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|caption=Commander's Debriefing | |caption=Commander's Debriefing | ||
|cp_DEF_Ng=Some enemies got past you.<br>The high-speed volleys are tricky. | |cp_DEF_Ng=Some enemies got past you.<br>The high-speed volleys are tricky. | ||
|cp_DEF_Hi | |cp_DEF_Hi=That was a glorious battle.<br>Your 8-shot volleys were amazing!<br>Nice work, right to the end!}} | ||
{{Results | {{Results | ||
|Console=3DS | |Console=3DS | ||
Line 70: | Line 67: | ||
The basic gameplay is about the same as the non-endless version, with the player needing to shoot down the enemies by following the rhythm at which they appear. This version has the following additions: | The basic gameplay is about the same as the non-endless version, with the player needing to shoot down the enemies by following the rhythm at which they appear. This version has the following additions: | ||
*The player has a life bar which is depleted with every miss. If the player avoids getting hit again, it will start gradually refilling itself. If the bar is emptied, the screen turns red, | *The player has a life bar which is depleted with every miss. If the player avoids getting hit again, it will start gradually refilling itself. If the bar is emptied, the screen turns red, signaling the player is in danger, though they still have a chance to recover. If they take damage while the bar is empty, the game is over. | ||
*The player receives points for every successful shot in a pattern, going from 100, 200, 500 and 1000. Defeating every enemy in every half of a wave awards the player a "PERFECT BONUS" of 1000 points. | *The player receives points for every successful shot in a pattern, going from 100, 200, 500 and 1000. Defeating every enemy in every half of a wave awards the player a "PERFECT BONUS" of 1000 points. | ||
*The [[Shoot-'Em-Up Radio Lady]] doesn't appear between waves, instead she congratulates the player for reaching certain scores. Reaching the end of a wave instead causes a warp effect, which changes the background. The starting background is the same as the non-endless version, showing the homeworld in the top left. The second shows a variety of cubical structures with a green outline with faster stars, while the next one shows abstract blue squares, and the one after that has seven [[Space Umpire]]s without their ships in the top left. The last background shows another green-outlined structure, presumably the alien's base, and also with faster stars. Notably, the structure is also used for the background in [[Shoot-'Em-Up 2 (DS)|Shoot-'Em-Up 2]]. | *The [[Shoot-'Em-Up Radio Lady]] doesn't appear between waves, instead she congratulates the player for reaching certain scores. Reaching the end of a wave instead causes a warp effect, which changes the background. The starting background is the same as the non-endless version, showing the homeworld in the top left. The second shows a variety of cubical structures with a green outline with faster stars, while the next one shows abstract blue squares, and the one after that has seven [[Space Umpire]]s without their ships in the top left. The last background shows another green-outlined structure, presumably the alien's base, and also with faster stars. Notably, the structure is also used for the background in [[Shoot-'Em-Up 2 (DS)|Shoot-'Em-Up 2]]. |
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