Sine Mora

Last updated
Sine Mora
Sine Mora cover.png
Developer(s)
Publisher(s)
Digital Reality
Director(s) Theodore Reiker
Producer(s) Shuji Ishikawa
Designer(s) Theodore Reiker
Writer(s) Theodore Reiker
Composer(s) Akira Yamaoka
Platform(s)
Release
March 21, 2012
  • Xbox 360
  • March 21, 2012
  • Windows
  • November 9, 2012
  • August 8, 2017 (EX)
  • PS3, PSV
    • NA: November 20, 2012
    • EU: November 21, 2012
    iOS
  • July 16, 2013
  • Ouya
  • August 13, 2013
  • Android
  • August 16, 2013
  • PlayStation 4, Xbox One
  • August 8, 2017
  • Nintendo Switch
    • NA: September 26, 2017
    • EU: October 10, 2017
Genre(s) Shoot 'em up
Mode(s) Single-player

Sine Mora [lower-alpha 1] is a shoot 'em up video game developed by Digital Reality and Grasshopper Manufacture for the Xbox 360, Windows, PlayStation 3, PlayStation Vita and iOS. It was released on March 21, 2012, for the Xbox 360 via Xbox Live Arcade, on November 20, 2012, for PlayStation 3 and PlayStation Vita via the PlayStation Network, on July 16, 2013, for iOS via iTunes Store, as well as Windows, and on August 13, 2013, for the Ouya. The game is a 2.5D shooter; gameplay is restricted to two axes while the environment is rendered in 3D. The setting has been described as diesel punk inspired and features anthropomorphic characters.

Contents

The game was well received by critics. Critics found the story confusing, but praised the overall gameplay. Specifically the shoot 'em up mechanic, time-based mechanic and boss battles received high marks. Reviewers also lauded the game's visuals.

On March 3, 2017, THQ Nordic unveiled Sine Mora EX, [lower-alpha 2] an extended version of Sine Mora for Nintendo Switch, PlayStation 4, Windows and Xbox One. The game was a surprise announcement to debut in PAX East 2017. [1] It was released on August 8, 2017, and the Switch version released on September 26, 2017, in North America and October 10, 2017, in Europe. [2]

Gameplay

Sine Mora is a 2.5D shoot'em up. While the environment and objects are rendered in 3D, gameplay runs along a 2D plane. Sine Mora screenshot.jpg
Sine Mora is a 2.5D shoot'em up. While the environment and objects are rendered in 3D, gameplay runs along a 2D plane.

Sine Mora (Latin meaning, "without delay") is a side scrolling shoot 'em up game. The player controls an airplane along two axes while attacking enemies. The gameplay world is rendered in 3D, and at key points an in-game cutscene plays in which the camera and plane move. These are often transitions into another part of the gameplay world, but are also used to give the player a new perspective for things such as boss battles. [3] The plane's primary weapons can be upgraded, and players are equipped with a limited-use, more powerful secondary weapon to eliminate more on-screen enemies at one time. [4] Consecutive kills with the primary weapon will increase the game's score multiplier, while use of the secondary weapon or time manipulation will reset the multiplier. The player's final score is determined by a number of factors including kills, damage taken, and powerups collected. [4]

As the game is marketed as a bullet hell shooter it features four difficulties: normal, challenging, hard and insane. The normal difficulty reduces the on-screen ordnance from enemies, while the insane difficulty is geared towards those who are veterans of the genre. In this difficulty the ordnance on the screen is much higher, forcing a greater difficulty level. [5] In addition, four game modes are included: Story, Arcade, Score Attack, and Boss Training. Story mode is the primary mode of the game and allows the player to see the narrative as the game progresses. On the standard difficulty players are given eight continues, while the Insane difficulty yields only five. Completing levels on the more challenging difficulty unlocks an alternate narrative. [4] Arcade mode removes the narrative cutscenes and limits the player to only three continues. Score Attack mode allows players to replay any stage previously completed with only one life. The objective is to achieve the highest score possible and complete the stage. Players do not progress to the next stage after completion in this mode. Boss Training allows players to practice and/or replay any unlocked boss battles. Continues in this mode are unlimited. [4]

