +
|-
 +
| [[File:Saika_portrait.jpg | 100px]] <br> <span style="color:#000000">'''Saika Magoichi'''</span> || [[File:Saika_bike.gif]] <br> <span style="color:#000000">'''ヤタガラス'''</span> <br> <span style="color:#000000">'''Eight-Span Crow'''</span> || [[File:Saika_symbol.gif | 100px]] || [[File:Saika_shot.gif | 120px]] || [[File:Saika_charge.gif | 80px]] || #1(Fastest)
 +
|}
  
 
=== Weapons ===
 
=== 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.''
+
 
 +
====Main & Sub Shots====
 +
 
 +
Each playable character has a unique main & sub shot; the shots fire in tandem and are triggered by tapping the '''A''' button.
 +
 
 +
====Charge Attack====
 +
 
 +
Each playable character has a unique charge attack; the charge attack is performed by holding the '''A''' button for a short period and then releasing it. The charge attack can cancel orange bullets, as well as negate the knock back usually suffered from colliding with enemies.
 +
 
 +
====Vasara Attack====
 +
 
 +
Vasara attacks act as this game's bomb equivalent. While using a Vasara attack, the player deals constant damage to enemies slashed, cancels orange bullets slashed, becomes invulnerable, and destroys purple bullets upon contact. A player may have up to three Vasara attacks saved(shown under the players score), and they are refilled by collecting blue gems throughout the game.  
 +
 
  
 
=== Items ===
 
=== 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|Battle Garegga]]''. Include secret items such as extra lives as well.
+
{| class="wikitable"
 +
|-
 +
! Item !! Description
 +
|-
 +
| [[File:powerup.gif]] || '''Power up''' <br> Increases the player's main shot and sub shot power. Four level power-system. Always awards 1,000 points, the value is increased to 4,000 points if collected while flashing.
 +
|-
 +
| [[File:crystal.gif]]|| '''Blue Crystal''' <br> Fills the Vasara gauges that are located under the players score; approximately 40 crystals per gauge. Crystals always award 100 points, the value increases to 500 points while all three Vasara gauges are full. Normal zako drop one crystal, some medium sized enemies drop multiple crystals. Lanterns found on the ground, which can be destroyed with charge attacks, release five crystals. Whenever a boss's core changes colors, a few crystals are released as well.
 +
|-
 +
| [[File:smol_gold.gif]]|| '''Small Gold Bar''' <br> Appears when you kill ground enemies or structures. Always awards 500 points. The value is increased to 2000 points if collected while flashing.
 +
|-
 +
| [[File:big_gold.gif]]|| '''Large Gold Bar''' <br> Appears when certain structures are destroyed with a charge attack. Always awards 5000 points. The value increases to 10000 points if collected while flashing.
 +
|-
 +
| [[File:1up.gif]]|| '''1UP''' <br> A hidden extend that can be obtained under [[Vasara 2#Unlockable Secrets| certain conditions]].  
 +
|}
  
 
=== Rank ===
 
=== Rank ===
 
----
 
----
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''
+
There are two forms of rank in ''Vasara 2''.
 +
 
 +
The first comes in the form of the game mode selected and is static. '''Hard''' mode has increased rank over '''Easy'''. The differences between Easy and Hard are that certain enemy bullets are upgraded to purple bullets, some enemy attack methods are strengthened and added, and there are <span style="color:#A020F0">purple</span> suicide bullets in the second round.<ref name=vasara2_guide>[http://stglove.web.fc2.com/vasara2/main.html STG Love's Vasara 2 Guide]</ref>
 +
 
 +
The second is dynamic and will change based on player actions, this seems to only affect the number of bullets fired by a boss. Successful consecutive charge attacks will increase the rank of the game. This is referred to as a '''Continuous Slash Bonus''' The increase depends on what mode you selected. In '''Easy''' mode, a full slash chain raises the boss' rank by one level. In '''Hard''' mode it takes about forty consecutive charges to raise the boss' rank by one level, and a full slash chain will result in the boss's rank being raised by two levels.
 +
 
 +
The last thing to mention is the effect an '''All Slash Bonus''' will have on the game's generals(mid bosses). An '''All Slash Bonus''' refers to killing all 25 of the named warlords on a given stage. Contrary to the name, you don't need to kill them with a charge attack to activate the bonus. If this feat is achieved, some mid bosses will be upgraded to a more powerful form; this seems to only affect bullet speeds.
 +
 
  
 
=== Loops ===
 
=== Loops ===
 
----
 
----
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''
+
''Vasara 2'' offers a second, and final, loop if the player selects the '''Hard''' difficulty when starting a game. The second loop increases the overall rank of the game and the player plays through the same six stages. There is a TLB and ending waiting at the end of the second loop.{{unconfirmed}}
  
