Hellsinker intermediate / advanced mechanics

For posting and requesting strategic gameplay tips on shmups!
Post Reply
User avatar
Lethe
Posts: 474
Joined: Tue Mar 03, 2020 9:49 am

Hellsinker intermediate / advanced mechanics

Post by Lethe »

This is an abridged/rewritten/reorganized version of content put up on shmups.wiki, posted here for redundancy and easier reference. Currently the focus is on technicalities that are most relevant to scoreplay, with strategy advice as a secondary concern. Many of the game's mechanical details are confounding, it's very easy to placebo yourself over what's really happening, and info isn't as widely disseminated as for general strategy.

This thread assumes the reader is familiar with the game's layout and basic mechanics. If not, refer to the game manual.

All of the information here originates either from Beetle-Omiwatari, from me, or from twilightex.

Basic roles by character (Spirits play), STELLA
Spirit Raising / Pooling
Extends, invincibility
Suppression, graze range, sealing
Items, item collection
TERRA, Shrine of Farewell
Misc. Spirits
Token values, list of freeze cancels
Tools / memory addresses
Last edited by Lethe on Fri Jun 13, 2025 6:57 pm, edited 1 time in total.
User avatar
Lethe
Posts: 474
Joined: Tue Mar 03, 2020 9:49 am

Re: Hellsinker intermediate / advanced mechanics

Post by Lethe »

Basic roles by character (Spirits play)

Each character's strengths emphasize exploiting different facets of the system, which the following table attempts to summarize. Although every source of Spirits will ultimately need to be integrated, it may be helpful to get an idea of what you'll be relying on.

Importance of mechanics
Executor
Much more important
Relatively more important
Relatively less important
DeadliarGradual value raising
Item collection
TLB killsNothing!
FossilmaidenGradual value raising
TLB kills
Item collection
Nothing!Grazing
Tick points
Extend bonuses
MinogameGrazingExtend bonusesTLB kills
Kagura1Tick points
Destructive value
Extend bonusesGradual value raising
Kagura2Grazing?Nothing?Everything else?
Kagura3Extend bonusesGradual value raising
TLB kills
Grazing
Tick points
Kagura4Destructive value
TLB kills
Tick points
Grazing
Extend bonuses


----

STELLA

To score Spirits effectively, STELLA level A must be maintained in 99% of circumstances, as almost all sources of Spirits scale with it. Most Segments feature a way to increase STELLA rapidly early on. Such tricks should be the first things one should learn when playing for Spirits.
  • Segment 1 Lead: Repeatedly hitting the invulnerable part of the MONO-WINGs will cause them to drop lots of LUNA Chaff which can be collected for STELLA. Clearing waves quickly will cause more MONO-WINGs to appear.
  • Segment 1 Behind: Quickly clearing the opening waves will spawn lots of zako whose bullets can be Suppressed for LUNA Chaff. Afterwards, a green STELLA item and two MONO-WINGs appear.
  • Segment 2 Lead: UNCHAINing the enemies at the beginning and then quickly clearing the following kamikaze zako will produce up to 3 green STELLA items.
  • Segment 3 Lead: Destroying the tailguns of the two CLIONEs will produce a green STELLA item each. Another appears in the middle at TIMER ~7.
  • Segment 3 Behind: ZINC-OWLs drop lots of LUNA Chaff when shot at.
  • Segment 4: Approaching the HONEYCOMBs in SECTOR 03 will cause them to drop a ring of LUNA Chaff. MONO-WINGS appear in SECTORs 05 to 08.
  • Segment 5: No trick, must be built up gradually with efficient play.
  • Segment 6: Rapidly hitting one or both of the 1000KNIGHTS while performing the opening graze will accelerate STELLA gain drastically.
  • Segment 7: Destroying the 6 high-value ORNITHOPTERs at TIMER ~17 will produce up to 6 green STELLA items.
  • Segment 8: Two green STELLA items appear at the beginning. The STELLA increase over time does not stack with itself: wait in the enemy SEAL zones for a couple of seconds between collecting each.
The easiest way to accidentally drop STELLA is by Suppressing bullets for too long. Be mindful of when your Suppression is active and how you can play around it. Playing with Adept eliminates this concern.