Sine Mora does not use a traditional player health mechanic. It instead plays on the aspect of time. Each level is given a set amount of time which continues to tick downwards. Taking damage will temporarily speed up this process, while eliminating enemies will add time back. [6] Powerups in the game can provide bonuses such as shielding, extra time, and upgraded weapon. [6] Players can choose from multiple characters and planes, and the combination of choices determines the vital statistics during play. Characters are not tied to a specific plane, rather characters and planes each have unique attributes, the combination of which determines the statistics. [6]

Synopsis

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. Over time, however, the Empire develops "The Project", a machine capable of manipulating time. The apparatus is capable of arbitrarily accelerating an item's or even living being's time flow to the point of literally erasing it from existence. Stored inside the floating fortress-city of Siriad, the Project uses every military vehicle of the Layil as a relay, creating a weapon that cannot be effectively disabled. This advantage has allowed the Empire to cut through Enkie defenses, culminating in a vicious (presumably) nuclear bombardment of the Atarach kingdom.

In the "normal" narrative, which encompasses the player's first playthrough, Ronotra Koss is mourning the death of his son, Argus Pytel, at the hands of his crewmates as he refused, during the flight of the bomber Cobalt King, to drop a nuclear bomb upon the Enkie capital city; embittered and vengeful, Koss mans a stolen Sine Mora school "Merenstein" plane and, with the help of a smuggled combat artificial intelligence, GARAI 74/22876, starts to systematically infiltrate Layil Empire structures and eliminate officers involved with his son's demise, all the while exacting a bloody revenge on the Empire which abandoned him after an incident left him an amputee. Finally reaching the city of Tira, capital of the Empire, he mercilessly destroys most of its military force, finally facing the colossal Domus assault fortress manned by the officer who killed Argus, managing to destroy it after maneuvering through its defenses and blowing up the power cores.

The parallel storyline involves Akyta Dryad and an ensemble of surviving Enkie resistance fighters unleashing a series of guerrilla attacks on the empire, bent on stopping the Project. Most of the locations are visited after Ronotra Koss' exploits, featuring a much more ruined look and stronger resistance by Empire forces. Resistance fighters fall one after another, either captured or killed in action, dealing a series of crippling blows to the Layil who, however, seemingly recover from each with minimal actual consequences save for structure damage. Infiltrating Siriad, the Empire's floating fortress-city, Akyta, then the sole survivor, reaches the main chamber housing the Project apparatus; there, she is horrified to find two million Enkie survivors connected to machinery, heavily drugged and genetically altered, their natural time manipulating capabilities being channeled to fuel the Empire's temporal gravitation weapons. Fighting the facility's guardian and controller, Ophan, she manages to end the threat of the weapon, leaving Layil unable to use time manipulation.

In a shocking twist however, the entire chain of events is revealed to have been engineered by none other than Argus Pytel himself: a top ranking intelligence officer and a Collaborationist, he engineered for both Resistance groups to embark on suicidal missions, confident of the Empire's chance to recover quickly from any damage via its control over the timeline. The rebel crew member aboard the Cobalt King was actually killed by Pytel and not the other way around, a fact he took advantage of to trick his father's faction into action. The plan however took yet another unexpected turn when, surprising the attacker of the Domus and shooting him down with a barrage of missiles, he was horrified to discover he had just killed his own father. Meanwhile, approximately a thousand years later, Akyta was herself met with a defeat as the Ophan, upon critically malfunctioning, activated the Project's self-destruct system, detonating the facility and killing the Enkie slaves, effectively eradicating the entire Enkie race.