 
=== Scoring ===
 
=== Scoring ===
 
----
 
----
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.
+
==== Continuous Slash Bonus ====
 +
The '''Continuous Slash Bonus''' is the core scoring mechanic of ''Vasara 2''. Defeating consecutive enemies with a charge attack will start a 'Slash Chain'. The chain count is shown near the players Vasara Gauges. Failing to contact an enemy / structure with a charge attack, losing a life, or finishing a stage, will reset the chain to '''0'''. Damaging an enemy without destroying it and destroying terrain do not add to the chain. Bosses and zako will only add one slash to chains. Destructible boss parts will also add a slash to the chain count.
 +
 
 +
The '''formula''' for the ''''Continuous Slash Bonus'''' is:
 +
 
 +
'''Base Enemy Value + (Chain Count x 100)'''
 +
 
 +
Ex: 100 + (100 x 100) = 10100
 +
 
 +
As shown in the example above, the Continuous Slash Bonus can greatly increase scoring potential. Even on the lowest value enemies.
 +
 
 +
==== All Slash Bonus ====
 +
 
 +
Each stage has 25 warlords (1 main boss, 4 mid-bosses, and 20 others). Depending on how many are killed, you will get a slash bonus when you clear the stage. The default bonus is 5000 points per warlord. If you kill all 25, you will get a all slash bonus of 150,000 points; if you kill 24, you will only get 120,000 points.
 +
 
 +
==== Item Collection ====
 +
 
 +
There are a number of [[Vasara 2#Items | items]] the player can collect for points. Some items(Gold Bricks and Powerups) will increase in value if they are picked up while flashing(similar to many Psikyo games). Item collection plays a fairly small part in scoring. However, depending on the character chosen, Blue Crystals can have a significant impact on scoring.
 +
 
 +
==== Other Sources of Points ====
 +
 
 +
There are two more sources of points in ''Vasara 2'', grazing and bullet canceling.
 +
 
 +
'''Grazing''' a bullet will award '''10 points'''. Grazing seems to be calculated in frames, so grazing the same bullet will award points multiple times.
 +
 
 +
'''Canceling''' an enemy bullet awards '''10 points''' as well.
 +
 
 +
Both of these sources of points are negligible, and can be largely ignored.
 +
 
 +
==== Scoring Priority ====
 +
<span style="color:#FF0000">'''Continuous Slash Bonus >>>>>> All Slash Bonus > Item Collection'''</span>
 +
 
 +
The '''Continuous Slash Bonus''' is by far the most import aspect to scoring ''Vasara 2''. Breaking chains at the wrong time can result in hundreds of thousands of points lost. The '''All Slash Bonus''' is a much lesser portion of overall score potential, but should come naturally when maximizing the '''Continuous Slash Bonus'''. Item collection plays very little role overall, but can have some indirect effects on other facets of scoring. For example: The collection of more '''Blue Crystals''' can lead to Vasara gauges being filled faster. This allows the player to use Vasara attacks more often, possibly raising the '''Continuous Slash Bonus''' further.
  
== Strategy ==
+
== Strategy(TODO) ==
 
<div style='text-align: center;'>
 
<div style='text-align: center;'>
 
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''
 
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''
 
</div>  
 
</div>  
 
----
 
----
 +
==== Shot or Charge Attack ====
  
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.
+
==== Vasara Usage ====
  
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''
+
==== Rank Control ====
  
 +
If a player wants to control rank for a survival focused clear, they have a number of options: They can skip one of the named warlords to avoid upgrading mid-bosses, reset their rank just before a boss fight(or during) to lower the boss' difficulty, or avoid long slash chains altogether. All of these methods are detrimental to scoring. That being said, it is generally recommended to reset rank before engaging an end of stage boss from stage 3 onward(even while scoring). This is due to the lack of scoring potential in comparison to the Stage 1 & 2 bosses.
  
== Story ==
+
== Story(TODO) ==
 
Basic story breakdowns, plot information, and endings are included here.  
 
Basic story breakdowns, plot information, and endings are included here.  
  
Line 86: Line 178:
 
----
 
----
  
== Development History ==
+
== Development History(TODO) ==
 
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.''
 
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 ==
+
== Version Differences(TODO) ==
 
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.
 
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.
 
----
 
----
  
== Trivia ==
+
== Trivia(TODO) ==
 
* Cool facts and random tidbits go here!
 
* Cool facts and random tidbits go here!
 
----
 
----
  
== Gallery ==
+
== GalleryTODO) ==
 
<div style='text-align: center;'>
 
<div style='text-align: center;'>
 
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''
 
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''
 
</div>
 
</div>
 
----
 
----
 
== 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.
 
 
{| class="wikitable" style="float: right; margin-left: 10px;"
 
|-
 
! [[(Template Page)]]
 
|-
 
| put your stuff here
 
|}
 
  
 
== References & Contributors ==
 
== References & Contributors ==
 
<small>
 
<small>
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.
 
