In the Darkness of Space, mankind has reached their Finest Hour…

 

Having designed a Tele-portal that can cut through the very fabric of Time and Space, Man is now on the verge of exploring things beyond their reckoning.

 

But just as they opened the gate, a strange Alien race came through the portal.

 

And now things have turned for the worse, as this strange alien force known more commonly known to humans as the Mind-Takers have begun to invade our universe...

 

The Mind-Takers have no physical form, except that they have the ability to possess human bodies at will, which then emit a strange aura.  With their cunning and the combined technology potential which they stole from Humanity, they are a force to be feared.

 

In recent months, humanity has been on the run from the Mind-Takers, and has until just recently managed to flee from their grasp of us.  But their knowledge of our technology, combined with their own foreign technological prowess has made the gap between us close.  Humanity is nearly extinct.

 

A young computer hacker known around the space stations as Crash_n_Burn_01, recently arrested and put into custody by Space police had been the only survivor of a major Mind-Taker raid.

 

He managed to escape the rubble of his prison, only to find that the entire station had been taken over by Mind-Takers.  Using an access terminal panel in a formerly sealed Computer duct, he managed to hack his way into the until-recently Space Police CPU system.

 

What he discovered was the technical specs for a new Military ship that combined Human and Mind-Taker technology that had been hidden deep underground in Prison complex he was held in.  It appeared that this ship was the only way of escape from the now overrun Space Station.

 

Sneaking his way over to the Ship and boarding it, he activated the Ship’s CPU A.I.

 

“Accessing ship controls for space combat fighter Angel Element….access granted.”

 

Before any of the Mind-Taker forces had realized it, he had stolen a brand new ship, and possibly a ticket to freedom.

 

….But Freedom was only the beginning.

 

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Player 1 Ship Controls: Angel Element

 

U/D = Accelerate Upward on the Screen/Decelerate Down on the Screen

L/R = Move Left/Move Right

 

Attack = When Tapped fires one Shot. When Attack Button is held it fires two Shots by default.  If Flechettes or Angel Wings are equipped they will fire only when the Attack button is Held down so that the Pilot can fire Precise Shots. When Angel Element Mode is activated, Fires Spirit Wave Cannons.

 

Earth = Transforms the Angel Element Ship into Earth Element Mode.  This mode absorbs Earth Element Bullets.

Fire = Transforms the Angel Element Ship into Fire Element Mode.  This mode absorbs Fire Element Bullets.

Wind = Transforms the Angel Element into Wind Element Mode.  This mode absorbs Wind Element Bullets.

Water = Transforms the Angel Element into Water Element Mode.  This mode absorbs Water Element Bullets.

 

*Note* The Angel Element is immune to Ice/Lightning/Holy/Shadow Bullets and therefore absorbs them as Energy in the Energy Gauge.

 

Player 2 Ship Controls: Devil Element

 

U/D = Accelerate Upward on the Screen/Decelerate Down on the Screen

L/R = Move Left/Move Right

 

Attack = When Tapped fires one Shot. When Attack Button is held it fires two Shots by default.  If Flechettes or Angel Wings are equipped they will fire only when the Attack button is Held down so that the Pilot can fire Precise Shots. When Angel Element Mode is activated, Fires Spirit Wave Cannons.

 

Ice = Transforms the Angel Element Ship into Ice Element Mode.  This mode absorbs Ice Element Bullets.

Lightning = Transforms the Angel Element Ship into Lightning Element Mode.  This mode absorbs Lightning Element Bullets.

Holy = Transforms the Angel Element Ship into Holy Element Mode.  This mode absorbs Holy Element Bullets.

Shadow = Transforms the Angel Element Ship into Shadow Element Mode.  This mode absorbs Shadow Element Bullets.

 

*Note* The Devil Element is immune to Earth/Fire/Wind/Water Bullets and therefore absorbs them as Energy in the Energy Gauge.

 

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The Energy Gauge and Energy Sub-weapon Abilities □□□□□□□

 

***Activated by Pressing Attack and Any Element Mode Button Simultaneously.***

 

  • When the ship gets hit by Bullets of the same element it absorbs the element as stocked energy.

 

  • The energy is stored in the Energy Gauge which consists of 7 Blocks. 3 Bullets create 1 Block of Energy.

 

  • Various Elemental Power-ups, Bombs, Missiles, and Defensive/Stealth abilities will be activated or used, by pushing the Attack Button in conjunction with on of the Four Elemental Buttons.

 

  • Attacks vary depending on which Element Mode the ship is in, and which Attack + Element are pressed.

 

Power-up Type:

 

  • By Default, Ships can fire 1 shot by tapping the Attack Button for precision Attacks, holding produces a double shot.

