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In video games, loading screens are images or graphics used to disguise the time it takes to load transitions between segments of gameplay.
In Kid Icarus: Uprising, loading screens are typically displayed when a chapter transitions between its Air Battle, Land Battle, and boss battle segments, and they often offer helpful tips or unique insight into various aspects of gameplay.
The following is a transcript for the English version of each loading screen.
Gameplay[]
Controls[]
Gently slide the Circle Pad to walk. |
One of the most important controls in the game is flicking the Touch Screen to spin the camera around. |
While spinning the camera, you can tap the Touch Screen to immediately bring it to a stop. |
Want to charge your shots faster? Each successful dodge actually speeds up the recharge of charged shots. |
If moving up and down feels awkward in Air Battles, you can invert these controls in the Option menu. |
Beat the game to unlock hidden options! |
Selecting Aim Assist in More Controls will guide your reticle vertically in Land Battle. |
A control option for left-handed players can be selected within Options. With it, you can set the A, B, X, and Y Buttons to move Pit. |
You can invert the vertical and horizontal movement of your reticle using the Reticle/Camera setting in Options. |
Turning off Shot Homing in More Controls is recommended for expert players only. |
Use Autofire in the More Controls menu to make Pit attack automatically. Note: This is unavailable in Together mode. |
Press the X Button to switch between first- and third-person views. |
For easy left-handed play, try using your thumb directly on the Touch Screen. |
To display subtitles on the top screen, flick them upward with the stylus. Tap the button on the Touch Screen to bring them back. |
Battle[]
In Air Battles, it's a good idea to keep Pit moving in big, circular patterns. Moving targets are more difficult for enemies to hit. |
In Air Battles, slide the Circle Pad quickly in one direction and then the opposite direction to spin and dodge enemy attacks. |
In Air Battles, you'll see icons fill up in the lower-left portion of the Touch Screen. Tap these to unleash a Special Attack. |
In Air Battles, fill Special Attack icons faster by narrowly avoiding attacks with gliding and spinning. |
In Air Battles, Pit's shots are given a huge boost by the power of flight. Their speed, damage, and accuracy are all increased. |
In Air Battles, Pit can run on some surfaces by getting close enough. Try this on Hewdraw's back! |
If you hold your fire during Air Battles, you can perform a glide. This makes it easier to avoid enemy shots. |
In Air Battles, you'll earn a point bonus whenever you defeat all the enemies in a squad. |
After you beat chapters in which you use the Three Sacred Treasures, you can choose to play them again with regular weapons. |
Each chapter has weapon types it's more likely to produce. Play a chapter often, and you can earn lots of its weapon types. |
Foes within shooting range have a ▼ symbol over their heads. Though dashing and more factors impact range, you can always count on this mark. |
Weapons earned in the Solo mode can be used in Together, and vice versa. |
You can acquire more weapon gems via StreetPass and SpotPass. |
Weapons and gems you don't need can be ground up and turned into hearts. |
Enemies are easier to defeat in Air Battles than they are in Land Battles. The rewards for doing so are also less great. |
Mechanics[]
On the Power Board, the powers that are big or oddly shaped are usually more powerful. |
Powers come in many different shapes. Try to fit as many powers as you can into the Power Board! |
You can also use powers by pressing left or right on the +Control Pad to select, and then down to activate. |
You can use powers during Land Battles. Equip them before the level, and use them by tapping their icon on the Touch Screen. |
Place hearts in the Fiend's Cauldron to raise the Intensity of a chapter. The higher the Intensity, the more hearts you'll earn! |
Using the Fiend's Cauldron to raise the Intensity increases the hearts you earn and makes it easier to find rare weapons. |
You can also use the Fiend's Cauldron to lower the Intensity of a stage. This costs hearts but is a sure ticket to victory! |
When you fail a stage, you'll keep roughly half the loot you acquired, but weapon strength will correspond to the lowered Intensity level. |
When his health is reduced to zero, Pit enters Crisis mode. Avoid taking damage while in this state to regain a little health. |
Pit won't regain health from food while he's in Crisis mode. Instead, the benefit from food will be received after he's recovered. |
Choose CONTINUE when you die to start again from where you left off. |
If knocked into the air, press the L Button right before you land to hit the ground in a defensive pose. Rapidly pressing the L Button won't work! |
