Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by CStarFlare »

So my understanding is that there’s a few recent Triggerheart releases - two Switch versions and a Steam release of the Enhanced version. I recall that every port of Triggerheart seemed to change the system - arcade, PS2, and X360 all functioned a bit differently, and DC had an arrange mode. Are the recent ports equivalent to any of these prior releases or are they just new wrinkles in whatever the hell is happening with Excelica?

Someone compared Enhanced to the PS2 release but mentioned a few changes. The Redart shop page for Vanilla Triggerheart mentions an arranged mode but given the game's history I don't want to just assume it's a straight DC equivalent.
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by EmperorIng »

It's definitely confusing. NeoStrayCat said he was going to try and elucidate the differences, but apparently the PS2 and DC/Arc releases are not comparable because they change up the scoring. From what he said the ps2 port changes how the item multiplier works (removing it?), meaning I do not see scores rocketing up by tens of millions in stage 1 like I see in the superplay.

However, I do not know if the original "recent" port of Triggerheart is based on DC - in the way that the "new" Enhanced port is a repackaging of the PS2 release. Hopefully that does not mean there are 3-6 version of the same damn game floating around.

I have now basically switched to manual anchor and am forcing myself to learn how this shit works. I can get to stage 4 with manual but the circle rush in stage 4 is really overwhelming without the instant velocity from auto-swing. However I feel that the benefit of being able to shield an enemy in front of you -might- be worth the trade-off. That's the hope, anyhow. In manual anchor, I feel like if you swing around the enemy more than once you will quickly lose the ability to aim it properly when you throw. :cry:
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by Jonpachi »

EmperorIng wrote: Wed Sep 03, 2025 4:24 pm I have now basically switched to manual anchor and am forcing myself to learn how this shit works. I can get to stage 4 with manual but the circle rush in stage 4 is really overwhelming without the instant velocity from auto-swing. However I feel that the benefit of being able to shield an enemy in front of you -might- be worth the trade-off. That's the hope, anyhow. In manual anchor, I feel like if you swing around the enemy more than once you will quickly lose the ability to aim it properly when you throw. :cry:
I did the same when I first started playing, but eventually retreated to auto-swing as it was just too tedious and tiring to practice the game and have to do all those joystick loops with the right timing. You will get to a place where you can anticipate the wind-up and release for the auto-swing tosses much like a golf game, and once that starts to click you'll be tossing foes on the first swing and shredding through tough encounters. I was able to get the 1CC after a fairly brief period of practice using it.
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by EmperorIng »

Ha, well I was able to get the 1cc in a fairly short time too, but with manual! I am still not anywhere near proficient (see my score lol), but it was definitely enough to get by. The hardest place to swing is definitely the cube/orb rush in stage 4, because you NEED to start swinging those things fast, and quickly because you will get overwhelmed. I had to waste a few bombs there. I didn't even kill the final boss, just timed it out (and milked) - it is way too chaotic to swing the debris up into it.

This game is pretty fun, I kinda want to see what the "original" arcade version is like since the scoring is changed with this and presumably the other ports(?).

Too bad all the top spots of the leaderboard are filled with obvious cheaters. And so quickly, too!

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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by LordHypnos »

EmperorIng wrote: Fri Sep 05, 2025 5:30 am This game is pretty fun, I kinda want to see what the "original" arcade version is like since the scoring is changed with this and presumably the other ports(?).
There's a little bit of information on the differences between scoring in the original Arcade version and the X360 version here, and here, though I don't know which scoring system the PC version is based on (or if it's yet another scoring system).

EDIT: after reading through this review on the switch version (I can’t imagine there would be differences from the pc version) it seems like the PS2 scoring is probably the same as the X360, but the X360 lacks the slowdown and Faintear. Switch also lacks the slowdown, and has nerfed Faintear
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by EmperorIng »

LordHypnos wrote: Fri Sep 05, 2025 11:14 am
EmperorIng wrote: Fri Sep 05, 2025 5:30 am This game is pretty fun, I kinda want to see what the "original" arcade version is like since the scoring is changed with this and presumably the other ports(?).
There's a little bit of information on the differences between scoring in the original Arcade version and the X360 version here, and here, though I don't know which scoring system the PC version is based on (or if it's yet another scoring system).
Yeah, it seems to me that the Enhanced edition here is the "same" as 360 and PS2, whereas the other port takes after the DC port??? Maybe? I wouldn't mind some input from NeoStrayCat here, lol.