The way STELLA is preserved between stages is a bit convoluted. The minimum STELLA level increases cumulatively over the course of the game based on the player's survival performance. The amount of STELLA lost also increases based on survival performance. In conventional circumstances, this results in survival mistakes granting a small boost at the start of the next stage in exchange for a small long-term penalty. At least one route has abused this to manipulate a higher starting STELLA for a critical stage (the current Kills WR).
User avatar
Lethe
Posts: 474
Joined: Tue Mar 03, 2020 9:49 am

Re: Hellsinker intermediate / advanced mechanics

Post by Lethe »

Spirit Raising / Pooling

Inner Spirit Raising is a mechanic that allows you to increase the kill value of targets by hitting them rapidly. There is also a parallel, somewhat more traditional tick points mechanic, which is based on similar principles as Spirit Raising. There are various confounding elements which prevent the two systems from being too symmetric or simple to optimize.

Common to both systems
  • Hitting multiple targets simultaneously enhances the pooling efficiency for all of them. It doesn't matter if the targets are indestructible or have a value or not.
  • Most subweapons have a penalty flag which reduces their per-hit efficiency. A notable exception is Minogame's Reality Hedge (both versions). This penalty does not necessarily make subweapons bad; some are still the best option for a given character or situation.
  • Efficiency is halved when the boss flag is active. This applies during boss fights, for the whole of Segment 5, and between the Segment 6 Slug Lady midboss and the second half of the stage.
Specific to raised inner Spirits
  • Every hit landed on a target generates pooled Spirits, modified by STELLA level. The kill value of the target grows based on the total number of pooled Spirits.
  • The pooling rate vastly improves as the player gets closer to the target. At STELLA level A, each pointblank hit is worth roughly 471% of each long-distance hit. Bear in mind that being close to the target also increases the raw hit count via aura damage, potentially by a factor of hundreds depending on character.
  • Value raised in non-essential parts of enemies typically also contributes to the value of the core.
  • Growth efficiency is halved after each of two thresholds. As displayed on the practice chamber dummy, these are at ~40960 (internal value 0x14000) and ~450560 (internal value 0x78000) pooled Spirits.
Specific to tick Spirits
  • Every 3 frames, a value derived from the number of delivered hits is checked against a stage-specific threshold. If the hit count exceeds this threshold, Spirits are awarded based on the amount of excess. In effect this means tick points depend on concentration of hits rather than gross number of hits spread over whatever time period.
  • STELLA level increases the effective hit count, and a stage-specific modifier decreases it.
  • The number of Spirits pooled scales up by 1/24th of the total number of SLAVEs that have been UNCHAINed. For example, 1200 total UNCHAINed = +50 = 150% tick point pooling.
  • Pooling more than 21.4 Spirits in a single interval will overflow the range and wrap around, awarding a negative value instead. This bug is mostly a concern for Kagura1 who is vulnerable to it throughout Full Sequence Order runs.
A full breakdown of the tick point mechanics can be found in this Youtube post. Many elements described there are shared by both halves of the system.
User avatar
Lethe
Posts: 474
Joined: Tue Mar 03, 2020 9:49 am

Re: Hellsinker intermediate / advanced mechanics

Post by Lethe »

Extends

Extend bonuses are a massive proportion of most characters' Spirits scores. Especially for characters with poor item collection capability, balancing extend potential versus immediate score gain is one of the main challenges in routing. Compromises are not trivial to evaluate due to run-to-run variability and the indirectness of exponential gains from Running Spirits and the Shrine.