You will take less damage while you're knocked down or into the air. |
The length of your invulnerability after getting knocked to the ground depends on the way you get up. |
If you're knocked down, attack or dodge while on the ground to do a rising version of the move. |
The dash-around is a good tactic in close-quarters combat. Hold the stylus on the Touch Screen and dash left or right! |
Do a dash-around and get behind an enemy by facing it, holding the stylus steady on the Touch Screen, and sliding the Circle Pad left or right. |
When the aiming reticle turns yellow, it means you can use a throwing item you've recently acquired. |
The double-tap zoom helps when precision sniping with staffs. |
While standing still, you can double-tap and hold on the Touch Screen to zoom in. |
Many enemy and weapon attacks can cause status effects such as fire, poison, or ice. |
Hot springs recover health and cure status effects. But be careful: hot springs will lose their healing abilities if overused. |
Some status effects only have a certain probability of occurring. Others are cumulative, building up over time. |
Dodging is much easier at the beginning of a dash. Try dashing right before you're about to get hit by an attack. |
If you dash too often, your ability to dodge will decrease. Overusing dash could put you in even more danger! |
If you dash and run for too long, you'll tire out. When Pit starts sweating, it's a sign that this is about to happen. |
It's important to time your dashes to effectively dodge enemy attacks. |
You cannot dash in Air Battles. Keep this in mind when trying to use weapons that specialize in dash attacks. |
You can use forward dashes to dodge bullets and other obstacles. |
The more players take part in Together mode, the more likely everyone is to earn rewards! |
Weapons[]
Weapon Types[]
While the Ancient Staff slows its user more than any other weapon, its continuous fire lingers in midair at the end of its range. |
The Magnus Club is extremely powerful in close combat, but it has the shortest range of any weapon, making it tricky to use. |
Custom weapon modifiers aside, the Brawler Claws increase movement speed more than any other weapon. |
The Earthmaul Club has the longest range of any weapon. Right behind it in range is the Laser Staff. |
Shots from cannons will bounce off floors and walls, making them particularly useful in corridors or around corners. |
Staff charged shots have no homing abilities, instead traveling on a straight line over vast distances. This makes them good for sniping. |
Ranged shots from cannons generally neither lose nor gain strength as they travel. |
Ranged shots from staffs, bows, clubs, and orbitars tend to get stronger as they travel. |
Ranged shots from blades, claws, palms, and arms tend to get weaker as they travel. |
You can perform up to five melee combo strikes while wearing claws, with the most damage dealt on the fifth blow. |
Clubs don't fire shots during continuous fire. They unleash powerful slashes that block incoming shots and slightly increase walking speed. |
Charged shots fired from clubs often send powerful gusts of wind through an area. |
Repeating melee strikes can be strung into combos, capping at two consecutive hits for clubs and five for claws. |
Mechanics[]
Press the L Button when close to an enemy for a melee strike. Press it rapidly for a melee combo. |
Depending on the weapon, the distance and speed at which you can launch a melee strike vary. |
Weapon attributes such as attack power, range, and other special effects will vary based on when and where you find a weapon. |
While running, get close to an enemy and press the L Button to perform a powerful melee dash attack. |
The aiming reticle changes shape when you switch from ranged to melee distance. Melee range depends on the weapon. |
In Air Battles, shots from the same weapon do the same amount of damage regardless of the distance they travel. |
Many backward-dash charged shots have specialized features, such as flying shields. |
Dash with the Circle Pad while holding down the L Button to launch a continuous-fire dash shot! |
Forward-dash charged shots are very powerful and often have longer ranges than other types of shots. |
When one shot cancels another, it still loses stamina and can get canceled out altogether by other shots. |
You can't be knocked back while executing a melee homing dash attack. |
Depending on the weapon, your walking speed may decrease during continuous fire. |
Two versions of the same weapon can have different attributes. Play on higher Intensities to earn more powerful weapons. |
Attack an enemy you've knocked into the air before they hit the ground to perform an air combo. |
You can perform a melee dash attack when running by sliding the Circle Pad in the opposite direction and pressing the L Button. |
How fast you run and tire depends on the weapon you're using. The weapon you use decides EVERYTHING about how you play. |
