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* {{Cap}}: Averted. [[PinballScoring You can score over 1 trillion in Unlimited Mode,]] but the counter won't stop going up. In 1.01, when this occurs, the game automatically switches over to World notation for score.
** Similarly, the Break multiplier is also effectively uncapped - it might look like it only goes up to x9999, but you can break 10,000 in stage 3 in Original Mode. The actual cap is an unreachable-in-normal-play x99999, which would require someone to get to x25000 with a full sub-gauge and then double break, which is impossible due to how fast the multiplier decreases at higher numbers.
** World Ignition raises the cap on various things (including 5 digit break rate and a higher break chain rate max).

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* {{Cap}}: Averted. [[PinballScoring You can score over 1 trillion in Unlimited Mode,]] but the counter won't stop going up. In 1.01, when this occurs, the game automatically switches over to World notation for score.
**
score. Similarly, the Break multiplier is also effectively uncapped - it might look like it only goes up to x9999, but you can break 10,000 in stage 3 in Original Mode. The actual cap is an unreachable-in-normal-play x99999, which would require someone to get to x25000 with a full sub-gauge and then double break, which is impossible due to how fast the multiplier decreases at higher numbers.
**
numbers. Also, World Ignition raises the cap on various things (including 5 digit break rate and a higher break chain rate max).
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* EveryTenThousandPoints: The original version offers extra lives at geometrically-increasing point thresholds, shown next to your score counter. ''World Ignition'' uses star count to give you extra lives instead. The ''World [=EXplosion=]'' Arrange version gives you an extra way to earn extra lives by collecting large gems, which are counted separately from stars.

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* EveryTenThousandPoints: Every10000Points: The original version offers extra lives at geometrically-increasing point thresholds, shown next to your score counter. ''World Ignition'' uses star count to give you extra lives instead. The ''World [=EXplosion=]'' Arrange version gives you an extra way to earn extra lives by collecting large gems, which are counted separately from stars.
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** Similarly, the Break multiplier is also effectively uncapped - it might look like it only goes up to x9999, but you can break 10,000 in stage 3 in Original Mode. The actual cap is an unreachable-in-normal-play x99999, which would require someone to get to x25000 with a full sub-guage and then double break, which is impossible due to how fast the multiplier decreases at higher numbers.

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** Similarly, the Break multiplier is also effectively uncapped - it might look like it only goes up to x9999, but you can break 10,000 in stage 3 in Original Mode. The actual cap is an unreachable-in-normal-play x99999, which would require someone to get to x25000 with a full sub-guage sub-gauge and then double break, which is impossible due to how fast the multiplier decreases at higher numbers.
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* MercyMode: In ''World Ignition'', if you defeat a midboss with no spare lives left, the spinning triangle of powerups that it leaves behind will become a square of powerups that contains a OneUp.

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* MercyMode: In ''World Ignition'', if you defeat a midboss with no spare lives left, the spinning triangle of powerups that it leaves behind will become a square of powerups that contains a OneUp. This will only happen once per run (e.g. if you get the 1-up on the Stage 2 midboss, then go back down to 0 lives left for the Stage 3 midboss, you will not get a 1-up again).
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* FoulFlower: Stage 3 is full of large flowers that inexplicably rain bullets upon you, with the most powerful ones being massive rafflesias. The endboss is a mecha that looks like a giant seed that then blossoms into a flower-shaped weapon that spews bullets in all directions.
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* AchievementSystem: In addition to achievements for the Steam release, there are also in-game medals that keep track of clear status of each supermode-mode-ship combination. Silver means you reached stage 2, gold means you reached stage 3, silver medal and gold medal in the same icon means you reached stage 4, and two golds means you reached stage 5. If you reach the stage's endboss, or the TrueFinalBoss in stage 5, a plus sign will be appended to your medal. If you 1CC the entire game, the medals are replaced with a trophy. For Time Attack in Arcade and Arrange, medals and trophies are awarded based on end-of-stage grade instead.

