Video Game: Crimzon Clover
is a doujin Vertical Scrolling Shooter
developed by Yotsubane. It was initially released at Comiket 79 and has gone gold, with a retail release date of January 3, 2011.
premise is simple: fly through five different stages, using your chosen ship's weapons and Break Modes
to destroy waves upon waves of enemies while dodging constant bullet barrages
and racking up multipliers and points
. There are three different ships to play as, as well as three different modes, all of which provide unique gameplay experiences.
You can download a three-stage trial here
. Can't read Japanese?
A version 1.01 patch for the full version is available here
, and adds new features like replays and Western-style digit grouping while correcting a few bugs. However, if you've bought a copy since March 2011, it should be of a print run that already has 1.01.
An arcade version for Taito's Japan-exclusive NESiCAxLive arcade content delivery platform was released in 2013. It is an Updated Re-release
, featuring a new "Boost Mode" in place of Simple Mode, support for two players, among other new features. The arcade version was ported to the PC as Crimzon Clover: WORLD IGNITION
, and boasts even more modes such as a training mode and support for seven languages, including English and Japanese. It was released on Steam
on June 6, 2014 and GOG.com
on December 2, 2014.
Crimzon Clover contains examples of the following:
- Awesome but Impractical: Bullet Canceling in Unlimited Mode can be done 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 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 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.
- Beam Spam: Type-III's lock-on attack.
- Bullet Hell: The game throws so much bullets at you that would make CAVE proud.
- Cap: Averted. 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-guage 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)
- Continuing Is Painful: To get continues, you have to buy them in the item shop for an increasing price, initially 1,000 credits. If you're trying to unlock Unlimited Mode or (particularly) the Type-Z ship, buying continues isn't a good idea.
- The continues are also one-use only, which means you pay 1,000 credits ahead of time for the use of ONE continue in a later run. this means if you pay for 5 continues and then use 3 in your next run, you will only have 2 continues left.
- In World Ignition, you have unlimited continues by default.
- Additionally, using continues before reaching Crimson Heart, the actual final boss, causes the game to end right after Gorgoneion (that giant fucking ball) without any staff roll. Additionaly, if you continued before downing the first life bar of Crimson Heart, you still won't see the staff roll. The condition for unlocking the Type-Z ship can be best summarized as "reach the staff roll."
- Co-Op Multiplayer: Averted in the original version, but the arcade version includes 2-player multiplayer. World Ignition, being a PC port of the arcade version, keeps it.
- Cut Scene: The scene of your ship taking off in Stage 1. Having to watch it on every run in the 0.20 trial proved annoying to many players. In 0.30, it was made skippable, and in the final version, the cutscene skip has to be unlocked...although it is also the cheapest unlock available at 1000 item credits so one playthrough will yield enough credits for it.
- Degraded Boss: Both Hecatoncheir (stage 2 boss) and Maelstrom (stage 3 boss) reappear in the second half of stage 5... As Elite Mooks.
- Difficulty Spike: Two of them. The first is at Maelstrom, and the second is at Gorgoneion.
- World Ignition is this compared to the original game, particularly stage 3.
- Double Unlock: Among other things in the Limitter shop, Type-Z. The BGM and Practice Mode stages are justified in that you have to reach the stage/boss to unlock them for purchase (although the price is still kind of high), the Type-Z is unlocked for purchase upon reaching EX Boss (Crimson Heart's second part), which requires a one-credit clear up to that point.
- Averted largely in World Ignition as all levels in training are unlocked by default, you have Type II and Type III in addition to Type I by default and Type Z is unlocked via locking star items over various playthroughs, no beating true final bos necessary.
- Dynamic Difficulty: The rank system in Simple Mode, which determines the flying speed of enemy bullets. Raising the rank will make the game harder, but doing so is necessary if you ever want get a high score, star items, and attack power boost (In simple mode)
- Boost mode takes this to eleven as while it gives you an auto acting infinite break mode, the game's rank amps up the longer you're in it, resulting in some very fast bullets. Bombing or dying out of it calms the game down.
- Easy-Mode Mockery: Playing the game on Simple Mode? Sorry, no break mode for you!
- Frickin' Laser Beams: Every boss in Unlimited Mode have at least one attack that involves laser beams. Also, the sub-weapon of Type-I and Type-Z ship is a volley of homing laser.
- Golden Snitch: Players who can reach the Final Boss on Original and Unlimited modes tend to notice that a vast majority of their points come from the fifth stage; you can earn as much as 600,000,000,000note points on Original Stage 5 before reaching Gorgoneion. Mind you, the current world record on for Original as of this writing stands at about 1,223,000,000,000note .
- Homing Lasers: Type-I's and Type Z's lock-on attack.
- Idiosyncratic Difficulty Levels: Simple, Original, and Unlimited. In the arcade version, Simple is replaced with Boost, which is a new mode altogether.
- Roboteching: Your secondary attack, a lock-on laser.
- Macross Missile Massacre: Type-II's lock-on attack.
- Mercy Invincibility: The full list of things that trigger it (for you and (non-simple) Crimson Heart) include death, bombing, entering Break Mode, entering Double Break Mode, and leaving either break mode. Combine this with the fact that leaving break mode only takes away half your break bar as a penalty and that the Type-Z ship can easily recover that second half of the break bar, and you get easy access to invincibility.
- Nerf: Both Break Modes last shorter in World Ignition.
- Nintendo Hard: Averted for Original Mode and low-rank Simple Mode. On the other hand, Unlimited Mode and high-rank Simple Mode are downright brutal.
- No Final Boss for You: Continuing before reaching Crimson Heart causes the game to end prematurely with a monochrome screen encouraging you to try again for a no-continue run.
- No Plot? No Problem!: Even if you check the manual, there isn't a plot.
- Pinball Scoring: You bet! High scores of 12 digits are not uncommon.
- Retraux: The last unlockable sound test track is a chiptune version of the Stage 1 music.
- Sequel Difficulty Spike: For a certain defintion of "sequel"; World Ignition is considered much harder than the original doujin version.
- Shout-Out: Lots of them. Most notably, Stage 3 is a shout out to Mushihime Sama, and stage 4 is a shout out to Battle Garegga's 5th stage, complete with a boss featuring random interchangeable parts.
- Smart Bomb: If your Break Gauge is between half full and full, you can use half the gauge to fire a screen-clearing bomb. However, if you're playing in Original or Unlimited, it decreases your Break Rate (and consumes half of the Break Mode timer if done during Break Mode).
- Stuff Blowing Up: Basically, if you see this happening constantly alongside large point multipliers spilling out all over the screen, you're doing it right.
- Super Mode: The "Break Mode", which temporarily boosts your speed and firepower as well as doubling your break multiplier and increases its accumulation rate. You also accumulate showers of point-increasing stars as you shoot enemies and gain locks faster, making bullet canceling actually feasible in Unlimited. On top of all that, it clears all enemy bullets currently onscreen like the standard bomb and gives your ship a short invincibility period, so players are encouraged to enter Break Mode should they find themselves in a tight spot.
- This Is Gonna Suck: On Unlimited difficulty, not only does the game HUD sport a red background, but the ocean turns red too.
- Timed Mission: Time Attack in World Ignition is a "caravan" stage in which you try to score as many points as possible in 3 minutes.
- Updated Re-release: The arcade version adds several features not present in the original PC version, including the new Type-III ship, new alternate music for all stages rather than just stages 1 through 3, Boost mode, and 2-player support. It got ported to the PC as Crimzon Clover: WORLD IGNITION.
- Wake-Up Call Boss: Maelstrom, the third boss, especially the second form.