The "alternate" narrative is more of an alternate ending: following his father Ronotra Koss' death by his own hands, Argus starts devising a plan of his own to exact revenge on the Empire: using his knowledge of past events and the Project equipment, he traveled forward in time to before Akyta could destroy the Ophan, having her travel 4200 years into the past and saving her life before destroying the facility himself (and dying in the process). Sine Mora ends with the same opening cinematic, revealing Argus as the pilot of the King Cobalt: however, Akyta is revealed to be pregnant, and to have given birth to none other than Enki himself, thus bringing the entire story full circle.

Development and marketing

The transition from concept art (top) to actual gameplay (bottom) was praised by critics. Sina Mora concept vs reality.jpg
The transition from concept art (top) to actual gameplay (bottom) was praised by critics.

Sine Mora was announced August 18, 2010. It was developed via a partnership between Grasshopper Manufacture and Digital Reality. [8] Grasshopper was responsible for the art direction and sound design, while Digital Reality handled the 3D assets, programming, story and game design. [7] The game is available on both the Xbox 360 and PlayStation 3 via their respective downloadable networks.

The art style for the game is diesel punk inspired. The boss battles for the game were initially designed in large part by Mahiro Maeda, an anime artist known for his work on The Animatrix , Kill Bill , and Neon Genesis Evangelion . [9] Gez Fry directed the game's art and designed the characters, with input from Yoshiro Kimura. The characters were designed as humanoid animals due to Fry's impression that the game was "not crazy enough." [7] "Our characters were originally human characters" stated Theodore Reiker, Creative Director at Digital Reality. "One day he approached me with the idea of having anthropomorphic characters animals."

Reiker cited several bullet hell shooters, such as Battle Garegga , Einhänder , and Under Defeat as influences for the game. "Sine Mora is our tribute to the amazing games that we played over the last 30 years" said Reiker. [7] [10] The designers originally voiced the characters in Hungarian as a placeholder for other languages, however the idea appealed to them so much that they kept the language and provided translations via subtitles for non-Hungarian speaking players. Akira Yamaoka of Grasshopper Manufacture, best known for his music in the Silent Hill series, scored the game's music. [6] Yamaoka was inspired by 1970s electronic music and used that to create the score to match the diesel-punk setting. [11] Of the soundtrack he stated, "I had to create something that would be worthy for this game as well as sound that could actually enhance the game when matched with the visuals." [11]

Digital Reality held a contest where fans could guess the game's release date. Those who guessed correctly would get a chance to receive a free copy of the game. The winner was determined from a lottery based on the score a team member had while playing through the game. [12] Sine Mora was shown at Gamescom and Penny Arcade Expo (PAX). [6] T-shirts and other promotional merchandise were given away at PAX. Contests for the merchandise were also conducted via the game's official Facebook page. [13]

Prior to the E3 2012 convention, it was announced that Sine Mora will also be released on the PlayStation Vita. [14] This version contains a new hero, Wilhelmine Muller, coming from the world of "Under Defeat", with a new weapon and chromosomes. It was later announced that the game will be available for the PlayStation 3 as well. [15]

On July 16, 2013, the game has been released on iOS via the iTunes Store by developer Pocket Scientists. Android and Amazon Kindle Fire versions will follow.[ when? ]

Reception

Sine Mora received generally favorable reviews from critics. It currently holds a score of 84.93% at aggregate website GameRankings, while fellow aggregate site Metacritic reports a score of 85/100. [16] [17] The highest score, an approval rating of 95%, came from Chris Carter of Gamer Limit, [23] while the lowest score of 60% approval was shared by the reviewer from Gameblog.Fr and Simon Campanello of Eurogamer Sweden. [24] [25] The majority of reviews rated the game with an 80% approval rating or higher. [17]

Several of Sine Mora's gameplay mechanics were praised by critics. Daemon Hatfield of IGN praised the variety of modes, particularly the game's Boss Training mode, which he felt would prove useful to serious players. [20] Richard Mitchell of Joystiq praised the game's time-based mechanics in particular. He felt that it gives "players a new spin on an age-old formula." [21] GamesRadar 's Sterling McGarvey felt that the game was challenging yet fun. He also gave high marks for the gameplay and presentation during boss fights. [19] VideoGamer.com's Sinan Kubba also praised the boss fights, citing the multiple attack sequences and 3D transitions as high points. [22]

