![[Crimzon Clover - World EXplosion] Arcade Original Mode ALL CLEAR (Score: 909,122,996,650)](/images/yt/oh/crimzon-clover-world-explosion-arcade-original-mode-all-fl1c.jpg)
[Crimzon Clover - World EXplosion] Arcade Original Mode ALL CLEAR (Score: 909,122,996,650)
Very fun but very, very brutal.
How should I describe this mode... Let's say this mode is a result of DoDonPachi breed with Touhou. This is their child, containing both their great and awful qualities. Rewarding aggressive point blanking? Check. Tight and complicated scoring system? Check. Higher score doesn't directly corelate with gaining more extends? Check. Puzzle-like boss patterns? Also check.
As far as controls go, there is the main shot, standard fare, but the confusing thing is how they explain the lock button. It actually works more as a focus / laser button. Lock on attack is its actual secondary function. It's important to take note of this because when the lock on is kept the shot gets narrowed and increases its DPS concentration. Then there's the bomb / break button. Simple enough.
This game's brutality come from how specific you need to plan out your moves in accordance to your skill level. Stage 4 in its entirety is a great example of this. You have to go around the big ship, do not get smug and not bombing / hyper mode while facing an array of big red ships, lasers home at you before the spinning mid boss, and the boss itself, oh boy, it will punish you for not bombing then you'll be punished to not stock up the Break gauge for invincibility frames on the last phase. It's that demanding!
Those who are used to play CAVE games should know that gaining score directly correlates to survival because they give extends. But because gaining extends is tied to star collection, which you will gain more when you DON'T finish off enemies quickly with the lock on while in Double Break mode, this is where the annoying Touhou aspect comes in. It forces you to make a decision between scoring and survival. At least for an intermediate player.
That being said, racking up scores and stars by doing the breaks and double breaks on the right time just doesn't get old. Explosions go brrrrrr and you see stars flying all over the place.
In general the patterns are a great mix of aggressive CAVE patterns and puzzle-driven Touhou patterns. Earlier bosses are about breaking stuff and survive the onslaught. The latter ones trap you into as small corner as possible so you have to navigate the patterns like Touhou mazes. Stage 3 boss comes in mind where it will force you to go around the boss since the spinning laser limits your movement.
TLB though, is fun until the final pattern: very cheap. Like, that is so random and unreadable! It's very difficult to consistently survive!
Recharging the break gauge is key. I really, really appreciate the game for having so many opportunities to point blank, a way to increase the gauge increase speed! This is also why retrying the 1cc runs over and over again still feel fun and satisfying!
One of the most important aspects to gain extends are 2: Lock-on multipliers and double break. Even better when you pointblank your shot while on Double Break. It's just so WHEEEEEEE!!!! Look at that score and stars coming to you!
It's a very fun mode! If you're ready to embrace the brutal yet mostly fair onslaught, jump in! Make sure to use the Alternative OST, though. The musical cues sync very well with the stage design. That should help you memorize the patterns.
#stg #shmup #crimzonclover
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