I tried playing the DC version on flycast the other day (and man oh man did I wish there was an audio balancer to turn down the sfx like the steam ports). And the additional multiplier is so weird; I have no idea how to utilize that well. Apparently the world record holder PELA(?) has been uploading some triggerheart videos from the new ports intermittently (and only bits and pieces, annoyingly), showing for example how he plays stage 1 on the "DC" version, and it's totally different than how I approach Enhanced. Finding arcade clears of the game is almost impossible, lol.

In other news, I managed to 1cc Story Mode in Enhanced yesterday! It was even a PB, too :mrgreen:

I recorded the whole run, and the cutscenes too, because I am a glutton for punishment. I think this is the first recording of a full-English story mode from Enhanced. Not that this is gripping stuff, lmao, but it is kinda silly.
Triggerheart Exelica - Full Story Mode (Exelica)

The main difference with Story Mode is that you always fight Faintear, even if you don't have the 3000+ item chip requirements in stage 1 and 3. Though in this case, I fulfill those requirements anyway! But just barely. I couldn't believe I 1cc'd with such a stupid death in stage 1. If I wasn't recording it would have been a reset, lol. But the hardship made the ending all the more satisfying.

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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by NeoStrayCat »

OK, here's the versions breakdown... (Note: Unless otherwise, all game options have all 3 difficulties [Easy/Normal/Hard] and have the same number for changing lives from 1-5 and all extend choices are the same for all ports. Bomb stocks from arcade and DC are 0-3, X360 and PS2 are from 0-5, and Current Gen Original/Enhanced are from 1-5. Title screens and main menus are all different/unique to every console version (outside the X360 and PS2 versions which share the same Exelica main menu art). Training mode (or using the Xbox 360 version's stage select) for Stage 5 across all ports usually has you fighting Ver'mith Ennda at the end since it defaults to the normal ending/requirements, the only exception weirdly enough, its the Current Gen Original version which does let you fight Faintear Imitate. All home ports include both Vertical and Horizontal orientations for your screen setting.)

Denotes: +: Positive / =: Neutral / -: Negative

Arcade (Naomi): Uses the multiplier for scoring.

+Characters: Exelica (Spread Shot, normal capture and slow movement) and Crueltear (Linear Shot, quick capture and fast movement.)
=Easy mode is fairly different than the other ports from Dreamcast and later. Normal enemy bullets will always appear, but less frequently than on Normal difficulty's bullet count depending on the stage (later stages will have high frequency counts, like in the middle of stage 4). Enemy and Boss HP are higher than on later ports of Easy difficulty (probably around Normal/Hard difficulty levels).
+Arcade OST only.
+Can enter initials after game over once you reach a high score. Cannot hold left or right to quickly scroll through initials.
=Stage 2 boss is fought ASAP. Ditto with Stage 4 boss. (Also applicable to the DC version as well.)
-No manual/auto rotation option. You're always going to have to manual swing.
-Only has the normal (bad) ending for both characters, regardless if you fought Faintear in both stages 1 and 3. (This is also applicable in the DC version as well, except its story mode, where its requirement specific.)

Dreamcast: Based on the Arcade version, but includes extra modes with story, arrange, and training. Arcade and story mode uses the multiplier for scoring. Arrange mode has its own scoring system (no multiplier) with score items being greatly increased, collected, and the counter capped at 99999, but is a harder version of the arcade mode with 3x the bullet fire/density.

+Easy mode is more relaxed/balanced than the Arcade (Naomi) version, with destructible bullets you can shoot with the main shot/fire button through all 5 stages. Certain enemies and bosses will fire regular bullets. (This version of the Easy mode would then be used for all other ports.)
+Arcade and DC Arrange OST's. No option to toggle, but they will play on the selected modes. (Story mode plays the Arcade OST.)
+Story mode has you fight all versions of the bosses and against all Faintear Imitate fights, regardless of your score item count and if you continued or not. This also introduces the Normal and True endings. (Normal = Continued / True = 1CC [No Continues], this is also applicable to the Enhanced Story mode as well.)
+Arrange mode is similar to that of Arcade mode in terms of the VBAS system. So if you want to skip certain boss fights, do not collect a lot of score items. However, this will dock you from not getting bonus points per additional boss phase/forms, and not reach your extends during difficult bullet curtains. (Also applicable to the Current Gen Original port as well.)
+Can enter initials after game over on all modes once you reach a high score, except training. You can hold left or right to quickly scroll though initials.
+Both Manual and Auto swing options available. This port however gives you the option to either left or right rotate. (Other ports don't have this and will automatically left or right rotate depending on position/movement.)
-Returning from gameplay after pausing will add a 3 second countdown, and this is every time when you pause the game, probably to deter safespotting from pauses. (All other ports past the X360 version and later lets you resume to the action after pausing.)