The game's plot was confusing for some reviewers. IGN's Daemon Hatfield stated that he found the story "hard to follow." [20] Dan Whitehead, reviewer for Eurogamer, agreed that the story was difficult to follow. He also felt that there were instances where the player had too much text to read, and this made following the story more difficult. [18] Joystiq's Richard Mitchell noted, however, that understanding the story is not essential to enjoying the game. [21] Sine Mora's visuals received generally high marks. Daemon Hatfield of IGN noted that the game is detailed enough that players "can see each individual shell drop from [their] ship as you fire". [20] Eurogamer's Dan Whitehead called the game "perhaps the most visually stunning shooter ever made". [18]

Notes

  1. Japanese: シネモラ, Hepburn: Shine Mora
  2. Japanese: シネモラ EX, Hepburn: Shine Mora EX

Related Research Articles

<i>Soulcalibur II</i> 2002 video game

Soulcalibur II is a 2002 fighting game developed by Project Soul and published by Namco and the third installment in the Soulcalibur series of weapon-based fighting games. It is the sequel to Soulcalibur, which was released in July 1998. Originally intended to be released on Sega's NAOMI board, the game was released on the Namco System 246 arcade board before being ported to the PlayStation 2, GameCube, and Xbox in 2003.

<i>TimeSplitters 2</i> 2002 video game

TimeSplitters 2 is a first-person shooter video game developed by Free Radical Design and published by Eidos Interactive for PlayStation 2, Xbox and GameCube game consoles. It is the second game in the TimeSplitters series, and a sequel to the original TimeSplitters.

<i>Every Extend</i> Video game series

Every Extend is series of puzzle shoot 'em up video games primarily developed by Q Entertainment. The series began with a 2004 freeware game of the same name for Windows, which was a personal project by Kanta Matsuhisa under the "Omega" pseudonym. Q Entertainment discovered the game online and approached Matshisa to develop a remix version. The remix version was developed for the PlayStation Portable and was released in 2006, titled Every Extend Extra. In 2007, Q Entertainment developed and released a sequel on the Xbox 360 titled Every Extend Extra Extreme.

<i>Metal Slug 3</i> 2000 video game

Metal Slug 3 is a run and gun video game developed by SNK. It was originally released in 2000 for the Neo-Geo MVS arcade platform as the sequel to Metal Slug 2/Metal Slug X. The music of the game was developed by Noise Factory.

<i>Samurai Warriors 2</i> 2006 video game

Samurai Warriors 2 is a sequel to the original Samurai Warriors, created by Koei and Omega Force. The game was released in 2006 for the PlayStation 2 and Xbox 360, and ported to Microsoft Windows in 2008. Like the Dynasty Warriors series, an Empires expansion was released as well, and an Xtreme Legends expansion followed on August 23, 2007, in Japan. The game, alongside its two expansions, Xtreme Legends and Empires also receive a HD-enhanced port for PlayStation 3 and PlayStation Vita under the name Sengoku Musou 2 with Moushouden & Empires: HD Version.

<i>Mutant Storm Reloaded</i> 2005 video game

Mutant Storm Reloaded is a multi-directional shoot 'em up developed by PomPom Games. The game debuted as a launch title on the Xbox 360's Xbox Live Arcade service with updated graphics, sound, and gameplay over its Windows and Xbox predecessor, Mutant Storm.

<i>Assault Heroes</i> 2006 video game

Assault Heroes is an arcade-style, top-down shooter video game developed by Wanako Games. The game has the player driving 4x4 vehicles, piloting speedboats, or proceeding on foot against enemy hordes. Players can play alone or co-operatively, including both online and offline 2-player co-operative modes.