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* AchievementSystem: In addition to achievements for the Steam release, there are also in-game medals that keep track of clear status of each supermode-mode-ship combination. Silver Bronze means you reached stage 2, gold silver means you reached stage 3, silver medal and gold medal means you reached stage 4, gold and silver medals in the same icon means you reached stage 4, and 5, two golds means you reached stage 5. the TrueFinalBoss. If you reach the stage's endboss, or endboss other than the TrueFinalBoss in stage 5, true final boss, a plus sign will be appended to your medal. If you 1CC the entire game, the medals are replaced with a trophy. For Time Attack in Arcade and Arrange, medals and trophies are awarded based on end-of-stage grade instead.
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* DifficultButAwesome: Type-II's gimmick is that its [[AttackDrone options]] follow its movement relative to the screen, and are kept in place relative to the ship when holding down the Lock button, unlike the other ships where options are always in fixed formation with the ship. Utilizing this can be difficult at first since you have to move around to manipulate your options, not exactly the safest thing to do amidst curtains of bullets and lasers. Done right, and you can easily switch between spread formations for defense and concentrated-damage point-blank formations that are great for damage output and farming stars off enemies.
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* AchievementSystem: In addition to achievements for the Steam release, there are also in-game medals that keep track of clear status of each supermode-mode-ship combination. Silver means you reached stage 2, gold means you reached stage 3, silver medal and gold medal in the same icon means you reached stage 4, and two golds means you reached stage 5. If you reach the stage's endboss, or the TrueFinalBoss in stage 5, a plus sign will be appended to your medal. If you 1CC the entire game, the medals are replaced with a trophy. For Time Attack in Arcade and Arrange, medals and trophies are awarded based on end-of-stage grade.

to:

* AchievementSystem: In addition to achievements for the Steam release, there are also in-game medals that keep track of clear status of each supermode-mode-ship combination. Silver means you reached stage 2, gold means you reached stage 3, silver medal and gold medal in the same icon means you reached stage 4, and two golds means you reached stage 5. If you reach the stage's endboss, or the TrueFinalBoss in stage 5, a plus sign will be appended to your medal. If you 1CC the entire game, the medals are replaced with a trophy. For Time Attack in Arcade and Arrange, medals and trophies are awarded based on end-of-stage grade.grade instead.



* TimedMission: Time Attack mode in ''World Ignition'' is a single "caravan" stage in which you try to score as many points as possible in 3 minutes. It's possible to finish the stage before the 3-minute timer ends if you kill both bosses quickly enough; finishing with time left will yield bonus points.

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* TimedMission: Time Attack mode in ''World Ignition'' is a single "caravan" stage in which you have infinite lives and try to score as many points as possible in 3 minutes. It's possible to finish the stage before the 3-minute timer ends if you kill both bosses quickly enough; finishing with time left will yield bonus points.
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* AchievementSystem: In addition to achievements for the Steam release, there are also in-game medals that keep track of clear status of each supermode-mode-ship combination. Silver means you reached stage 2, gold means you reached stage 3, silver medal and gold medal in the same icon means you reached stage 4, and two golds means you reached stage 5. If you reach the stage's endboss, or the TrueFinalBoss in stage 5, a plus sign will be appended to your medal. If you 1CC the entire game, the medals are replaced with a trophy.

to:

* AchievementSystem: In addition to achievements for the Steam release, there are also in-game medals that keep track of clear status of each supermode-mode-ship combination. Silver means you reached stage 2, gold means you reached stage 3, silver medal and gold medal in the same icon means you reached stage 4, and two golds means you reached stage 5. If you reach the stage's endboss, or the TrueFinalBoss in stage 5, a plus sign will be appended to your medal. If you 1CC the entire game, the medals are replaced with a trophy. For Time Attack in Arcade and Arrange, medals and trophies are awarded based on end-of-stage grade.
Is there an issue? Send a MessageReason:
None


* AchievementSystem: In addition to achievements for the Steam release, there are also in-game medals that keep track of clear status of each supermode-mode-ship combination. Silver means you reached stage 2, gold means you reached stage 3, silver medal and gold medal in the same icon means you reached stage 4, and two golds means you reached stage 5. If you reach the stage's endboss, or the TrueFinalBoss in stage 5, a plus sign will be appended to your medal. If you complete the entire game, the medals are replaced with a trophy.

to:

* AchievementSystem: In addition to achievements for the Steam release, there are also in-game medals that keep track of clear status of each supermode-mode-ship combination. Silver means you reached stage 2, gold means you reached stage 3, silver medal and gold medal in the same icon means you reached stage 4, and two golds means you reached stage 5. If you reach the stage's endboss, or the TrueFinalBoss in stage 5, a plus sign will be appended to your medal. If you complete 1CC the entire game, the medals are replaced with a trophy.trophy.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AchievementSystem: In addition to achievements for the Steam release, there are also in-game medals that keep track of clear status of each supermode-mode-ship combination. Silver means you reached stage 2, gold means you reached stage 3, silver medal and gold medal in the same icon means you reached stage 4, and two golds means you reached stage 5. If you reach the stage's endboss, or the TrueFinalBoss in stage 5, a plus sign will be appended to your medal. If you complete the entire game, the medals are replaced with a trophy.
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chained sinkholes


* TakeThat: One of the promotional slogans is "0% {{moe}}, [[RatedMForManly 120%]] [[StuffBlowingUp explosions]]", a jab at the CuteEmUp trend.