Xbox 360: Based on both the Arcade/DC versions, but now with HD quality graphics than the previous versions. Scoring system uses sort of a style of Arrange mode without a multiplier. Also backwards compatible for the Xbox 1 and Series X/S. (However, this version has been delisted since August 31, 2023 due to a change of rights to Cosmo Machia. Those who have bought it previously can still access/download it. IMO, this is my go to version to play.)

+Includes the arcade and the newly made Arrange OST's. (The Arrange OST is much better to me, IMO. Both OST options would then be available on the current gen versions of the original and Enhanced.)
+Throwing enemies into laser fire at certain spots will grant more score items than usual. (This only works on the X360 and PS2 versions.)
-Certain enemies with laser fire, however, will destroy captured enemies if not thrown. (This too also only works in both X360/PS3 versions) In all other ports, including both current gen versions, the laser(s) will not have a hitbox, and you can still freely swing your captured enemy.
+Takes a while to load anything in the X360 version for a few seconds, but load times are non-existent in the X1 and Series S/X versions.
+Pause menu now adds the option to change your controls. This feature would then be used in all other ports. (Leaderboards and achievements are unique to this port's pause menu.)
+Has two endings, the normal (bad) ending if you either continue or don't meet the Faintear requirements, the true (good) ending if you get a 1CC and have met the Faintear requirements for both stages 1 and 3. These endings would be carried over to later ports of its arcade mode.
=Slowdown is intact on the Xbox 360 version at certain intervals, but either reduced or none at all on the X1 and Series X/S versions due to more powerful hardware with the game being B.C. (Either as a blessing/curse, depending how you look at it.)
=Scores will be sent to leaderboards under default game settings (3 lives, 2 bombs and 50M/100M Extend type.), each difficulty and character have their own separate leaderboards. While no initials are possible after game clear, your gamertag will be used instead. The Leaderboards has filters/tabs to easily check on you or your friends scores. (Separated by "Friend", "MyScore", "All", and "Weekly", Weekly resets every Sunday morning around 4-5 AM PST/PDT.), unfortunately, this version has the side effect that if you don't play the game within a year on this version and update your scores on either/each difficulty and character every now and then, those scores will be removed/reset, and you'll have to do it again. (The only other game that also does this I've found out is Raiden Fighters Aces and Under Defeat HD.)
-Only one mode, the arcade mode. But it now includes dialogue (some of it from the DC's story mode) at certain points. This version of the arcade mode would be later be the basis of later ports as well.
-Bugs: This version has unfortunate bugs that are game breaking, quite literally. One that will freeze the game and another that removes score items for the rest of the entire run. The game freezing can happen mid point at stage 3 before fighting the boss where you can anchor the last few enemies dropping in, not sure how it triggers, but it has happened quite a few times, and yes, this can happen in all of the X360 versions including those played on the later Xbox consoles via BC. If if freezes on the X360, you'll have to reboot your console. However, if it froze on either the X1 or the Series S/X, you can quit the game from pressing the middle Xbox button, select the game title, and quit it from there. As for the score items disappearing, its also a rare bug, assuming from score item overflow or otherwise. This might usually happen during Stage 5 if you captured the one big ship and you wait for a trio of very specific enemies that will fire in every direction while you still have the big ship held, usually for a bunch of score points.
-Stage 2 boss will not attack ASAP, is invulnerable until after it spins first, then attacks, also, bonus point countdown decreases during the starting animation. Its first attack pattern is also slightly different than in the Arcade/DC version (more noticeable in Normal and/or Hard difficulty, for safespot concerns). Stage 4 boss also doesn't attack ASAP, but is invulnerable until after its arms clasp to start its first attack. Bonus point countdown is at least frozen/stopped before its first attack.