<i>Red Faction: Guerrilla</i> 2009 video game

Red Faction: Guerrilla is a third-person shooter video game developed by Volition and published by THQ. It was released for the PlayStation 3 and Xbox 360 in June 2009 and for Windows in September 2009. The game is the third installment in the Red Faction series. A remastered version titled Red Faction: Guerrilla Re-Mars-tered with improved graphics was released worldwide on July 3, 2018, for the PlayStation 4, Windows and Xbox One, and on July 2, 2019, for the Nintendo Switch.

<i>Lost Planet 2</i> 2010 third-person shooter video game

Lost Planet 2 is a third-person shooter video game developed and published by Capcom and Beeline Interactive, Inc. The game is the sequel to Lost Planet: Extreme Condition, taking place ten years after the events of the first game, on the same planet. The game was developed for BlackBerry, PlayStation 3, Xbox 360 and Microsoft Windows. Originally set to be released in early 2010, Capcom delayed the game's consoles release to May 11, 2010 in North America and Europe, May 13 in Australia and May 20 for Japan, while the BlackBerry version was released worldwide on April 28 and the Microsoft Windows version was released in October that year. The title sold more than 1.5 million copies worldwide.

<i>Ninja Gaiden Sigma 2</i> 2009 video game for PlayStation 3

Ninja Gaiden Sigma 2, stylized as Ninja Gaiden Σ2, is a port of the 2008 Xbox 360 video game Ninja Gaiden II, and was developed by Team Ninja exclusively for the PlayStation 3 in 2009. It includes the entirety of the original story mode as well as various changes to the game's design, along with updated textures and a 720p resolution. The game changes Ninja Gaiden II in a similar, but not identical way to how Ninja Gaiden Sigma changed the original Ninja Gaiden. A port for the PlayStation Vita, titled Ninja Gaiden Sigma 2 Plus, was released in 2013.

<i>Vanquish</i> (video game) 2010 video game

Vanquish is an action third-person shooter video game developed by PlatinumGames and published by Sega for the Xbox 360 and PlayStation 3 video game consoles. It began development in 2007 and was released worldwide in October 2010. A Windows port was released on May 25, 2017. A compilation called Bayonetta & Vanquish 10th Anniversary Bundle that includes remastered versions of PlatinumGames' Vanquish and Bayonetta was released for PlayStation 4 and Xbox One on February 18, 2020.

<i>WWE All Stars</i> 2011 professional wrestling video game

WWE All Stars is a professional wrestling video game published by THQ and developed by THQ San Diego for the PlayStation 3 and Xbox 360 systems and Subdued Software for the PlayStation Portable, Wii, Nintendo 3DS and PlayStation 2 systems. The game features current and former WWE wrestlers competing in fast-paced wrestling matches. It was released on March 29, 2011 in North America and April 1, 2011 in Europe. It is also the only WWE video game to be available for the Nintendo 3DS and the last WWE video game to be released on the PlayStation 2 and PlayStation Portable.

<i>Michael Jackson: The Experience</i> 2010 video game

Michael Jackson: The Experience is a music video game based on Michael Jackson's songs. It was developed and published by Ubisoft, and was released on 23 November 2010 in North America, 25 November 2010 in Australia and 26 November 2010 in Europe for the Nintendo DS, PlayStation Portable, and Wii. It was also released on 12 April 2011 in North America, 14 April 2011 in Australia and 15 April 2011 in Europe for PlayStation 3's PlayStation Move and Xbox 360's Kinect. The Japanese release on 8 December 2011 only revised the PlayStation 3, Xbox 360, and Wii consoles. The game features many of Michael Jackson's hits, such as "Bad", "Thriller", "Beat It", "Billie Jean", "Smooth Criminal", "Black or White", "The Way You Make Me Feel", etc. However, some songs like "Man in the Mirror" and "P.Y.T. " are excluded. Initial launches of the game included a limited edition replica of Jackson's sequined glove. It was later released for the Nintendo 3DS on 7 November 2011 in North America and 11 November 2011 in Europe, for iPhone and iPad on 7 December 2011 in North America and for PlayStation Vita on 15 February 2012 in North America, 22 February 2012 in Europe and 23 February 2012 in Australia. It was announced that the game would be released on Mac OS X, and iPad 2. The game sold 2 million units in two months, not including Japanese sales, making it one of the best-selling Wii title games.

