Difference between revisions of "Border Down"
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− | == | + | == Border Down == |
'''(Template Page)''' is a page that is dedicated to be easily copied and modified, in order to massively simplify the process of creating new '''game pages'''. The introduction to the player should be a simple, concise summary of the game, including information like release date, ports, and making sure to note who the developer is using [] brackets. | '''(Template Page)''' is a page that is dedicated to be easily copied and modified, in order to massively simplify the process of creating new '''game pages'''. The introduction to the player should be a simple, concise summary of the game, including information like release date, ports, and making sure to note who the developer is using [] brackets. | ||
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== Gameplay Overview == | == Gameplay Overview == | ||
− | + | * Horizontal orientation | |
+ | * 1 player | ||
+ | * 8-direction movement with 3 buttons | ||
+ | * Lives tied to Border mechanic | ||
+ | * No Loop. Average run lasts around 40 minutes | ||
=== Controls === | === Controls === | ||
---- | ---- | ||
− | * '''A:''' | + | * '''A (Press):''' Fires a single shot forward and a homing shot. The width of the forward shot and the amount of homing lasers is based on shot level. |
− | * '''A ( | + | * '''A (Hold):''' Auto-Fire forward shot and one instance of homing shot. |
− | * ''' | + | * '''B (Press):''' Fires the laser for a brief period of time. |
− | * '''B:''' | + | * '''B (Hold):''' Fires the laser until released or power is depleted. |
− | + | * '''C:''' Cycle speed level. | |
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=== Weapons === | === Weapons === | ||
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=== Items === | === Items === | ||
---- | ---- | ||
− | + | There is one type of item in Border Down, power up orbs. | |
+ | These orbs can be found by destroying certain containers, which will always cause two orbs to spawn. | ||
+ | When the player borders down, two orbs are spawned on restart. | ||
=== Rank === | === Rank === | ||
---- | ---- | ||
− | + | Rank is determined in three ways | |
+ | # The initial choice of border | ||
+ | # How well the player is performing | ||
+ | # Bordering Up or Down | ||
+ | |||
+ | It affects the number of enemies that appear and their shot type. | ||
+ | |||
+ | For Bosses rank affects shot types and the amount of shots or total complexity of a pattern. | ||
+ | |||
+ | On game start, the player is offered three choices of difficulty, Green being the easiest and Red being the hardest. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | | [[File:Border Green.png|320px]] || [[File:Border Yellow.png|320px]] || [[File:Border Red.png|320px]] | ||
+ | |} | ||
+ | |||
+ | Each stage is broken up into three sections | ||
+ | # Part A | ||
+ | # Part B | ||
+ | # Boss | ||
+ | |||
+ | If the player passes a section without Bordering Down, the rank will '''increase'''. | ||
+ | |||
+ | If a player is hit during a section, and they are not on Border Red, they will Border Down, and the rank will '''decrease'''. | ||
+ | |||
+ | If the player earns enough score by stage end to get the NORM clear, choosing to Border Up will cause rank to '''increase'''. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Rank Explanation !! Score Breakdown of Stage 2 !! Detail of Border Path | ||
+ | |- | ||
+ | | In this image, stage 2 has just been cleared on Border Red, with the NORM clear fulfilled. The player began on Yellow Border and did not Border Down in the three sections of stage 1, '''increasing''' the rank over each section. The player then Bordered Up to Green, '''increasing''' the rank, then Bordered Down to Yellow, '''decreasing''' the rank for section 2 of stage 2, and then Bordered Down to Red, '''decreasing''' the rank on the boss of stage 2. With the NORM clear requirements satisfied, the player may choose to Border Up to Yellow, '''increasing''' the rank. || [[File:Path_example_full_image.png|320px]] || [[File:Path_example.png|Path_example.png]] | ||
+ | |} | ||
− | |||
− | |||
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=== Scoring === | === Scoring === | ||
---- | ---- | ||
− | + | Scoring is determined by | |
+ | * "Breaking" enemy bullets with the laser | ||
+ | * How close the Timer is to 0 when a boss is killed | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Timer Above 0 (Early) !! Timer Above 0 !! Timer Below 0 !! Timer Below 0 (Late) | ||
+ | |- | ||
+ | | [[File:Boss_Stage_1_above_zero_early.png|320px]] || [[File:Boss_Stage_1_above_zero.png|320px]] || [[File:Boss_Stage_2_on_time.png|320px]] || [[File:Boss_Stage_2_late.png|320px]] | ||
+ | |- | ||
+ | | [[File:Boss_Stage_1_above_zero_early_score.png|320px]] || [[File:Boss Stage_1_above_zero_score.png|320px]] || [[File:Path_example_full_image.png|320px]] || [[File:Boss_Stage_2_late_score.png|320px]] | ||
+ | |- | ||