Playstation 2: Based on the Xbox 360 version's scoring mechanic. Story mode is expanded upon (herein as Enhanced Story Mode) with more dialogue and CG arts at certain points. Arrange mode is not included.
+Adds original Faintear as playable (Laser Shot, quick capture and faster movement.)
+Character selection timer increased to 30 seconds. (All other versions, including the Current Gen Enhanced version, is 20 seconds.)
+Character dialogue is newly recorded for Exelica, Crueltear and Faintear Imitate.
+Includes anime opening, "Gravity Error", sung by Ayane. (Appears after the splash screens shown. If skipped however, after the title screen, it will instead play the intro of the Enhanced story mode.)
+Xbox 360 Arrange OST only.
+Pause menu expanded (You can toggle between auto and manual swing. Change button settings, and also sound settings. Swing and Sound settings in the pause menu are unique to this port.)
+Throwing enemies into laser fire at certain spots will grant more score items than usual. (This only works on the X360 and PS2 versions.)
-Certain enemies with laser fire, however, will destroy captured enemies if not thrown. (This too also only works in both X360/PS3 versions) In all other ports, including both current gen versions, the laser(s) will not have a hitbox, and you can still freely swing your captured enemy.
+Can enter initials after game over on all modes once you reach a high score, except training. You can hold left or right to quickly scroll though initials.
+Gallery (clearing Arcade and Enhanced Story with all characters including their normal and true endings [for a total of 12 separate playthroughs] will most likely unlock everything in the gallery.)
+Both the stage 2 and 4 boss will start with an invulnerable startup animation before they start attacking. The stage 2 boss bonus point countdown bug has been fixed. Both bosses will have their bonus point countdowns start after their startup animation. This is also applicable in the current gen versions.
-Slowdown is very apparent on original hardware and will/can chug hard. Playing it through other means (emulation, for example) will reduce it, but not remove it entirely.
-You cannot take your final captured normal enemy in stage 5 after you destroy/time-out the final mini-boss before fighting Faintear Imitate if you reach the true end requirements, it gets automatically destroyed before the boss fight with Faintear starts. (All other versions that let you fight Faintear Imitate if you met the true end requirements let you do this, including the Current Gen Enhanced port. Its a technique for a bunch of score items if you precisely rotate the captured enemy with Faintear Imitate's laser at a specific angle. This does not work if you met the conditions for the Normal (bad) ending. As you skip straight to Ver'mith Ennda with Faintear Imitate vanished into the ether and the captured normal enemy destroyed before you even get a chance to throw it.)

Current Gen Original (Steam/Switch): Based on the DC version with the X360 versions graphical HD fidelity. Uses the Arcade/DC scoring system with the multiplier.
+Modes of Play: Arcade/Story/Arrange/Training
+Training in this port allows you to select either Arcade or Arrange mode. (Training for Arrange isn't possible in the DC port.)
+The pause menu, outside of changing controls, now has the option to reset from stage 1 in case your playthrough/run wasn't perfect or otherwise. In Training, it resets the stage you're in. (This is also included in the Current Gen Enhanced version as well.)
+Leaderboards are similar to the X360 version. No initials, but your username depending on the platform will be used instead. All modes have their own leaderboard (separated by difficulty and character).
+Includes Original (Arcade/DC) and Arrange (X360/PS2) OST's. Arrange mode will play its own OST, but boss fights and other music will use the selected OST in the options.
+Switch version controls has the option to set your buttons wherever (similar to older home ports), while the PC/Steam version includes Keyboard, D-Input and X-Input controls. (Applicable to both the Original and Enhanced versions.)
-As of this time, not Steam Deck compatible.
+Switch version includes an "Offline Mode" function in the options so that your scores are not sent to leaderboards if its turned on. (Steam has a similar function for "Offline Mode", but it has to be done via the Steam Client and go to Steam -> Go Offline.)

Current Gen Enhanced (Steam/Switch): Based on the PS2 version with the X360 versions graphical HD fidelity. Uses the X360 scoring system with no multiplier.
+Modes of Play: Arcade/Enhanced Story/Training
+Steam Deck compatible.
+Leaderboards are similar to the X360 version. No initials, but your username depending on the platform will be used instead. Only the Arcade mode has leaderboards (separated by difficulty and character).
+Includes Original (Arcade/DC) and Arrange (X360/PS2) OST's.
+Same similar control options like the Current Gen Original for both Switch/Steam.
+Display options now show an example image of what options your changing for the UI on screen. (This is not in the Current Gen Original, however. All other previous ports do not have this function either.)
+PC/Steam version includes an "Effects Quality" setting to either Low or Standard. (Changing it to Low improves performance).
+Both Exelica and Crueltear has their rate of fire on their main shot increased, not sure if this is a buff, but it seems so (unless otherwise). (Only tested with the PC/Steam version, not sure if its the same on Switch, as I don't have it. Someone that owns Switch Enhanced would have to let me know.)
=Faintier's laser has changed from steady stream of laser shots to continuous laser fire. Not sure if that might be a nerf, but it definitely is for just simply getting a lot of score items easily from the PS2 version by just using her normal laser shot.
-Gallery is not included.