<i>Hard Corps: Uprising</i> 2011 video game

Hard Corps: Uprising is a run and gun video game developed by Arc System Works and published by Konami for the Xbox 360 and the PlayStation 3. The game was released digitally on Xbox Live Arcade on February 16, 2011 and on the PlayStation Network in March 2011. In Hard Corps: Uprising, the player assumes the role of an elite soldier simply called Bahamut, along with other main characters. Konami has added three additional player characters via downloadable content.

<i>MicroBot</i> 2010 video game

MicroBot is a twin-stick shooter video game developed by Naked Sky Entertainment and published by Electronic Arts. It was released on the Xbox 360 via Xbox Live Arcade on December 29, 2010, and on PlayStation 3 via the PlayStation Network in 2011. In the game the player controls a MicroBot; a microscopic robot designed to combat infections in the human body. The robot is tasked with destroying previous generation MicroBots which have become corrupted while fighting disease in the body.

<i>F1 2011</i> (video game) 2011 video game

F1 2011 is a video game developed by Codemasters based on the 2011 Formula One season. The game was released in 2011 on Microsoft Windows, the Nintendo 3DS, PlayStation 3, and Xbox 360, with a 2012 release on the PlayStation Vita as a launch title for the system. The game engine is based on EGO 2.0 engine.

Call of Juarez is a first-person shooter video game series created by Paweł Selinger in 2006. Released primarily on Microsoft Windows, PlayStation 3, and Xbox 360, there are four games in the series; Call of Juarez (2006), Call of Juarez: Bound in Blood (2009), Call of Juarez: The Cartel (2011), and Call of Juarez: Gunslinger (2013). Techland has developed all four games, and as of 2018, owns the publishing rights. From 2006 to 2018, Ubisoft held the publishing rights.

<i>Worms Revolution</i> 2012 video game

Worms Revolution is a 2D artillery turn-based tactics video game developed by Team17 and is part of the Worms series. It was released on PlayStation 3, Windows via Steam and Xbox 360 in October 2012. An OS X version was released on June 6, 2013. A PlayStation Vita version including all three previously released downloadable packs and titled Worms Revolution Extreme was released on October 8, 2013. This version of the game was included as part of a promotional bundle alongside the PlayStation TV system. Like previous games in the series, gameplay is 2D and turn-based, but it is rendered with a new 3D engine. There are both single player and multiplayer modes with up to four players online or local hotseat.

<i>Alien Rage</i> 2013 first-person shooter video game

Alien Rage is a 2013 first-person shooter video game for Microsoft Windows, Xbox 360, and PlayStation 3 developed by CI Games, then known as City Interactive, using Unreal Engine 3. The game has single-player and competitive multiplayer modes. In its single player campaign, players are put in control of an elite soldier named Jack which is sent to destroy a mining facility and its aliens after they turned against and killed the humans that they had shared the facility with.

<i>Super Hydorah</i> 2017 video game

Super Hydorah is a 2017 independent side-scrolling shoot 'em up video game developed by Locomalito and published by Abylight Studios. It features a 16-32 bit era look and feel as well as a CRT Monitor effect. The game was released for Microsoft Windows, Xbox One, PlayStation 4, and PlayStation Vita on September 20, 2017, and later, in 2018, ported to iOS on May 17 and Nintendo Switch on November 15, respectively. The game is an expanded and enhanced version of the developer's previous freeware game Hydorah.