 

  • If the Gauge is 3 Blocks Full not only is your Element Shot upgraded, but you receive a Flechette that flies alongside the ship.

 

  • If the Energy Gauge is full at 7 Blocks, or if you activate a Power-up Type Attack at 4 Additional Blocks, you will either receive or be upgraded from a Flechette to an Angel Wing.

 

  • Angel Wings fire shots identical to the Main ship for support, and will fire every 3rd Shot for Precision.

 

  • Activate another Power-up Type Attack at 3 more Energy Blocks to receive an additional Flechette, or 7 more Blocks to receive an additional Angel Wing.  The Maximum is two Angel Wings.

 

  • Angel Wings fire different shots depending on which Element Power-up-Type Attack you activated.

 

  • All Power-ups are lost when the ship is destroyed.

 

Bomb Type:

 

Bomb Type Attacks have a certain amount of range and level of damage, depending on how high the Energy Gauge was when the Bomb Elemental Attack was used.

 

1 Block = Weak Bomb, Small Range/Elemental Damage

2 Blocks = Medium Bomb, Medium Range/Elemental Damage

3-6 Blocks = Large Bomb, Large Range/Elemental Damage (Loses 3 Blocks of Energy when used)

7 Blocks = Mega Bomb, Full Screen, Destroys everything not of its own Element (Empties Gauge)

 

*Note* The Ship is not Invulnerable during a Bomb Attack, so take care to avoid stray shots.

 

Missile Type:

 

Missile Type Attacks are similar to Bomb Attacks but with Homing Properties and are not limited by Range.

 

1 Block = 2 Missiles

2 Blocks = 4 Missiles

3 Blocks = 6 Missiles

4 Blocks = 8 Missiles

5 Blocks = 10 Missiles

6 Blocks = 12 Missiles

7 Blocks = 14 Missiles

 

Defensive Type:

 

Defensive Type Attacks come in 4 Subtypes:  Shield, Mirror, Stealth, and Aura.

 

-Shield/Mirror Type-

 

  • Depending on how filled the Gauge is, determines how much the shield can withstand/reflect back shots not its own element.

 

  • 1 Block withstands/reflects 3 Bullets not the same element as the Shield/Mirror.

 

  • A Full Gauge of 7 Blocks withstands/reflects 21 Bullets not the same element as the Shield/Mirror.

 

 

Stealth/Aura Type

 

  • In Stealth Mode the Ship is temporarily invulnerable/invisible from all enemy shots, and absorbs them all as Energy, however, it is still vulnerable to Kamikaze-like attacks and crashing into Ships, spikes, and walls.

 

  • In Aura Mode the Ship is temporarily invulnerable from all shots, however it does not absorb the shots as Energy, instead it projects a large Energy Field around the ship which is used for Ramming into Enemies.

 

  • Aura Mode is still vulnerable to Spikes and Walls, so be careful.

 

  • The amount of time Stealth/Aura Mode lasts is determined by how much energy was stocked in the Energy Gauge.  1 Block = 2 Seconds, 7 Blocks = 14 Seconds.

 

****NOTE****

Ships keep all Power-up types if they change Element Modes, although Elemental Properties and Shot Properties will Change upon Mode Change.

Angel Wings and Flechettes will simply change color and Elemental Shot Properties.

 

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The Spirit Gauge: The Angel Element

 

When the Energy Gauge is full from absorbing Enemy bullets, a Secondary Gauge called the Spirit Gauge will appear and begin to fill if more bullets are absorbed.

 

Firing shots depletes the Spirit Gauge by 1 Block.

 

Activating Elemental Sub-weapon abilities makes the Spirit Gauge disappear.

 

If the Spirit Gauge’s 7 Blocks fill to maximum, Angel Element Mode will be activated.

 

For 25 Seconds you will be able to fire your “Spirit Cannons” and be completely invincible.  The Spirit Cannon destroys enemies regardless of their Element.  Score Points triple, background, and Music change as well.

 

You cannot absorb bullet energy during Angel Element Mode.

 

After 25 Seconds your ship returns to Normal, Sub-Weapon Power-ups included (if you previously activated them.)  And the Spirit and Energy Gauges will be completely empty.

 

****NOTE**** some enemies can only be destroyed by your Spirit Cannons, so Bullet Eating is a Must in those situations!

 

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Chain Combos

 

Chains occur under these 2 Conditions:

 

Defeating 5 Consecutive Enemies that are not the same Element as the Ship = 1 Chain.

 

Defeating 3 Consecutive Enemies that are the Same Element as the Ship = 1 Triple Chain.