Extend rates
Executor
Base NECESSARY
Growth per extend
Deadliar20+2
Fossilmaiden18+3
Minogame23+1
Kagura122+1
Kagura219+2
Kagura3280
Kagura416+3


Sources of extends
Item / Trigger
NECESSARY
Life Chip-1
Ingot-0.05
LUNA Crystal or Frozen Crystal-0.004
Reliquia-0.05
Per frame, boss flag off-0.0008
Per frame, boss flag off, on last lifeAdditional -0.0008
Per frame, Segment 8 boss-0.001
Starting a new Segment-4
Losing a life-2
Losing another life within 30 secondsAdditional -2
Per frame REGEN ASSIST is active-0.025 (1 death) to -0.0025 (4+ deaths)
Blue crystallized spirit-0.5
Red crystallized spirit-2


Extend bonus value
Type
Spirits
Immortality80 + (40 * prior Immortality count)
Spirit BREAKTHROUGH200 + (40 * prior Immortality count)
Kill BREAKTHROUGH160 + (40 * prior Immortality count)


----

Invincibility mechanics

Invincibility abuse is a significant part of scoreplay for any character. Typically this involves clipping through objects, intentionally trapping oneself inside objects, and supergrazing. Invincibility from taking a hit cannot be used to graze.

Invincibility from Discharge
Executor
SOL 3 iframes
SOL 4 iframes
SOL 5 iframes
Notes
Deadliar6090120Maximum hold delay: 40
Fossilmaiden (Curtain Raiser)n/an/a144Maximum hold delay: 90
Fossilmaiden (Bacillus' Cloak)n/an/a180Doesn't cause a bullet cancel
Minogame100140190
Kagura1306090
Kagura2250310370Invincibility only when player is in contact with bomb area
Kagura380140200Maximum hold delay: 70, continuous bullet cancels during delay
Kagura4306090


Delayed Discharges grant iframes over the entire delayed period in addition to their normal time. There is a 1 frame gap between pressing the Discharge button and any iframes being applied.

Other sources of invincibility
Event
iframes
Minogame Yellow Blank36 + up to 145
Extend120
Respawn or autobomb120
SELF ECLIPSE10
"Discharge available" sound plays12
Scripted stage events etcxxx


Invincibility sources overwrite the current iframe timer with their own value. Invincibility from gaining an extend is added on top of the current timer instead, allowing for iframe stacking. Minogame's Yellow Blank is immune to being overwritten, as are the following Discharges: Fossilmaiden (Raiser, during delay only), Fossilmaiden (Cloak), Minogame, Kagura2, Kagura3.
User avatar
Lethe
Posts: 474
Joined: Tue Mar 03, 2020 9:49 am

Re: Hellsinker intermediate / advanced mechanics

Post by Lethe »

Suppression

In Solidstate/Aspirant, the Suppression Radius is activated by not firing main shot for 60 frames. In Adept, it's activated by holding the shot button for 20 frames. Fossilmaiden activates Suppression via her subweapons instead.

Suppression Radius
Executor
Radius size
Typical6400
Fossilmaiden (Anchor)4200
Fossilmaiden (Lance)2800 (main body)
3600 (Saraba-maru)


Needles in contact with a Radius have an increased FINELINE value. Use it whenever possible when grazing needles. Due to the implications of autofire, Kagura1 is incapable of doing this and must settle for inferior graze rates.

----

Graze range, sealing

Image Image Image Image
Green: Small mode range; pink: Big mode range; red: Forbidden Shell range
  • Small mode is always active while main shot is being fired.*
  • In Solidstate or Aspirant: for Deadliar and Minogame, big mode is active only while the Suppression Radius is active. For Kagura, big mode is never active.*
  • In Adept: big mode is active irrespective of the Suppression Radius.
  • Fossilmaiden always has big mode active when not firing main shot.
* Unless Kagura1 and charge attack is ready, but this is probably a bug.

The sealing range for a given enemy is (enemy-specific value + player's graze range), updating dynamically if the graze range changes.
The seal range hints enabled by the Emphasize:Seal Zone setting always display (enemy-specific value + 5000).
Enemies stay sealed for 55 frames after exiting the seal range.
Last edited by Lethe on Fri Jun 13, 2025 6:59 pm, edited 1 time in total.
User avatar
Lethe
Posts: 474
Joined: Tue Mar 03, 2020 9:49 am

Re: Hellsinker intermediate / advanced mechanics

Post by Lethe »

Items, item collection

There is a hard limit of 512 simultaneous items. Items spawned past the limit fail to appear. Keep this in mind when aiming for large bullet cancels.