If you're targeted by a melee attack, use a side dash to initiate a dash-around and swing behind your enemy. |
Weapons pass on some of their traits during fusion. Powerful weapons are more likely to produce other powerful weapons when fused. |
Charged dash shots are powerful but leave users open to attack. Watch for this opening in Together mode! |
Every shot has a limit on how sharply it can change direction when homing in on a target. |
You can launch side-dash charged shots while dodging enemy fire, making them a great diversionary tactic. |
Every shot has a cancellation value. Shots with a high value will generally cancel out those with lower values. |
When one shot cancels another, it still loses stamina and can get canceled out altogether by other shots. |
Combine continuous and charged shots with different dashes for powered-up shots. |
How far you're pushed back during the recoil of a melee-vs.-melee strike is determined by the weights of both users' weapons. |
The continuous fire on each weapon scatters in a different pattern. Shots that scatter more lose concentrated power but cover a wider area. |
The combination of charged or continuous fire with forward, side, or backward dashes produces six entirely different dash shots. |
Some weapons' shots will get weaker or stronger as they travel. Know and take advantage of your weapon's abilities! |
Enemies[]
Underworld Army[]
Skuttler Mages are handpicked from the Skuttler rank and file, taught to use magic, and sent right back into battle. |
What do you get when you combine two Monoeyes, a Mik, and a Specknose? A Monomiknose, that's what! |
Shildeens throw up dome-shaped barriers that help protect their allies. |
The speed at which Mega Mussels heal the pearl-like eyes within their shells slows with each successive regeneration. |
The one-eyed Nettler lies flat when shot, making continuous fire or melee dash attacks the best way to defeat it. |
Igniots are mobile cannons in the Underworld Army that turn their victims to stone. Thrash about to break free from this condition. |
Protected by a thick shell in front and back, Armins are only vulnerable from the side. Use a dash-around to target this weak spot. |
Bats of the Underworld, Shootflies are drawn to the sound of ranged shots. Dodge and hit them with melee attacks. |
Bound by curses, Clubberskulls are harmless while resting, only becoming fearsome foes when attacked. |
Guttlers are gross enemies that gobble up other enemies to get stronger. Take them down before they can power up! |
The dastardly Tempura Wizard seeks to outdo his Eggplant-based rival by turning Pit into a fried shrimp and attempting to gobble him up. |
Be careful when a Merenguy begins its alluring dance; you may find yourself unable to look away! |
Porcuspine is covered in spikes that fire out when it's attacked. However, this leaves Porcuspine temporarily helpless. |
Attack Gloomerang's exposed fleshy limb, or wait until the Underworld Army foe launches its boomerang mask! |
Fort Oinks were meant to be troop transporters but often get carried away and fire their cargo as ammo! |
Remoblamlings, bombs that look like a cat's eye, can be defeated all at once by taking out their Remoblam masters. |
A Snowman's breath will freeze Pit in his tracks. Rapidly press any button to recover. |
Suit of Skuttlers have large gaps in the back portion of their armor. Don't feel bad for them; they signed up for evil. |
Corals are Underworld foes that fly apart when defeated. Finish them with a melee attack to send bits in the opposite direction. |
The Eggplant Wizard's eggplant bombs turn Pit into an eggplant, delicious albeit incapable of attacking for some time. |
If a Komayto latches on to you, slide the Circle Pad wildly in all directions to quickly break free. |
Komaytos bear a striking resemblance to Metroids and appeared in the original Kid Icarus. |
Shemum are blue snakes that make their homes inside urns that can be damaged by melee attacks. |
The iron-shelled Tortolunk is most vulnerable when it flips over after making a spin attack. |
Monoliths are mysterious rotating slabs that can't be defeated by any means. |
Collins are Underworld enemies that are basically flying suits of armor. They fire shots that you can melee back at them. |
Minos is a red, round, and spiky Underworld Army foe that explodes when defeated. Try beating it from a distance! |
Look out for skulls wreathed in a hazy, purple aura. These are Ornes, and touching them means instant death! |
Sinistews are evil spirits that lunge out of pots. The best way to deal with them is to hit them where it counts—in the pot! |
Grunts in the Underworld Army, Skuttlers come in many forms, including Skuttler Cannoneers and Skuttler Mages. |
The Underworld Army foe Stackjaw launches rapid-fire shots that are best avoided with a dodge or dash-around. |
The Vakloom looks like a turtle with a stone shell. It inhales Pit's shots and fires them back as laser beams. |