 

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Single Chain Combo

 

1 Chain = 12,000 Bonus Points

2 Chains = Chain Multiplier x 2 = 24,000 Bonus Points

3 Chains = Chain Multiplier x 3 = 36,000 Bonus Points

.

.

.

100 Chains = Max Chain Multiplier x 10 x Chain Multiplier x 100 = 12,000,000 Bonus Points

.

.

Max Chain Bonus Multiplier Repeats (+12,000,000)

 

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Triple Chain Combo

 

1 Triple Chain = 36,000 Bonus Points

2 Triple Chains = Triple Chain Multiplier x 2 = 72,000 Bonus Points

3 Triple Chains = Triple Chain Multiplier x 3 = 108,000 Bonus Points

.

.

.

100 Triple Chains = Triple Max Chain Multiplier x 30 x Triple Chain Multiplier x 100 = 108,000,000 Bonus Points

.

.

Max Triple Chain Bonus Multiplier Repeats (+108,000,000)

 

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***Single Chain Combo continues if you switch Element Modes and continue to destroy Enemies not of your Element.

***Triple Chain Combo continues if you switch Element Modes and continue to destroy Enemies of own Element.

 

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Element Weakness/Damage Ratios for Angel Element Ship

 

Element

Earth

Fire

Wind

Water

Earth

3 Shots

2 Shots

1 Shot

2 Shots

Fire

2 Shots

3 Shots

2 Shots

1 Shot

Wind

1 Shot

2 Shots

3 Shots

2 Shots

Water

2 Shots

1 Shot

2 Shots

3 Shots

 

Element Weakness/Damage Ratios for Devil Element Ship

 

Element

Ice

Lightning

Holy

Shadow

Ice

3 Shots

1 Shots

2 Shot

2 Shots

Lightning

1 Shots

3 Shots

2 Shots

2 Shot

Holy

2 Shot

2 Shots

3 Shots

1 Shots

Shadow

2 Shots

2 Shot

1 Shots

3 Shots

 

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Element Sub-Weapon List: Angel Element

 

Earth Mode:

Earth + Attack = Shockwave Bomb: Earth Element/Bomb Type

Fire + Attack = Lava Shot: Fire Element/Power-up Type

Wind + Attack = Gale Homing: Wind Element/Missile Type

Water + Attack = Bubble Mirror: Water Element/Defensive Type

 

Fire Mode:

Earth + Attack = Meteor Orbit: Earth Element/Missile Type

Fire + Attack = Blaze Aura: Fire Element/Defensive Type

Wind + Attack = Tornado Mine: Wind Element/Bomb Type

Water + Attack = Aqua Cannon: Water Element/Power-up Type

 

Wind Mode:

Earth + Attack = Comet Aura: Earth Element/Defensive Type

Fire + Attack = Flame Pillar: Fire Element/Power-up Type

Wind + Attack = Hurricane Burst: Wind Element/Bomb Type

Water + Attack = Cloudburst: Water Element/Missile Type

 

Water Mode:

Earth + Attack = Aegis Shield: Earth Element/Defensive Type

Fire + Attack = Flare Laser: Fire Element/Power-up Type

Wind + Attack = Mega Gale Cannon: Wind Element/Bomb Type

Water + Attack = Water Stealth Mode: Water Element/Defensive Type

 

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Element Sub-Weapon List: Devil Element

 

Ice Mode:

Ice + Attack = Enemy Freeze: Ice Element/Bomb Type

Lighting + Attack = Bolt Flash: Lightning Element/Missile Type

Holy + Attack = Light Mirror: Holy Element/Defensive Type

Shadow + Attack = Shadow Laser: Shadow Element/Power-up Type

 

Lightning Mode:

Ice + Attack = Hail Storm: Ice Element/Bomb Type

Lighting + Attack = Thunder Burst: Lightning Element/Missile Type

Holy + Attack = Holy Swords: Holy Element/Power-up Type

Shadow + Attack = Dark Thunder Aura: Shadow Element/Defensive Type

 

Holy Mode:

Ice + Attack = Arctic Flash: Ice Element/Defensive Type

Lighting + Attack = Thunder Dragon: Lightning Element/Missile Type

Holy + Attack = Light Wave Cannon: Holy Element/Power-up Type

Shadow + Attack = Polarize: Shadow Element/Bomb Type

 

Shadow Mode:

Ice + Attack = Blizzard Cannon: Ice Element/Power-up Type

Lighting + Attack = Electric Barrier: Thunder Element/Defensive Type

Holy + Attack = Yin/Yang Burst: Holy Element/Bomb Type

Shadow + Attack = Phase-Out: Shadow Element/Defensive Type

 

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