References

  1. "THQ Nordic presents "yuge" line-up at PAX East… including two surprises". THQ Nordic. Retrieved March 3, 2017.[ permanent dead link ]
  2. "Sine Mora EX coming to PC/PS4/Xbox One on August 8th". THQ Nordic. Retrieved July 28, 2017.
  3. "Sine Mora: Boss Gameplay". IGN via YouTube. August 26, 2011. Retrieved March 14, 2012.
  4. 1 2 3 4 "Sine Mora: How to Play". Digital Reality via Facebook . Retrieved March 14, 2012.
  5. "Are You Normal Or Insane?". Play XBLA. Archived from the original on January 25, 2012. Retrieved March 14, 2012.
  6. 1 2 3 4 5 Tan, Maurice (August 24, 2011). "Preview: Sine Mora". Destructoid . Retrieved March 26, 2012.
  7. 1 2 3 4 Eykemans, Peter (March 14, 2012). "What the Bullet Hell is Sine Mora?". IGN. Archived from the original on April 18, 2012. Retrieved March 15, 2012.
  8. Reilly, Jim (August 18, 2010). "Gamescom: Suda 51 Announces 'Sine Mora'". IGN. Archived from the original on May 27, 2012. Retrieved March 14, 2012.
  9. Yamamura, Hiroko (January 31, 2012). "Evangelion designer getting bossy on Sine Mora". Eurogamer . Retrieved March 14, 2012.
  10. Shinichi, Yamoto (31 May 2012). "Sine Mora (シネモラ):『Sine Mora』 開発者インタビュー - Digital Reality creative director Theodore Reiker氏". Shooting Gameside (in Japanese). Vol. 5. Micro Magazine. pp. 38–41. ISBN   978-4896373899. (Translation by Shmuplations. Archived 2016-03-08 at the Wayback Machine ).
  11. 1 2 Napolitano, Jayson (March 14, 2012). "Exclusive: Akira Yamaoka's Sine Mora soundtrack preview". Destructoid. Retrieved March 26, 2012.
  12. "Sine Mora "Guess The Release Date" Contest!". Play XBLA. Archived from the original on March 21, 2012. Retrieved March 26, 2012.
  13. "Sine Mora T-shirts". Digital Reality via Facebook. August 24, 2011. Retrieved March 26, 2012.
  14. "Sine Mora Announced For PS Vita". PSVitaHub. 2012-06-04.
  15. Ishaan (June 21, 2012). "Sine Mora Is Also Headed To The PlayStation 3". Siliconera. Retrieved June 21, 2012.
  16. 1 2 "Sine Mora for PlayStation Vita - GameRankings". GameRankings . Retrieved July 28, 2017.
  17. 1 2 3 "Sine Mora for PlayStation Vita Reviews, Ratings, Credits and More at Metacritic". Metacritic . Retrieved July 28, 2017.
  18. 1 2 3 Whitehead, Dan (March 21, 2012). "Sine Mora Review". Eurogamer. Retrieved March 26, 2012.
  19. 1 2 McGarvey, Sterling (March 21, 2012). "Sine Mora review". Games Radar . Retrieved March 26, 2012.
  20. 1 2 3 4 Hatfield, Daemon (March 21, 2012). "Sine Mora Review". IGN. Archived from the original on June 25, 2012. Retrieved March 26, 2012.
  21. 1 2 3 Mitchell, Richard (March 21, 2012). "Sine Mora review: A shmup in time". Joystiq. Archived from the original on January 30, 2015. Retrieved March 26, 2012.
  22. 1 2 Kubba, Sinan (March 21, 2012). "Sine Mora review". VideoGamer.com. Retrieved March 26, 2012.
  23. Carter, Chris (March 20, 2012). "Gamer Limit Review: Sine Mora". Gamer Limit. Archived from the original on March 24, 2012. Retrieved March 27, 2012.
  24. KamuiRobotics (March 27, 2012). "Sine Mora, le test sur Xbox Live Arcade". Gameblog.fr. Retrieved March 27, 2012.
  25. Campanello, Simon (March 22, 2012). "Sine Mora Review". Eurogamer Sweden. Archived from the original on December 20, 2016. Retrieved March 27, 2012.