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* TakeThat: One of the promotional slogans is "0% {{moe}}, [[RatedMForManly 120%]] 120% [[StuffBlowingUp explosions]]", a jab at the CuteEmUp trend.
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Is this really a deliberate Shout Out or just "I think this part of the game looks like a part from a different game"?


* ShoutOut: Lots of them. Most notably, Stage 3 is a shout out to ''VideoGame/MushihimeSama'', and stage 4 is a shout out to VideoGame/BattleGaregga's 5th stage, complete with a boss featuring random interchangeable parts.
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Up To Eleven is a defunct trope


* AwesomeButImpractical: Full screen bullet canceling can be done in Unlimited mode by successfully destroying an enemy with part of a full or full minus 1 lock-on attack (the exact number raises as you get more items and power up, with the absolute limit being 32 during [[UpToEleven Double]] [[SuperMode Break]]). The problem comes in that locking on takes time, your movement speed is decreased, and you only fire straight forward while doing so, and like with the Lock-On score multiplier, you have to actually destroy an enemy with the lock-on shot itself to cancel the bullets. Compounding this is that while bullet canceling does increase both the main and sub Break gauges (leading to faster and more frequent breaking), it is actually EASIER to get the full lock-on during Break mode, and even then, you have to know when there's enough damage to be dealt that you can get the full lock. This is downplayed in ''World Ignition'', in which the explosions generated by enemies being destroyed by the Lock-On shot [[SplashDamage will cancel nearby bullets]], so while you still need to get full minus 1 lock-on for the screen cancel, being one lock-on short of the requirement won't screw you over as much anymore.

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* AwesomeButImpractical: Full screen bullet canceling can be done in Unlimited mode by successfully destroying an enemy with part of a full or full minus 1 lock-on attack (the exact number raises as you get more items and power up, with the absolute limit being 32 during [[UpToEleven Double]] [[SuperMode Double Break]]). The problem comes in that locking on takes time, your movement speed is decreased, and you only fire straight forward while doing so, and like with the Lock-On score multiplier, you have to actually destroy an enemy with the lock-on shot itself to cancel the bullets. Compounding this is that while bullet canceling does increase both the main and sub Break gauges (leading to faster and more frequent breaking), it is actually EASIER to get the full lock-on during Break mode, and even then, you have to know when there's enough damage to be dealt that you can get the full lock. This is downplayed in ''World Ignition'', in which the explosions generated by enemies being destroyed by the Lock-On shot [[SplashDamage will cancel nearby bullets]], so while you still need to get full minus 1 lock-on for the screen cancel, being one lock-on short of the requirement won't screw you over as much anymore.



* MercyInvincibility: The full list of things that trigger it (for you and [[spoiler:(non-simple) [[TrueFinalBoss Crimson Heart]]]]) include death, bombing, entering [[SuperMode Break Mode]], entering [[UpToEleven Double Break Mode]], and leaving either break mode. Combine this with the fact that leaving break mode only takes away half your break bar (or whatever meter was built past the Bomb Line in ''World Ignition'') as a penalty and that the [[GameBreaker Type-Z ship can easily recover that second half of the break bar,]] and you get easy access to invincibility.

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* MercyInvincibility: The full list of things that trigger it (for you and [[spoiler:(non-simple) [[TrueFinalBoss Crimson Heart]]]]) include death, bombing, entering [[SuperMode Break Mode]], entering [[UpToEleven Double Break Mode]], Mode, and leaving either break mode. Combine this with the fact that leaving break mode only takes away half your break bar (or whatever meter was built past the Bomb Line in ''World Ignition'') as a penalty and that the [[GameBreaker Type-Z ship can easily recover that second half of the break bar,]] and you get easy access to invincibility.



** UpToEleven: You can then charge and activate a ''second'' Break gauge to activate Double Break mode, [[ExactlyWhatItSaysOnTheTin which doubles the effects of Break Mode]]. This effectively '''quadruples''' the Break Rate Multiplier and fills the entire screen with your shots. However, exiting Double Break mode completely drains your Break Gauge and you cannot manually exit it by bombing.

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** UpToEleven: You can then charge and activate a ''second'' Break gauge to activate Double Break mode, [[ExactlyWhatItSaysOnTheTin which doubles the effects of Break Mode]]. This effectively '''quadruples''' the Break Rate Multiplier and fills the entire screen with your shots. However, exiting Double Break mode completely drains your Break Gauge and you cannot manually exit it by bombing.

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