During their initial upward movement, Life Chips and SOL pieces shift slightly on the x-axis so that they fall towards the player. If you're not collecting them immediately, staying relatively close to these items as they appear can allow you to herd them into a trajectory that will be convenient later. Conversely, Reliquia fall so fast that pre-positioning is necessary to not miss them.

Item types have differing collection ranges. Minogame adds +500 to these values, and Kagura adds +300.

Item collectradii
Item
Range
LUNA Chaff1600
Reliquia3200
Crystallized spirit3300
LUNA Droplet3400
Others3000


Options have their own collection range of (item range / 2) + (subweapon range * 0.75). Due to how massive these ranges are, Deadliar and Fossilmaiden basically trivialize the item collection minigame outside of Tokens play.

Subweapon collectradii
Executor
SW range * 0.75
Example real range
Deadliar (chain level 1)4650~6150
Deadliar (chain level 2)4800 to 9577
(proximity to Deadliar)
~6300 to ~11077
Deadliar (deploy)5400~6900
Fossilmaiden3750~5250
Kagura21800~3300
User avatar
Lethe
Posts: 474
Joined: Tue Mar 03, 2020 9:49 am

Re: Hellsinker intermediate / advanced mechanics

Post by Lethe »

TERRA

When TERRA reaches 0, the player is sent to the Shrine of Farewell on the next stage transition. Note that the loss from exiting a Segment applies before the stage transition. TERRA never falls on Segments 1B and 2B for any reason.

Sources of TERRA
Event
Effect
Autobomb-6
Losing a life-10~20, see below
Losing another life within 30 seconds-20~40, see below
Losing a Life Chip -1
Losing a Revive item -25
Losing any other item except LUNA Droplets-0.01
Exiting a Segment ( 60 - number of cleared stages^2 ) * -0.5 - 10
Exiting a Segment in SolidstateAdditional -8
Exiting Segment 5 Additional -15
Exiting Segment 6 Additional -30
Exiting Segment 7 Additional -380
Gaining an extend +7
Collecting a Reliquia +0.05 on Segment 3L, else +0.2
Destroying KAREIDOSCOPE once (FATE CONTROL) +2.5


The TERRA loss from dying is increased by:
  • The number of deaths on the current Segment
  • The number of misses in total, including autobombs
  • Each STELLA level below A before the death
The TERRA loss from dying is mitigated by:
  • A stage-specific modifier
  • 3+ deaths on the current Segment
----

Shrine of Farewell

Shrine bosses have differing levels of damage resistance during each pattern. Most of the time, damage resistance is applied unconditionally for a few seconds after the boss first appears; after that, it's removed whenever the player is within close range. Little or no damage resistance is applied between patterns.

Each pattern runs on discrete cycles which can be determined by the LIMIT timer (also describable as keyframes or framerules). When a pattern ends, the boss will hover in the middle of the screen and do nothing until the next cycle is reached. By timing a pattern switch immediately after the start of a new cycle, the upcoming pattern can be speedkilled easily.

Crystallized spirits are awarded as follows.
Take ST as (STELLA level - 1).
For boss first and second attacks:
  • (ST + 9) - (misses on pattern * 4)
  • If (ST / 3 + 6) is greater, then use that instead
For boss third attack:
  • (ST * 3 + 9) - (misses on pattern * 6)
  • If (ST / 2 + 12) is greater, then use that instead
For Kaname Stones:
  • ST + 9
After defeating all patterns, the crystal total becomes:
  • floor((ST * 12 + 100) * (crystal total - 300) / 100 + 300)
User avatar
Lethe
Posts: 474
Joined: Tue Mar 03, 2020 9:49 am

Re: Hellsinker intermediate / advanced mechanics

Post by Lethe »

Running Spirits

"Interest" on your stage Spirits passively accumulated over time. Gaining more Spirits earlier in the stage = more profit. This does not apply when the boss flag is active.