Arcade (Exa-Arcadia): Currently under development.
+Modes of play: Exa Label Arrange (no info yet), and Original (Arcade) mode (probably using the X360/PS2 and current gen versions arcade mode as a base, no idea yet if scoring system will be the Arcade/DC or the X360/PS2 version, but assuming the latter, along with the normal and true ending requirements).
+Newly arranged soundtrack by Yasuhisa "Yack" Watanabe. (Also, no info yet on OST options for the Exa-Label.)
---
This should be everything so far (unless otherwise), but might have to check back and edit this once new info is available (if possible).
Last edited by NeoStrayCat on Fri Sep 12, 2025 8:42 pm, edited 2 times in total.
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by EmperorIng »

NeoStrayCat wrote: Mon Sep 08, 2025 6:32 am stuff
Wow, masterful writeup my man! Thanks for putting the time into listing all this out; it really is appreciated! It seems like the Current Gen (non-Enhanced) pc port has parity with the Dreamcast release. I hope that's the case!

I wonder what the Exa release will do; I imagine it will have modes for OG, Enhanced Scoring, and maybe something new (hypers????)
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by NeoStrayCat »

EmperorIng wrote: Mon Sep 08, 2025 7:00 amWow, masterful writeup my man! Thanks for putting the time into listing all this out; it really is appreciated! It seems like the Current Gen (non-Enhanced) pc port has parity with the Dreamcast release. I hope that's the case!

I wonder what the Exa release will do; I imagine it will have modes for OG, Enhanced Scoring, and maybe something new (hypers????)
It is, the CG Original is basically the Dreamcast version in terms of modes and scoring. My scores usually end in 200M on any of the difficulties. The Enhanced (and by proxy, X360) versions let me score up to 30M or higher on Easy (Normal and Hard runs will vary, usually above 400M on Normal, and around 350M on Hard for both characters).

As for how the Exa version will be handled, that's going to be a big mystery. But I'd assume they put in some playstyle options before you start the game (and not from the test/service menu, hopefully). (Example: Similar to Strania and Strania EX in their respective arcade versions, where the flow is "Side Select" (Strania/Vower) -> "Difficulty" (Normal/Hard/Expert/Hell). EX has a button toggle [start button] for Original or Arrange OST during either Side/Difficulty selections.)
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by EmperorIng »

By the way NeoStrayCat, I have to ask (because maybe you know) - what determines how many items you get from enemies when thrown? My score seems to plateau around 150 million or so, so I know that I am far below my potential (especially watching the niconico superplay on plasmo's topic - which is of the 360 version).

I notice in the opening section of stage 1, sometimes I get item chips around 500, sometimes 600, but the superplay I mentioned above gets 1000. So clearly I am doing something wrong.

Also, I notice that sometimes players like the above throw enemies and every bullet turns into a horde of items(?) which is way more than I usually get than throwing enemies. So I feel like there are some techniques and finesse I am missing here.

I think you said the wr holder PELA has scores on the Switch current gen version? Has he already approached or beaten his old scores from 2007/2008? I thought I heard you mention he had 800million on discord but I might be misremembering. I have been interested in trying that out too like I said. The only replay I have been able to find of the og arcade version is this one rescued from superplay.org.uk that VanArtic is hosting (550 million). It seems like that version you actually want to throw as little as possible to jack up that multiplier (which to be honest does not sound as gratifying as swinging everything into every other thing).
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by NeoStrayCat »

I'm not even sure myself, I guess it varies whenever you throw enemies. Its more apparent with manual swinging, cause you have free reign on where and when to position it to get a lot of score items at once. Auto swinging, I would assume, would depend on timing, speed, cluster of enemies and bullets.

Also, that superplay is using manual swing controls, which you didn't elaborate, lol.

Anyways...for proof of PELA's score on the Switch version of the Current Gen Original...I suppose so...

Image

The only sad thing the series never done is to have replay saves. Also, it probably would be nice if the leaderboards for both games and versions would update and include a display if auto-swing was used or not. Yes, I know some of the scores the PC/Steam version of Enhanced seems sus, but its weird that they didn't bother to reach any of my scores on Easy, lol. But yeah, as for the original version, it does requires you to play smart to get the multiplier up as high as possible, score items as high as possible too.
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by Sturmvogel Prime »

NeoStrayCat wrote: Fri Sep 12, 2025 4:02 amAnyways...for proof of PELA's score on the Switch version of the Current Gen Original...I suppose so...

