Brilliant Pagoda or Haze Castle/Documentation
This page lists other documentation in regards to Brilliant Pagoda or Haze Castle.
Information[edit | edit source]
- Music Comments - JynX's music comments
- Official Profiles - The character's profiles from Practice Mode
- Spell Cards - The game's spell cards
- Achievements - Objectives that are achieved throughout the game
- Readme - readme.txt
- Save data transfer method & update information - セーブデータ引継ぎ方法&更新情報.txt
- FAQ.txt
Various Translations[edit | edit source]
Freem! Description[edit | edit source]
遊ぶたびに変わる道中、変わるボス、そして弾幕! ●セーブデータ引継ぎ方法 |
Changing stages, changing bosses as well as danmaku everytime you play! ●How to transfer dave data |
Staff Roll[edit | edit source]
連縁天影戦記 ~ Brilliant pagoda or haze castle | Len'en Ten'eisenki ~ Brilliant Pagoda or Haze Castle |
STAFF | |
絵とか曲とかプログラミングとか Jynx (はよビールのみたい) |
Pictures and Themes and Programming and Stuff: JynX (I need a freakin' beer...) |
Special Thanks | |
Daijin (まちくたびれたぜ) |
Daijin (Got sick of waiting.) |
DX Library Copyright (C)2001-2016 Takumi Yamada | |
and You... Thank you for playing! | |
よくぞここまでよけた | You've done well doging up till now |
もう死んでいいぞー | It's fine for you to die now~ |
Unlock Screens[edit | edit source]
國主 雀巳 |
Suzumi Kuzu | |
EXステージ |
The Extra Stage | |
ABSURDLY |
ABSURDLY | |
自機の組み合わせの |
Party combination restrictions |
Differences Between Versions[edit | edit source]
Trial Differences[edit | edit source]
The trial version of Brilliant Pagoda or Haze Castle had three stages that had some noticeable differences compared to the final version (i.e. v1.00a). Some general differences include:
- Suzumi Kuzu originally appeared as a hidden stage 3 boss. Because of this, Suzumi had less facial expression portraits, but also defeated portraits that are now unused in the full version. The dialogue with the Shrine and New Emperor Team were also drastically different because of this.
- The demo prologue was significantly shorter and completely unique.
- The game-board had completely different graphics.
- The sub-event image captions were originally vertical rather than horizontal, reading from right to left rather than top to bottom.
- There were no diagonal lines in the cell map to tell the player what cells they can still cross to.
- Mitsumo and Souko Shirami were originally first stage haze and brilliant bosses respectively, but their routes have swapped in the final version.
- Aoji Shitodo's and Sese Kitsugai's were originally locked like all the other bosses, as they were not playable at the time.
- Midbosses could appear on stages where they appear as bosses, for example Aoji Shitodo could be a midboss on Stage 2. This no longer happened in the full version.
- Six sub-events were missing that were added to the full version.
- Shot power was only lost on death in the trial, rather than it decrease even on non-fatal hits.
- The options menu on the title screen had various graphical differences; there were no graphic box behind the selectable options. The introduction animation also had it fade in rather than roll in from the side.
- The maximum level of upgrades was a mere 535.
- There were no achievements required.
- Various tweaks were made to player skill upgrades.
- Various graphics adjusted places and re-worked on the gameplay screen.
- Some background were re-worked on.
- Dialogue had very trivial changes that needed fixing.
- Various other bugfixes (spell names and menu text displaying properly, etc.)
v1.03a and v1.10 Differences[edit | edit source]
There were no drastic changes between the initial full release (v1.00a to v1.03a) and v1.10a, there only being a handful of differences.
- The achievements system was expanded upon for experimental purposes, where a whopping 42 stars would appear on the title screen rather than 6.
- Boss barriers were implemented, where spell cards now begin with several seconds of invulnerability at the beginning to prevent powerful players from defeating the spell card immediately.
- Danmaku capture history is now implemented; the game now remembers the number of attempts made on a single spell card, as well as the number of successful captures.
- Various other bugfixes
v1.10 and v1.20 Differences[edit | edit source]
Apart from the fifth team being implemented, there were also some significant changes to the game between the full version (v1.10) and v1.20.
- Some danmaku patterns have been re-worked for better balancing, such as Kaisen Azuma's Leaping Medicine "Tsukuba Toad Oil", Jun Amanomiya's first non-spell and Kaoru Kashiwagi's second non-spell. Xeno a for example has had their dice changed in the way that, when landing on 3, it no longer turns around and follows the player.
- A snowy-like particle effect was added to the "idiots now thinking" loading image. This came from JynX's Fools Rush In.