# 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: <nowiki>[[User:(You)|(Your Name)]]</nowiki>
 
## 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.
 
 
== Categories ==
 
 
Categories are great to organize pages and make it easy to find similar pages. To make the best use of them, please follow the [[Category_guidelines]] when creating and using the categories in the articles.
 
 
<!-- For example, this template falls under: -->
 
[[Category:ToAddCategories]]
 
<!-- Feel free to remove the ToAddCategories tag above once the right categories are added to the article -->
 
  
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].</small>
+
[[Category:Vertical orientation]]

Latest revision as of 15:23, 21 September 2024

Vasara2-logo.png
Vasara 2
Vasara2-title.jpg

Title screen

Developer: Visco
Director: Teruhiro Yamada
Music: Kennosuke Suemura
Art: Tetsuya Mizutani
Yasuhiro Sawamura
Yoriko Date
Hiromi Kashiwamata
Hiroshi Yamamoto
Release date: 2001
Previous game: Vasara

Vasara 2 is the second and finale game in the Vasara series of shoot-em-ups, as well as the finale game to be developed and released by Visco. Unlike most games of the genre, Vasara 2 draws heavily from the history of feudal Japan, rather than depicting a possible future. The game features a 'Sengoku-steampunk'[1] theme similar to Psikyo's Sengoku Ace series.


The Vasara series was ported to modern platforms in the form of the VASARA Collection on August 13, 2019.


For replay videos, visit the Video Index.

Gameplay Overview

Vasara 2 is a two-button shooter.

Unlike most other games of the genre, the player is not destroyed or powered down when coming into contact with an enemy. Instead, they're knocked backwards at an angle relative to the point and direction of contact.

There are two modes available for play: Easy and Hard

Easy: 1 Loop, 6 Stages, Lower rank

Hard: 2 Loops, 6 stages(12 total), Higher rank, TLB?, and True ending.?


Controls


  • A (Press): Fires the players shots in tandem (Main and Sub).
  • A (Hold): Charges the players charge attack. Release to use.
  • B: Unleashes a Vasara attack.

Unlockable Secrets


The games one and only extend drops from the nineteenth mid-boss defeated (third mid-boss of stage five at earliest).[2]

There is a TLB and ending waiting at the end of the second loop.?

Characters / Ships


Character Ship Symbol Shot & Sub Shot Charge Attack Ship Speed
Takeda portait.jpg
Takeda Nobukatsu
Takeda bike.gif
嵐桜花
Stormy Cherry Blossom
Takeda symbol.gif Takeda shot.gif Takeda charge.gif #4
Momochi portrait.jpg
Momochi Sandayu
Momochi bike.gif
菊月
Chrysanthemum Moon
Momochi symbol.gif Momochi shot.gif Momochi charge.gif #2
Akechi portrait.jpg
Akechi Mitsuhide
Akechi bike.gif
桔梗
Balloon Flower
Akechi symbol.gif Akechi shot.gif Akechi charge.gif #5(Slowest)
Zuifu portait.jpg
Zuifu Seiryubo
Zuifu bike.gif
慈眼
Merciful Eye
Zuifu symbol.gif Zuifu shot.gif Zuifu charge.gif #3
Saika portrait.jpg
Saika Magoichi
Saika bike.gif
ヤタガラス
Eight-Span Crow
Saika symbol.gif Saika shot.gif Saika charge.gif #1(Fastest)

Weapons


Main & Sub Shots

Each playable character has a unique main & sub shot; the shots fire in tandem and are triggered by tapping the A button.

Charge Attack

Each playable character has a unique charge attack; the charge attack is performed by holding the A button for a short period and then releasing it. The charge attack can cancel orange bullets, as well as negate the knock back usually suffered from colliding with enemies.

Vasara Attack

Vasara attacks act as this game's bomb equivalent. While using a Vasara attack, the player deals constant damage to enemies slashed, cancels orange bullets slashed, becomes invulnerable, and destroys purple bullets upon contact. A player may have up to three Vasara attacks saved(shown under the players score), and they are refilled by collecting blue gems throughout the game.


Items


Item Description
Powerup.gif Power up
Increases the player's main shot and sub shot power. Four level power-system. Always awards 1,000 points, the value is increased to 4,000 points if collected while flashing.
Crystal.gif Blue Crystal
Fills the Vasara gauges that are located under the players score; approximately 40 crystals per gauge. Crystals always award 100 points, the value increases to 500 points while all three Vasara gauges are full. Normal zako drop one crystal, some medium sized enemies drop multiple crystals. Lanterns found on the ground, which can be destroyed with charge attacks, release five crystals. Whenever a boss's core changes colors, a few crystals are released as well.
Smol gold.gif Small Gold Bar
Appears when you kill ground enemies or structures. Always awards 500 points. The value is increased to 2000 points if collected while flashing.
Big gold.gif Large Gold Bar
Appears when certain structures are destroyed with a charge attack. Always awards 5000 points. The value increases to 10000 points if collected while flashing.
1up.gif 1UP
A hidden extend that can be obtained under certain conditions.