Image
If that record is not cheat, then I have a lot to learn about the game's mechanics.
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by Steven »

Is that 641.something million Xbox score in Plasmo's replay thread still the highest scoring reply available for any version? I do kinda want to play this game for score because it's cool and flinging shit into other shit is endlessly satisfying.
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by EmperorIng »

Steven wrote: Fri Sep 12, 2025 10:38 am Is that 641.something million Xbox score in Plasmo's replay thread still the highest scoring reply available for any version? I do kinda want to play this game for score because it's cool and flinging shit into other shit is endlessly satisfying.
It's the highest replay for the 360/PS2/Enhanced version, while the link to the dreamcast replay I posted above is the highest for the original Arcade version.
NeoStrayCat wrote: Fri Sep 12, 2025 4:02 am I'm not even sure myself, I guess it varies whenever you throw enemies. Its more apparent with manual swinging, cause you have free reign on where and when to position it to get a lot of score items at once. Auto swinging, I would assume, would depend on timing, speed, cluster of enemies and bullets.

Also, that superplay is using manual swing controls, which you didn't elaborate, lol.
I wish that it was more clear. I see sometimes the replays throw enemies and get huge amounts of items but I can not seem to quite replicate that myself - I think the nico play ends the stage 1 boss with around 10,000 items? I am hovering around 4400 at best.

One thing I am trying to do is to still hold the shot button while using the anchored enemy as a shield when possible - so as to let medals increase in value (most notably with the large enemy on stage 1). It makes the enemy you hold a bit wobbly and less safe, but maybe it's a way to start gaining ground.

As for manual swing - I have not used auto for a while so I do not even think about, nor consider auto-swing anymore! It is more or less worthless to me for both survival and for score. :wink:

I hope PELA uploads a replay one of these days that isn't just arrange mode. I have a feeling we will see his name on the EXA version whenever it comes out too.
Sturmvogel Prime wrote: Fri Sep 12, 2025 7:34 am If that record is not cheat, then I have a lot to learn about the game's mechanics.
BTW, SPrime32 is me (Switch wasn't able to keep my full username). Good to see I'm in the Top list of TH's leaderboards, and nice to see you in that list too, NeoStrayCat.
Too bad I can't compete there! Perhaps the score means there is some underutilized potential on the game. People were more concentrated on unlocking gallery pics back in the day, maybe? :twisted:
sunnshiner
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by sunnshiner »

I weirdly encountered the X360 bug where it freezes on level 3 for the first time today about an hour or so after I read about it in this thread... :shock:
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NeoStrayCat
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Re: Cosmo Machia acquires Triggerheart Exelica (UPDATE 2025: EXELICA EXA LABEL)

Post by NeoStrayCat »

For one, how could you cheat on the Switch (or Switch 2)? lol...

Also, I know that's you Prime, you're also on the X360 version with a Crueltear/Normal score of 644M that's still hovering above to this day. And yes, I know that the Switch can't really utilize full usernames, so the best we can do is either initials or a short nickname/username. Secondly, I've encountered probably fake cheating scores on the X360 version previously (not sure how they did it) that counterstopped at 999M (Those usernames being Twitch Riaaas and I Left Heaven), those scores has since been wiped since they've never played the game back after a year. I still have proof of their cheating scores, along with your previous scores, Prime, they're there.

Also, Gallery pics are only unlockable in the PS2 version Ing. No other version has a Gallery mode. Also, if anything, I guess I might have to showcase my skills to an audience whenever I have the time. Secondly, Exa doesn't have online leaderboards, they're only offline. So whenever it does come out, probably loketest first, then public sale, PELA would have to go to an Arcade and check it out there. That's if PELA doesn't own a Exa unit, since those are quite pricy, games too, lol. Also, good luck trying to even get used to manual swinging completely, its not easy.
sunnshiner wrote: Fri Sep 12, 2025 8:26 pm I weirdly encountered the X360 bug where it freezes on level 3 for the first time today about an hour or so after I read about it in this thread... :shock:
See, its not just me, lol. But yeah, this is a common encountered bug that Warashi at the time, didn't fix. Or that a lot of players didn't notice or didn't think that was important. Not much to do about it other than hoping to not try replicating it every time you play Stage 3 before the boss fight.
I've Come to Deliver Some Bad Luck!
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