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Playing Manual

日本語 | English

Overview

1 Viewport
The viewport is the area where the status of the game is displayed in. It is area is also used for control by mouse.
2 "Mirmy"
"Mirmy" is the character that the player controls.
3 Sight
The sight is a vertical line for indicating where is aimed. It also indicates which mode that "Mirmy" is in by its color.
4 Bullet
The bullets are fired by "Mirmy" for unlocking blocks that it hit on.
5 Scoreboard
The scoreboard shows the current game level and how much score is earned.
6 Power Bar
The power bar indicates the remaining time before the next collapse happens. It also affects the amount of score that is earned by removing the blocks.
7 Touch Countroller
The touch controller is an input interface for playing with a smartphone/tablet. (→ Control by Touch)
8 D-pad
The D-pad is a control for moving "Mirmy" to the left/right, manipulated by swiping or tapping on it.
9 FIRE Button
It is used for letting "Mirmy" launch a bullet.
10 START Button
It is used for starting, pausing or resuming the game.

Control

Control by Mouse

The game can be played with a mouse by manipulating it in the viewport. (Notice that it loses control if the mouse cursor gets out of the viewport.)

Move the mouse cursor for letting "Mirmy" run to the left/right. "Mirmy" chases the "Ghost" that appears on the position corresponding to the x-coordinate of the mouse cursor. Press the left button to fire a bullet. Press the right button to start, pause, and resume the game.

Control by Touch

For playing with a smartphone or tablet, use the touch controller that placed below the viewport.

Swipe the D-pad to move "Mirmy" to the left/right. Tapping the left-half or right-half area of the pad let "Mirmy" perform a side step.

Touch the FIRE button to launch a bullet.

Tap the START button to start, pause, and resume the game.

Progress

Unlock and Chain

A bullet unlocks a block that it has struck and falls it. The fallen block lengthens the power bar and increases the score, when they get out of the viewport to disappear. The amount of score that is earned by getting rid of a block is in the proportion on the power length at the time. That means to earn more scores the player needs to unlock and fall more blocks in a short span of time.

One of the ways to falls many blocks with a single shot is to evoke "chain reactions" of unlocking. At starting to the fall, a block with left + right or up + down arrows unlocks neighbors that the arrows indicate. If the blocks unlocked in that way has arrows, their neighbors are going to be unlocked, repeatedly. The player can unlock much blocks with less shots, using the chain reactions.

Collapse

When the length of the power bar gets zero, A collapse, that unlocks the bottom blocks of every column, is caused. The unlockng by a collapse is defferent from it by a bullet or a quake in the aspects as follows:

  1. Even if the blocks have arrows, no chain reaction occurs.
  2. The fallen blocks do not incrase the score. (But they enlengthen the power bar.)
  3. A new block is inserted in the topmost row of every column. (i.e., the total number of locked blocks does not change.)

Game Over

The game is going to over when "Mirmy" is put out from the viewport by being hit by falling blocks.

Blocks and Elements

Each stage consists of 150 (= 15 columns × 10 rows) blocks. The completion of the current game level is achieved by removing the all of the blocks from the viewport. There are a few variations of blocks:

Plain

It starts to fall alone by being unlocked.

Horizontai Chain

It unlocks left and right neighbor blocks before starting to fall.

Vertical Chain

It unlocks upper and lower neighbor blocks before starting to fall.


Element: Flame

Obtaining it, the sight beam turns red and the next bullet becomes a "flame shot" that penetrates the all blocks in a whole column. The effect disappears when the player fires a bullet.


Element: Storm

Obtaining it, the sight beam turns blue, the moving speeds of "Mirmy" and the bullets are boosted up about 40% compared to the ordinary. The effect lasts until Mirmy obtains the next "flame" element.


Element: Quake

Obtaining it, the lowest blocks of every column are unlocked. In contrast to the collapse, each unlocked block causes chains and increases the score when getting off the viewport.


Element: Recovery

Obtaining it, whirlwind blows and carries "Mirmy" to 1-block upper location.