- Aoji, Hooaka, Fumikado, Iyozane, Jun, Kaoru, Kujiru, Kurohebi, Saragimaru, Shion and Sukune portraits were given extra facial expression images. Suzumi especially has the biggest amount of new portraits given, due to being playable.
- Due to new upgrades, the maximum level of upgrades has moved from 5225 to 5375.
- When picking a character, you get a little red "upgrade" button on the botton-left corner, that gives quick access to turning on or off the upgrades.
- Replays were implemented.
- Achievements were fully worked on and were given a separate menu, the amount achievable was reduced from 42 to 30.
- Very trivial graphic fixes.
Unused Material[edit | edit source]
Hidden Shot-Type[edit | edit source]
On 23 March 2017 with v1.01a, YouTuber Two Eyed Mike discovered a supportively unused shot-type covered in the unknown secret team.[1] This data existed in the three slots with the three unselectable "?" characters on the character select screen, and are all identical. Due to the mechanics of the shot-type, it was largely theorised to be Suzumi Kuzu amongst the fanbase, later revealed to be true in v1.20a.
One can access and play with this shot-type by hacking the game with Cheat Engine. This will scan for the value of the currently highlighted character (highest being the decimal 11 or hex 0B, which is Aoji Shitodo), and after, the player can change this value to the decimal 12, 13 or 14 (in hex 0C, 0D, or 0E respectively). Afterwards, the player can play as what appeared to be an unused playable version of Suzumi.
The shot-type highly resembles that of Suzumi's official shot-type of v1.20a onwards (See Gameplay § Characters). The main difference is that their bomb covers the screen with static. The player character has no sprites and can only be seen by focusing to make the hitbox visible. Since there isn't any valid dialogue files associated with the secret team, getting hit or starting a boss fight will cause error messages to appear in the top left corner, and music transitions will not occur when fighting bosses. Copying some existing dialogue and renaming them (e.g. talk_Humikado_Aoji_0.txt to talk__Aoji_0.txt) will fix some of the error messages.[2]
Suzumi Portraits[edit | edit source]
There are four "defeated" portraits of Suzumi unused in the data folders. These were originally used in the demo version, as there were dialogue after their defeat on stage 3:0. Since Suzumi was moved to being a final boss in the final game on stage 6:0, the portraits had no use.
Other[edit | edit source]
- There are two sub-event graphics found in the cell_eff folder that were left after being used for testing the display of midboss names and titles, name boss_name_Test.png and boss_sub_Test.png. They translate to "Test" (テスト tesuto) and "Experimental Boss" (実験用ボス jikken-yō) respectively.
- A sprite sheet for a test character exists under the name test_dot.png, which is a duplicate of Mitsumo's sprite sheet.
- There is an early version of the dialogue between the Scoundrel Team against the final boss Suzumi, called talk_Kuroji_Suzumi_0.txt. This was deleted in v1.20a.
- Sometimes, green cells appear when on Pactice mode with Suzumi's skills. They are inaccessible, and probably have no functionality. When asked, JynX said this would be in a future feature.[3] This could probably be added to the upcoming Golden Chapter.
Glitches[edit | edit source]
This is a list of known glitches, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay.
- Before the full release, there was a major bug within the game that prevented the game to be released.[citation needed]
- Sometimes, text within the pause menu won't appear.
- Occasionally, the relevant theme will fail to play when facing a stage's endboss, resulting in that stage's theme continuing to play throughout the boss fight. This may also involve the character's portraits not appearing during conversation, along with the text not properly in-lined, especially when playing as the Preschool or Scoundrel team.
- When facing Yabusame as a midboss, a portion of the stage will remain inverted after they are defeated.
- The line "自機の種類が異常です" would sometimes appear on the top left corner of the game screen for unknown reasons. This was fixed in later versions.
- Originally working in the Demo version, the tutorial would crash when opened in the full version. This especially happens when playing on Wine. This was later fixed in version v1.20.
- When the player has a Tsurubami upgrade, unless it is full, the percentage of damage that should only be applied to killing immortal enemies applies to ALL enemies instead, thus no enemies can be properly shot down. This may also apply to midbosses and bosses.
- Sometimes, alcohol would either stay stuck at 0 for an entire run or increase to 999,999,999 very quickly. This was fixed in v1.20e.
- The 30th achievement "get all other achievements" would not appear even if the player completed all other 29 achievements. This was fixed in v1.20f.
- If the player's score ends up being a negative number, the amount of alcohol may max out to 999,999,999 gallons.
- When playing at a time where either hours, minutes, or seconds are at 00, the starting seed will be the same (found by Mothlarvas)
References[edit | edit source]
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