+ | | Defeating the boss with a large amount of time left provides decent bonus score, but not enough to satisfy a NORM clear. || When much closer to 0, the bonus score, alongside the break bonus, is enough to satisfy a NORM clear || When a boss is defeated after the timer has passed zero, the amount of bonus points starts decreasing, but when combined with a decent break score, the NORM clear requirements are satisfied || If the timer ticks too far beyond 0, the bonus is subtracted from the total score, ruining any chance of satisfying the requirements for a NORM clear. If the timer reaches -30, the stage ends. | ||
+ | |} | ||
== Strategy == | == Strategy == | ||
− | <div style=' | + | <div style='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> | ||
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''See'' [[Border_Down/Video_Index]] ''for video references.'' | ''See'' [[Border_Down/Video_Index]] ''for video references.'' | ||
</div> | </div> | ||
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== References & Contributors == | == References & Contributors == |
Revision as of 23:41, 29 October 2023
Title screen
Developer: | G.Rev |
---|---|
Music: | Yasuhisa Watanabe |
Program: | Katsuyuki Fujita |
Art: | Hideyuki Kato Tsukasa Kado |
Release date: | 2003 |
Next game: | Senko no Ronde |
Border Down is a horizontal scrolling shooting game released by G.Rev in 2003 for SEGA's Naomi arcade board.
G.Rev, founded by Hiroyuki Maruyama, and staffed by former Taito employees that worked on games in the Darius and Ray series, was created to develop arcade shooters. Maruyama developed Border Down with the intention of creating a spiritual successor to Metal Black. The team's past work appears in many of the game' mechanics. The most notable, the beam duel, shows influence from not only Metal Black, but also G-Darius, and the homing lasers on tapping are similar to mechanics in the Ray series. As in the Darius games, there are multiple stages, but the path is determined by the player's decisions in playing each stage, as well as their overall scoring in each stage.
The game was first released in arcades on the Naomi GD board in April 2003, later getting a limited release on the Dreamcast in September 2003.
Contents
Border Down
(Template Page) is a page that is dedicated to be easily copied and modified, in order to massively simplify the process of creating new game pages. The introduction to the player should be a simple, concise summary of the game, including information like release date, ports, and making sure to note who the developer is using [] brackets.
It's also important to note when games might contain specific cultural relevance, such as innovating on a new style of game, or excellent/poor critical reception.
The infobox (on the top right on this page) should contain all basic information about the game such as developer, people involved, release date etc. The image included should be the title screen of the game. You can change the color of the infobox and add a variety of other parameters. For this, please check the template page for the infoxbox: Template:GameInfobox
Gameplay Overview
- Horizontal orientation
- 1 player
- 8-direction movement with 3 buttons
- Lives tied to Border mechanic
- No Loop. Average run lasts around 40 minutes
Controls
- A (Press): Fires a single shot forward and a homing shot. The width of the forward shot and the amount of homing lasers is based on shot level.
- A (Hold): Auto-Fire forward shot and one instance of homing shot.
- B (Press): Fires the laser for a brief period of time.
- B (Hold): Fires the laser until released or power is depleted.
- C: Cycle speed level.
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.
Items
There is one type of item in Border Down, power up orbs. These orbs can be found by destroying certain containers, which will always cause two orbs to spawn. When the player borders down, two orbs are spawned on restart.
Rank
Rank is determined in three ways
- The initial choice of border
- How well the player is performing
- Bordering Up or Down
It affects the number of enemies that appear and their shot type.
For Bosses rank affects shot types and the amount of shots or total complexity of a pattern.
On game start, the player is offered three choices of difficulty, Green being the easiest and Red being the hardest.
![]() |
![]() |
![]() |
Each stage is broken up into three sections
- Part A
- Part B
- Boss
If the player passes a section without Bordering Down, the rank will increase.
If a player is hit during a section, and they are not on Border Red, they will Border Down, and the rank will decrease.
If the player earns enough score by stage end to get the NORM clear, choosing to Border Up will cause rank to increase.
Scoring
Scoring is determined by
- "Breaking" enemy bullets with the laser
- How close the Timer is to 0 when a boss is killed
Strategy
See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.
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.
(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)
Story
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
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
- Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.
Trivia
- Cool facts and random tidbits go here!
Gallery
See (Template Page)/Gallery for our collection of images and scans for the game.
Video References
See Border_Down/Video_Index for video references.
References & Contributors
- 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: [[User:(You)|(Your Name)]]
- 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.