Crisis Wing
General remarks
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Title screen
Developer: | Pieslice Productions |
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Music: | Pieslice |
Program: | Pieslice |
Art: | Pieslice |
Release date: | September 20, 2020 |
Contents
Gameplay Overview
Crisis Wing is a vertically scrolling shoot'em up game with gameplay reminiscent of the classic early 90's Toaplan games.
The gameplay overview section starts out with the controls of the game, including all of the buttons used and what they're used for. It's recommended to keep the control layout simple and easy to understand. Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.
Controls
- Stick 8-way digital movement
- A: Shots
- B: Bomb
Player Ship
Players control up to two space fighters, CW-01 (Red) and CW-02 (Blue). The fighters are identical in terms of performance but the CW-01 starts from the left half of the screen and CW-02 starts from the right half of the screen. From the game version 1.1.0 onwards player has an option to choose either CW-01 or CW-02 for a single player game - in two player games player one controls the CW-01 and player two controls the CW-02.
Weapons
Player ship has rapid firing shots as their main weapon. A sub-weapon system can be activated by picking up power-up capsules.
There are three different sub-weapons available.
Green: Power shots (P). Shoots four (4) forward firing projectiles in wide formation. Deals consistent damage - therefore this weapon is a decent all-around weapon against all targets. Powering this weapon up increases the damage and size of each projectile.
Red: Spread vulcan (S). Fires small projectiles in a large spread pattern. Damage per hit is lower than with the other weapons but the reach of this weapon is unparalleled. This weapon is especially good to take down hordes of smaller enemies. Powering this weapon up increases the number of projectiles fired at once.
Blue: Missile pod (M). Fires salvoes of powerful missiles. The missiles take some time to accelerate to the full speed - therefore faster enemies have a chance to evade the missiles. If a missile manages to hit a target the explosion deals a lot of damage. This weapon is the most powerful against slow moving and heavily fortified targets. Powering this weapon up increases the number of missiles launched at once.
The first time you pick up a powerup capsule a sub-weapon is installed to your ship. If you pick up another capsule that has the same color as your current sub-weapon a P token is credited. If you already have the P token then both of your sub-weapon and main shot are powered up. You can power up three times - excess powerups are converted to score.
If you pick up a capsule that has different color than your current sub-weapon your sub-weapon is switched.
Items
Powerup capsules: Installs sub-weapons and upgrades weapon power.
Medals: Medals are dropped when certain small enemies are destroyed. They grant from 100 up to 10,000 points depending on their size.
Extend: Grants an extra life. Extend is dropped from hidden super-power-up carrier if certain rules apply. 100,000-point super medal: Grants 100k points. Super Medal is dropped from a hidden super-power-up carrier if certain rules apply.
Rank
There is a rank system in the game. Rank is a decimal (floating point) value that is capped between min and max values; the rank value can not exceed the maximum value and can not drop below the minimum value. Rank is increased by killing bosses, picking up full-value medals and holding a fully powered-up weapon. Rank is decreased by dying and bombing. When an enemy is spawned gets an associated rank value (the global rank at that time period) which modifies its attack patterns and shot speeds; once the enemy has been spawned its rank is unaffected by the global rank changes.
Loops
The game loops infinitely. Each loop increases the minimum and maximum rank. From loop 2 onwards the enemies get some extra attack patterns as well. Background graphics will get a palette change for every loop. The game difficulty is uncapped so in practice the higher loops will eventually become sort of kill screen. When you complete a loop you will keep your score, weapons and bombs. Completing a loop takes approximately 40 minutes.
Scoring
Enemy Destruction: each enemy destroyed will give a fixed amount of score - larger enemies will award more score than smaller ones. Also each shot hitting and damaging an enemy will award 10 points. Medals: When destroyed the small enemies might occasionally drop a medal. If you manage to catch that medal you are awarded with a score bonus and the value of the next medal will be higher.
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
If the game already has an existing entry in the Video Index, please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.
Other
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.
(Template Page) |
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put your stuff here |
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