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Video Game / Crimzon Clover

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"0% moe, 120% explosions!!"
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.

The plot-less 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, the new Type-III ship, among other new features. The arcade version was ported to the PC for a worldwide release 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 on December 2, 2014.


Crimzon Clover contains examples of the following:

  • Alliterative Title: Crimzon Clover
  • Ascended Meme: "Shooting game never die" from the doujin version's ending is clearly broken English, but the phrase was popular enough that the official localization of World Ignition, which is otherwise in fluently-written English, keeps the phrase as is.
  • Attack Drone: Every playable ship has at least two drones that provide extra firepower at all times (except at the very beginning of stage 1). Type-II has several smaller Gradius-like drones that follow its movements after a short delay, leading to wildly varying shot power and width depending on where they are located (they can be stopped by not moving and their relative position to the ship can be locked by holding the lock-on button). Type-III has special laser drones that appear during its lock-on attack in addition to the standard bullet-shooting drones.
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  • Awesome, but Impractical: 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 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 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.
  • Balance Buff:
    • One of the problems of the doujin version is that the game's scoring system heavily biases in favor of Stage 5 due to its length and extremely high enemy count, making scoring on the first four stages basically irrelevant. The arcade and World Ignition versions introduce a multplier to your Break Rate increase for the first few stages, allowing score on these stages to actually matter.
    • Unlimited Mode's bullet cancelling got one in World Ignition. In addition to the full-screen clear for using all minus 1 or all of your lock-ons, destroying enemies with lock-on shots will still cancel bullets surrounding the destroyed targets if you don't meet the all-cancel requirement.
  • Beam Spam: Type-III's lock-on attack.
  • Bullet Hell: The game throws mountains of bullets at you that would make CAVE proud. This is especially prevalent on high-rank Simple mode, high-rank Boost mode and Unlimited mode. Bonus points for having absolutely ZERO slowdown, even in double break mode, assuming capable hardware.
  • 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.
      • World Ignition rectifies the above, as you now 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 boss 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 up to eleven as while it gives you an auto activating infinite break mode, the game's rank amps up the longer you're in it, resulting in some very fast bullets. Bombing or dying will calm the game down.
  • Easy-Mode Mockery: Playing the game on Simple Mode? Sorry, no break mode for you!
    • Playing on Novice difficulty in World Ignition locks out Unlimited and Time Attack modes.
  • Every 10,000 Points: 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.
  • Frickin' Laser Beams: Every boss in Unlimited Mode has at least one attack that involves laser beams. Also, the sub-weapon of both Type-I and Type-Z ships is a volley of homing lasers.
  • 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 .
  • Hard Mode Perks: Unlimited mode allows you to cancel all bullets on-screen by killing at least one enemy with a full lock-on or full lock-on minus 1. World Ignition introduces "lock-on flash", where in addition to that, lesser lock-ons will still cause bullets around enemies they destroy up to a number-of-lock-ons-dependent radius to be cancelled.
  • 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/missile barrage.
  • 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 (or whatever meter was built past the Bomb Line in World Ignition) 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 Mode durations were shortened in World Ignition.
  • Nintendo Hard: As an arcade-style shoot-em-up, it's very much this. In the original release, even Simple can become very difficult if you raise rank as high as you can. World Ignition is even harder, swapping out Simple mode for the even more potentially-challenging Boost mode, and you don't get the luxury of constant 1-ups.
  • 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.
    • Excuse Plot: The World Ignition update actually adds a bit of plot in the form of background info on the ships and bosses in the game's Steam trading cards. What can be made out of it is that there's basically a super-computer gathering data and expanding it's forces and three ships are sent to destroy it.
  • Non-Indicative Name: The alternate soundtrack for World Ignition is called an "Arranged Soundtrack" on the album jacket, but this soundtrack has nothing to do with the original soundtrack.
  • Pinball Scoring: You bet! High scores of 12 digits are not uncommon.
  • Purposely Overpowered: Type-Z is simply "Type-I but better in every way."
  • Retraux: The last unlockable sound test track is a chiptune version of the Stage 1 music.
  • Sequel Difficulty Spike: For a certain definition 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).
    • World Ignition changes up the bomb mechanics a bit: in order to bomb, you have to build the Break Gauge past the Bomb Line, which starts out on the far left end of the gauge, but with each use, the Bomb Line moves farther and farther to the right, making it so that more Break Gauge is required to bomb each time it is used, and the line only resets when you die or collect a specific power-up dropped from mid-bosses and bosses.
  • 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.
    • Up to Eleven: You can then charge and activate a second Break gauge to activate Double Break mode, 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.
  • Take That!: One of the promotional slogans is "0% moe, 120% explosions", a jab at the Cute 'em Up trend.
  • Tank Goodness: Tons of them. Two of the bosses you fight are giant tanks, and stage 4, despite being airborne for its entire duration, features tanks loaded onto large battleships.
  • This Is Gonna Suck: On Unlimited difficulty, not only does the game HUD sport a red background, but the ocean in stage 1 turns red too.
  • Timed Mission: 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.
  • 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, which introduces a Novice difficulty for Boost and Original modes.
  • Wake-Up Call Boss: Maelstrom, the third boss, especially the second form.

Shooting Game never die.
Praying the lucky clover will always be in your heart.

Alternative Title(s): Crimzon Clover World Ignition


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