The rate at STELLA level A is double that of level 1; at level A, it typically works out as +1% Spirits per ~13 seconds. Additionally, a flat quantity of Spirits is awarded per frame, derived from STELLA level and a stage-specific value. The flat bonus makes up the majority of the running income until the Spirits count reaches several thousand.

Segment 5 maze route

For Spirits scoring, there are two candidates of which route to take. All SOL floors consecutively, or SOL F1 → SOL F2 → wallclip → LUNA F2 → LUNA F3 → SOL F3.

Segment 5 route
Route
Life Chips
GOLDEN-ARMs
Maximum duration
Full SOL route11824~251 seconds
Wallclip route128-131~20~242 seconds


The full SOL route is more profitable if the Life Chips from the wallclip route do not result in an extra extend. Precise routing can make the difference either way.
For Tokens or Kills scoring, SOL F1 → SOL F2 → wallclip → LUNA F2 → LUNA F3 is the longest route which ends on LUNA side, maximizing the total enemy count.

TLB value

Destroying the TLB grants 7 Spirits each time, and destroying it 7 times increases its value by 7. The following formula represents the total TLB value:
  • Σ[n=1,y] 7 * floor((n/7) + 1)
Where y denotes the times you destroyed the TLB. For example destroying the TLB 79 times (kill value shown as 70) will be around 3479 Spirits.
User avatar
Lethe
Posts: 474
Joined: Tue Mar 03, 2020 9:49 am

Re: Hellsinker intermediate / advanced mechanics

Post by Lethe »

Token values

Token values
Item
Decimal value
Fraction of 1 Token
LUNA Crystal (0) 0.05000 1/20
LUNA Crystal (1) 0.05750 ~1/17.3
LUNA Crystal (2) 0.08050 ~1/12.4
LUNA Crystal (3) 0.11883 ~1/8.41
LUNA Crystal (4) 0.17233 ~1/5.8
LUNA Crystal (5) 0.24116 ~1/4.14
LUNA Crystal (6) 0.32533 ~1/3.07
Frozen Crystal 1.50000 3/2
LUNA Droplet (stage) 0.16225 ~1/6
LUNA Droplet (boss) 0.04050 ~1/25
Reliquia 0.08333 1/12
Ingot 0.06666 to 0.17916 1/15 to ~1/5.58


Ingot value is internally (STELLA level - 1) * 150 + 800.

While the boss flag is active, the stage Token count decays at a rate of (Token / 300000)+0.00025 per frame. For example at 4307 Tokens you will lose 1 every ~1.14 seconds.

----

Sources of freeze cancels (FSO)

Frozen Crystals have an implausibly high Token value for how easily overlooked they are. Maximizing gain from freeze cancels is essential to getting a good Token score. For unspecified multi-part or CHAINed enemies, it can be assumed that destroying the core or MASTER is what triggers the cancel.

FSO freeze cancels
Stage
Enemy name
Number available
1LCOFFIN2
1LRex Cavalier (wings)4
1BCOFFIN3
1BQuiet Minstrel (core)2
2LUNNAMED 452 (Sinistar)1
2LUNNAMED 447 (small stone)5
2LUNNAMED 447 (large stone)2
2LScarlet Queen (talon)2
3BC-MOON2
3BSunken Bishop (arm)2
4SWALLOW'S NEST4
4URCHIN2
4UNNAMED 450 (SECTORs 20-31)16
4UNNAMED 443 (SECTOR 32)Respawning
5KAREIDOSCOPERespawning
7UNNAMED 499 (MASTER on left)3
7UNNAMED 500 (MASTER on right)3
ShrineKaname Stone4
8UNNAMED 389 (giant crab)Respawning
User avatar
Lethe
Posts: 474
Joined: Tue Mar 03, 2020 9:49 am

Re: Hellsinker intermediate / advanced mechanics

Post by Lethe »

Tools / Memory addresses
For Steam v11
Stage Spirit totals
Address
Type
Description
hs_dx9build.exe+71266C4 byteBase kill values and NUTCRACK
hs_dx9build.exe+7126704 byteUNCHAIN bonuses
hs_dx9build.exe+7126784 byteRunning Spirits
hs_dx9build.exe+71267C4 bytePooled Spirits
hs_dx9build.exe+7126804 byteFINELINE bonuses
hs_dx9build.exe+7126844 byteStage end bonus
hs_dx9build.exe+7126884 byteImmortality bonuses


Spirits from items, special income such as shooting at GARLAND, and TLB kills are not represented in the above.