The underdressed bottom half of Erinus will break away when hit, performing combo attacks with its top. |
The safest way to deal with Reapers is to stay out of their line of sight. |
Crawlers are heavy tanks in the Underworld Army. Try to hit the weak point on its back while avoiding its spin attack. |
Shulm are toxic fungi in the Underworld Army. They scatter poison when destroyed, so try to defeat them from a distance. |
Defeat the Underworld baddie Pluton as quick as you can to recover any items or powers it's stolen. |
The spiderlike skulls known as Ganewmedes strike back when fired upon. Melee attacks are a safer bet. |
The pink snakes known as Zaks attack in groups. Defeat their bosses, the Ziks, to make them scatter. |
The Underworld Army's Boogity has a metal back that resists attacks. Save your attacks until it turns to face you. |
Bumbledrops may look adorable, but in attack mode, they fall flat and slide at their foes, exposing their dragon heads. |
The blazing serpents known as Fire Wyrms attack by charging into their prey. Take them down by aiming for their heads. |
Shelbo looks like a sea snail with giant lips. Its weak point is the eye inside its mouth. |
Shooting a Paramush in the cap as the creature glides causes it to plummet to the ground. |
Girin are Underworld ant lions skilled at waiting. Draw them out by touching them and then immediately dodging. |
Forces of Nature[]
A single yellow eye is the trademark of troops in the Forces of Nature. |
Giant fungal troops in the Forces of Nature, Toxiecaps lumber slowly and hurl explosive, poisonous bombs. |
Megonta's shell provides it with thick, protective armor. Flip it over to expose its vulnerable underbelly. |
A string of guns made of stone, the Lurchthorn's segments can be destroyed one at a time. |
Lethiniums and Pew Pews are the cannons of the Forces of Nature. They pack a punch, so take them out from behind if you can. |
Bumpety Bombs are self-destructive enemies in the Forces of Nature whose explosions deter head-on attacks. |
While they resemble beetles, Meebas are actually a parasitic fungus that inhabits the bodies of insects. |
Urgles are wooden members of the Forces of Nature. They have a penchant for tossing Pit in the air. |
Cacaws are a cross between a parrot and a tropical tree. Their strange cry has the power to confuse Pit. |
Hugworms dig underground, then spring up to attack their victims. Stay safe by keeping your distance while they're hidden. |
Don't let their cuteness fool you: Clobblers go into a fierce attacking rage when struck. |
Flages are sneaky enemies in the Forces of Nature that blend into their surroundings. Attack them on sight! |
Aurum[]
Most Aurum enemies have green markings on their bodies. These patterns are said to aid in energy regeneration. |
The Aurum have found an effective strategy in analyzing their foes and producing copies of their troops. |
Shemums, Fire Wyrms, Skuttlers, Monoeyes, Miks, Urgles, and Pips are just a few of the enemies the Aurum have copied. |
Rezda erect shields for the Aurum. Destroy their cores, and their shields will come down too. |
The Aurum enemy Taklax resembles a piece of candy. Attack it when it pops open. |
One of the few Aurum to have an even remotely organic appearance, the Zaurum assaults Pit's senses with psychic attacks. |
The Aurum Biota is an array of glowing green orbs that fire shots, which can be knocked back at it with melee strikes. |
The Aurum Nukleen act like floating mines; when they're destroyed, they unleash massive blasts that hurt friends and foes alike. |
The more the hexagonal Aurum Zrink is attacked, the smaller and faster it gets! |
The Aurum Dohz fires shots from its underside, which is also the weakest point on its body. |
Other[]
There are three types of Space Pirates: yellow foot soldiers, rifle-carrying snipers, and heavy assault-oriented commandos. |
Overcome the centurion knights' massive shields by finding and hitting their exposed areas or by destroying the shield itself! |
The golden Rare Treasurefish carries better power-ups and items than its more common cousin, the Treasurefish. |
Careful when opening a Treasure Box: it might actually be a dangerous Mimicutie or Pandora's Box! |
List of Transcript pages. | |
---|---|
Chapter Transcripts | Chapter 1 • Chapter 2 • Chapter 3 • Chapter 4 • Chapter 5 • Chapter 6 • Chapter 7 • Chapter 8 • Chapter 9 • Chapter 10 • Chapter 11 • Chapter 12 • Chapter 13 • Chapter 14 • Chapter 15 • Chapter 16 • Chapter 17 • Chapter 18 • Chapter 19 • Chapter 20 • Chapter 21 • Chapter 22 • Chapter 23 • Chapter 24 • Chapter 25 |
Demo Transcripts | Chapter 1 (Demo) • Chapter 2 (Demo) • Chapter 3 (Demo) • Chapter 4 (Demo) |
Kid Icarus 3D Anime Transcripts | Thanatos Rising • Medusa's Revenge • Palutena's Revolting Dinner |
Other Transcripts | How to Play • Loading Screens • Random Conversations • Weapon Conversations • Palutena's Guidance |