Sine mora how many chapters
Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. Boards Sine Mora Length? User Info: Galilee User Info: whyterose It's definitely no where near 30 minutes. Most reviews say 3 hours give or take, but there are multiple modes, planes, characters etcetera. The graphics are stunning and so is the music I didn't understand why everyone was hyped about Hungarian voice acting, but it really is pleasant to hear.
I'll definitely be putting some quality time into this title:. User Info: Wanz At the end of a stage, it shows how much time the player spent in each of the ranks — A,B, and C. At start, the player starts at rank C and with time the rank will automatically rise to B, and eventually A. The higher the rank, the more numerous and faster the enemy bullets get.
The player has some control over the ranking, as they can speed up the rank change by firing continuously and picking up specific power-up tokens. If a game features a loop system, elaborate on it in detail here. The two main ways of obtaining score points are destroying enemies and reaching a checkpoint with as much time as possible. Consequitive kills raise the score multiplier.
The multiplier is reset if the player uses the sub-weapon, a capsule, or is hit by enemy fire. Additional score can be picked up through score tokens, which can be chained.
See Items section for more detail on score tokens. Bonus score can be gained at the end of the stages, based on player performance — hit ratio, numbers of hits taken etc.
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.
Surprisingly at least during the Story mode the stages often include missions from a different stage, therefore mixing timelines as well as stages at the same time e. A and IV. Even more surprisingly, it somehow remains coherent. During the Story mode they are organised into chapters, which are included in this list, where they are mentioned in the game. Simple affair. Tutorial stage that happens above Mirage Mountain that explains the mechanics and controls.
Does provide background story for the main story though. The time this takes place in is circle , quarter 2, IN. The time this takes place in is circle , quarter 3, ET. The time this takes place is circle , quarter 2, IN. The time this take place is circle , quarter 2, IN. The time this takes place is circle , quarter 3, ET.
This stage features a very tough section where you need to stealthily and safely navigate through a tunnel where materials get propelled through. The main problem is staying hidden in the debris not to trigger the lasers, while also not crashing into walls. And through all of that you need to battle with the wind.
Use on analogue sticks instead of a D-pad is very preferable here. Speed Up capsule helps a lot, but the section can be done also without it. The time this take place is circle 22, quarter 2, ET. The time this takes place in is circle , quarter 1, IN. The time this takes place in is circle 22, quarter 2, ET. The time this takes place in is circle zero, quarter 1, ET. Sine Mora features two plots running at different points in time. The first features a father bent on taking revenge on the Empire that executed his son for being the sole pilot that refused to drop a nuclear bomb during an attack on the Enkies.
The second features the last survivors of the Enkie race also plotting revenge on the Empire for destroying them. The game stages are often set at the same locations, in noticeably different states due to being set in different eras. The game takes place on the planet of Seol, which is much like Earth. It differs in that its crust is so unstable it often causes quakes that radically reshape its geography in a small amount of time.
Albeit originally split into four great nations, by the time the plot unfolds two factions are locked in the Eternal War: the aggressive and dictatorial Layil Empire and the Atarach Kingdom of the Enkie race.
Following the teachings of the great prophet Enki, the Enkie are renowned for their unique talent of manipulating time, to the point of being able to transport any item or even themselves to any point into the past or even the future. Make sure you're not above those, since the strike lasers are an instant kill. If you have a turbo controller, turn off auto-fire here.
The orb on his chest reflects bullets; auto fire will result in a hectic and quick death. This orb will need to be destroyed, and when the screen flashes, similar to Libelle switching forms, that orb changes from reflection to damageable.
Mostly a straightforward boss. The boss itself is pretty easy to dodge, the problem is the mobile platform. In the second form, it will call a orbital strike - stay to the very left of the screen to stay safe. While you can't hit the boss during this strike, keep firing so you'll keep the ground from hitting you. There are certain enemies you'll want to kill as soon as possible. They're more of a squared design, but you'll learn to recognize them soon enough.
They shoot bullets that explode into spirals. Before the bridge, they appear from the top right corner. After the bridge, they're centered with the ship. After the mega battleship and the airship, they'll show up in waves.
After the second airship, they come in a pattern; bottom right, top right, bottom, top, followed by a squadron of normal fighters. Try to take these out from top to bottom, because this pattern occurs three times. The game killer. Domus is fairly straightforward for the first two sections. Destroy a section of the pink core to move on to the next area. One important thing to note is that if you don't have one, after destroying the second core, a shield spawns around a nearby corner.
The third section is full of continuous lasers that, at times, you can't do a thing about. The important thing to note is that with every laser moving, there are safe zones and places where it will shoot a wall, allowing you to get by if you're not able to take out the laser. If you have a shield, you may want to consider bum rushing through some sections to get to the core or to the next area if possible. The last section is the red laser gate section. The moment you touch a gate, you die.
Furthermore, the sections you can shoot double as turrets, and you can't necessarily shoot the gate if Domus is rotating and it's behind you. As soon as you take down a gate, it starts spinning in the other direction. This is a boss that is really only going to be defeated by sheer amounts of practice, especially the red laser gates. Ronotra Koss, Garai and Durak have it slightly easier in having a subweapon that hits through walls.
Koss and Durak can hit a gate behind them and hit the final core through a wall and skip the last laser gate, but at the proper angle with the red laser gate right above your plane Garai can Cluster Bomb the final core without having to take down a single gate.
Immediately push forward and get into the rafters of the railway before the train hits you. When you have the chance, dip down, push forward and get into the rafters to dodge the next train. You don't want to die here, especially after Domus in Arcade mode. This is another boss to practice, less in terms of difficulty and more for learning where the turrets that shoot the big explosive patterns are to target them first. Aside from that, it's a pretty straightforward fight.
Yet another boss to mainly go into Boss Practice for, simply because of the fourth and fifth forms. The fifth form especially is essentially drunken monkey fighting style, in which it tries to kamikaze you and can be a little nerve-wracking before too long. When the boss is destroyed, you're not off the hook yet, as it fires a spiral pattern with a small slice of a safety zone that will be continuously circling around Ophan that you must survive. There are safe zones where you can position the cockpit to avoid damage, but unless you're confident you know exactly where it is, you're better off circling around, waiting for it to die.
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