General scoring
Address
Type
Description
hs_dx9build.exe+7126584 byteHit buffer
hs_dx9build.exe+7126984 byteTotal Spirits
hs_dx9build.exe+7126A44 byteStage Spirits
hs_dx9build.exe+7126B84 byteUNCHAINed enemy total
hs_dx9build.exe+7126504 byteGem level (0 to 27936)
hs_dx9build.exe+7126744 byteUnmodified Tokens
hs_dx9build.exe+7126AC4 byteModified Tokens
hs_dx9build.exe+9705B44 byteShared stage modifier
hs_dx9build.exe+71265C4 byteStage hit buffer threshold
hs_dx9build.exe+4669384 byteStage hit buffer modifier
hs_dx9build.exe+71C9AC4 byteCharacter tick Spirits multiplier
hs_dx9build.exe+45386FByteBoss flag


Survival / extend related
Address
Type
Description
hs_dx9build.exe+71CE604 byteFrames since last death
hs_dx9build.exe+71C4844 bytePattern miss count
hs_dx9build.exe+71C4984 byteStage miss count
hs_dx9build.exe+7126484 byteImmortality count
hs_dx9build.exe+7126BC4 byteTotal miss count
hs_dx9build.exe+7126444 byteExtend count since BREAKTHROUGH
hs_dx9build.exe+7126404 byteNECESSARY
hs_dx9build.exe+71C4804 byteSURVIVABILITY
hs_dx9build.exe+71CE684 byteiframe countdown


Other resources / settings
Address
Type
Description
hs_dx9build.exe+71264C4 byteTERRA
hs_dx9build.exe+71C44C4 byteSOL
hs_dx9build.exe+71C4504 byteLUNA
hs_dx9build.exe+71C4544 byteSTELLA level
hs_dx9build.exe+71C4584 byteSTELLA
hs_dx9build.exe+71C4304 byteSubweapon charge
hs_dx9build.exe+71C9A44 byteSubweapon supercharge
hs_dx9build.exe+71C4084 byteBootleg Ghost
hs_dx9build.exe+71C4344 byteEquipment ID
hs_dx9build.exe+71C43C4 byteGraze range
hs_dx9build.exe+71CEA04 byteSpeed modifier (10000 = 100%)
hs_dx9build.exe+97052C4 byteStage ID
hs_dx9build.exe+9705B84 byteCharacter ID


Triggers
Address
Type
Description
hs_dx9build.exe+46690C4 byteStage frame timer
hs_dx9build.exe+7125684 byteSATISFACTION adder
hs_dx9build.exe+7125784 byteSATISFACTION sub-level step
hs_dx9build.exe+7C6FD44 byteGARLAND hitpoints (20000000 skips)
hs_dx9build.exe+7125544 byteSegment 4 SECTOR, also used on Seg 6
hs_dx9build.exe+4669904 byteCLAMMBON wave controller (final pattern triggers when >135)
hs_dx9build.exe+7C6F784 bytePhase/wave timer (can be used to skip around on the final boss)
hs_dx9build.exe+7126944 byteBullet cancel score (element of 2L boss kernel qualifier)
For v1.009
Additional Information Mod Cheat Engine script: Youtube post, direct download
User avatar
CStarFlare
Posts: 3023
Joined: Tue Feb 19, 2008 4:41 am

Re: Hellsinker intermediate / advanced mechanics

Post by CStarFlare »

I've never read this article of the shmups wiki and I'm blown away by the depth of information here. Thank you for this.
Restart Syndrome::
Shmup leaderboards and Video Index! | My score history on RS
Post Reply