Rank


There are two forms of rank in Vasara 2.

The first comes in the form of the game mode selected and is static. Hard mode has increased rank over Easy. The differences between Easy and Hard are that certain enemy bullets are upgraded to purple bullets, some enemy attack methods are strengthened and added, and there are purple suicide bullets in the second round.[2]

The second is dynamic and will change based on player actions, this seems to only affect the number of bullets fired by a boss. Successful consecutive charge attacks will increase the rank of the game. This is referred to as a Continuous Slash Bonus The increase depends on what mode you selected. In Easy mode, a full slash chain raises the boss' rank by one level. In Hard mode it takes about forty consecutive charges to raise the boss' rank by one level, and a full slash chain will result in the boss's rank being raised by two levels.

The last thing to mention is the effect an All Slash Bonus will have on the game's generals(mid bosses). An All Slash Bonus refers to killing all 25 of the named warlords on a given stage. Contrary to the name, you don't need to kill them with a charge attack to activate the bonus. If this feat is achieved, some mid bosses will be upgraded to a more powerful form; this seems to only affect bullet speeds.


Loops


Vasara 2 offers a second, and final, loop if the player selects the Hard difficulty when starting a game. The second loop increases the overall rank of the game and the player plays through the same six stages. There is a TLB and ending waiting at the end of the second loop.?

Scoring


Continuous Slash Bonus

The Continuous Slash Bonus is the core scoring mechanic of Vasara 2. Defeating consecutive enemies with a charge attack will start a 'Slash Chain'. The chain count is shown near the players Vasara Gauges. Failing to contact an enemy / structure with a charge attack, losing a life, or finishing a stage, will reset the chain to 0. Damaging an enemy without destroying it and destroying terrain do not add to the chain. Bosses and zako will only add one slash to chains. Destructible boss parts will also add a slash to the chain count.

The formula for the 'Continuous Slash Bonus' is:

Base Enemy Value + (Chain Count x 100)

Ex: 100 + (100 x 100) = 10100

As shown in the example above, the Continuous Slash Bonus can greatly increase scoring potential. Even on the lowest value enemies.

All Slash Bonus

Each stage has 25 warlords (1 main boss, 4 mid-bosses, and 20 others). Depending on how many are killed, you will get a slash bonus when you clear the stage. The default bonus is 5000 points per warlord. If you kill all 25, you will get a all slash bonus of 150,000 points; if you kill 24, you will only get 120,000 points.

Item Collection

There are a number of items the player can collect for points. Some items(Gold Bricks and Powerups) will increase in value if they are picked up while flashing(similar to many Psikyo games). Item collection plays a fairly small part in scoring. However, depending on the character chosen, Blue Crystals can have a significant impact on scoring.

Other Sources of Points

There are two more sources of points in Vasara 2, grazing and bullet canceling.

Grazing a bullet will award 10 points. Grazing seems to be calculated in frames, so grazing the same bullet will award points multiple times.

Canceling an enemy bullet awards 10 points as well.

Both of these sources of points are negligible, and can be largely ignored.

Scoring Priority

Continuous Slash Bonus >>>>>> All Slash Bonus > Item Collection

The Continuous Slash Bonus is by far the most import aspect to scoring Vasara 2. Breaking chains at the wrong time can result in hundreds of thousands of points lost. The All Slash Bonus is a much lesser portion of overall score potential, but should come naturally when maximizing the Continuous Slash Bonus. Item collection plays very little role overall, but can have some indirect effects on other facets of scoring. For example: The collection of more Blue Crystals can lead to Vasara gauges being filled faster. This allows the player to use Vasara attacks more often, possibly raising the Continuous Slash Bonus further.

Strategy(TODO)

See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.


Shot or Charge Attack

Vasara Usage

Rank Control

If a player wants to control rank for a survival focused clear, they have a number of options: They can skip one of the named warlords to avoid upgrading mid-bosses, reset their rank just before a boss fight(or during) to lower the boss' difficulty, or avoid long slash chains altogether. All of these methods are detrimental to scoring. That being said, it is generally recommended to reset rank before engaging an end of stage boss from stage 3 onward(even while scoring). This is due to the lack of scoring potential in comparison to the Stage 1 & 2 bosses.

Story(TODO)

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(TODO)

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(TODO)

  • Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.

Trivia(TODO)

  • Cool facts and random tidbits go here!

GalleryTODO)

See (Template Page)/Gallery for our collection of images and scans for the game.


References & Contributors