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		<id>https://shmups.wiki/index.php?title=Battle_Garegga/Bosses&amp;diff=22865</id>
		<title>Battle Garegga/Bosses</title>
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		<updated>2023-07-15T01:36:38Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: Earth Crisis strategy, Earth Crisis/Satanic Surfer pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
 Nose Laughin=&lt;br /&gt;
&lt;br /&gt;
==Score Breakdown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part !! Shot/Option !! Weapon/Penetrating !! rowspan=&amp;quot;15&amp;quot; style=&amp;quot;background-color:#f9f9f9&amp;quot; | [[File:NL1 breakdown.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
| Tail Cover || 4,000 || 4,000&lt;br /&gt;
|-&lt;br /&gt;
| '''Tail Turret''' || '''50,000''' || '''5,000'''&lt;br /&gt;
|-&lt;br /&gt;
| Tail 1 || 3,000 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Tail 2 || 2,000 || 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Tail 3 || 1,000 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Spinning Turret || 5,000 (x2) || 5,000 (x2)&lt;br /&gt;
|-&lt;br /&gt;
| Mini Turret || 3,000 (x2) || 3,000 (x2)&lt;br /&gt;
|-&lt;br /&gt;
| Wing Turret || 10,000 (x4) || 10,000 (x4)&lt;br /&gt;
|-&lt;br /&gt;
| '''Propeller Turret''' || '''50,000 (x2)''' || '''5,000 (x2)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Front Propeller''' || '''50,000''' || '''5,000'''&lt;br /&gt;
|-&lt;br /&gt;
| Missile Launcher Cannon || 1,000 (x2) || 1,000 (x2)&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile Launcher Body''' || '''50,000''' || '''5,000'''&lt;br /&gt;
|-&lt;br /&gt;
| Wing Panel (8 phases) || 1,000x8 (x6) || 1,000x8 (x6)&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core || 100,000 || 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! General Overview&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Nose Laughin is the easiest boss in the game. If the player opts for a low scoring quick-kill strategy, Nose Laughin will offer little resistance. However, the fight becomes quite a bit more complicated when the player is optimizing it for score.&lt;br /&gt;
&lt;br /&gt;
Nose Laughin consists of many parts that can be optionally destroyed for points or to disable attacks. This boss presents a training opportunity for players to become familiar with how to use the game's various option formations since many parts need to be destroyed with the trace formation in order to award maximum points.&lt;br /&gt;
&lt;br /&gt;
Nose Laughin's individual parts will attack the player in a staggered fashion, with one part activating to attack after another. If it is a part's &amp;quot;turn&amp;quot; to attack but it has been destroyed, the player will get a short break while the other parts lay dormant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tail&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The tail consists of a cover rudder, a turret, and three spines. The cover must be destroyed before any of the other parts are revealed. Destroying a tail spine will also destroy any tail parts that would become detached from the boss. Extra parts destroyed in this fashion will not award points, so it is important to destroy the parts closest to the player first.&lt;br /&gt;
&lt;br /&gt;
The tail turret is worth more points when destroyed by an option bullet. This is most easily done using trace options and aiming them horizontally so that only the turret is being hit by the upper-most option. Since the tail spine is easier to destroy, this can be tricky. You can use the hit flash on the tail turret as a visual cue. In addition, the turret will explode in a small vertical explosion when destroyed.&lt;br /&gt;
&lt;br /&gt;
[[File:NL1 tail turret.jpg|thumb|center|Attacking the tail turret with trace options.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Wing Panels&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Each wing has three panels that do not flash like other parts when taking damage, but will leave a visual effect as they are destroyed, making it look like the wing has taken increasingly more damage over the course of the fight. Each wing panel has eight phases of disintegration, with each phase awarding points. Somewhat annoyingly, the center wing panel will prevent the propeller turret from being damaged from below with non-penetrating bullets until it has been completely destroyed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Propeller Turrets&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The propeller turrets will only activate after the two wing turrets on the same wing have been destroyed, and cannot be damaged before they activate. They are worth more points when destroyed by a non-penetrating shot. They may be damaged from the front after completely destroying the wing panels in front of them or at any time from the side using the trace option formation. The propeller turrets shoot destructible bullets in two alternating patterns, twin shots straight down and spread shots.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Front Propeller&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The front propeller is worth more when destroyed with a non-penetrating shot or option bullets. For most ships, it can only be damaged by using trace options to attack it from the side. However, the opportunities to attack it are sporadic because the boss drifts vertically. Before the missile launcher is triggered, it is easier to attack the front propeller from the left side of the screen. After the missile launcher is triggered, if the player destroys the right missile launcher cannon the upper right corner of the screen becomes a safe spot from which they can attack the front propeller.&lt;br /&gt;
&lt;br /&gt;
Ships with penetrating bullets can use them to damage the front propeller through the boss, but they must take care not to destroy the front propeller with a penetrating bullet or else they will not get full points from it.&lt;br /&gt;
&lt;br /&gt;
[[File:NL1 front propeller.jpg|thumb|center|Attacking the front propeller using trace options.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Missile Launcher&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The missile launcher will appear from the main body of the plane after both spinning turrets have been destroyed or shortly after the third attack by the spinning turrets. The missile launcher consists of three parts, two cannons and a base. The missile launcher will rotate to aim at the player, firing when the player crosses its line of sight. If one of the cannons has been destroyed, only one missile will be fired. It is recommended that the player destroy the right cannon when dismantling the boss for score, since this will create many safe spots.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Boss Core&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The boss core is the main body of the plane, beneath the missile launcher. It is easiest to damage after both cannons of the missile launcher have been destroyed, but it is possible to damage it earlier under the following circumstances:&lt;br /&gt;
* If the spinning turret and mini turret on one side have been destroyed, options in the spread formation can point-blank the core from the diagonal before the missile launcher is revealed.&lt;br /&gt;
* It is possible to damage the core while the missile launcher is appearing if it is triggered by destroying both spinning turrets.&lt;br /&gt;
* If one of the missile launcher cannons has been destroyed, it is possible to briefly damage the core after misdirecting the missile launcher to one side.&lt;br /&gt;
&lt;br /&gt;
The core will start firing an aimed spread shot after both cannons of the missile launcher have been destroyed. The density, frequency, and bullet speed of this spread shot depend on the number of boss parts destroyed, with the attack becoming incredibly difficult to dodge once all the boss parts have been destroyed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Quick Kill&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The easiest (although low-scoring) way to dispatch Nose Laughin is to simply reveal and destroy the core using front options as quickly as possible while paying heed to none of the other parts. In this case the final spread shot by the core will be sparse, slow and easy to dodge, even more so if the two inner wing turrets have been destroyed as well while dodging some of the boss's attacks. Doing this this also quickly destroys the spinning turrets and missile launcher cannons while revealing the core, so you don't have to worry about dodging too many of those attacks. Wild snail in particular can destroy the boss shockingly fast with its penetrating bullets, even at shot level 1.&lt;br /&gt;
&lt;br /&gt;
If you need a little more breathing room for the spread shot at the end of the fight, you can use spread options to destroy the inner wing turrets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Partial Dismantle&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
A medium-scoring partial dismantle involves destroying all of the wing turrets, propeller turrets, and wing panels. This does not require any technical option manipulation using the trace formation, although the front formation may be useful for a little extra precision. In addition, as long as the front propeller and missile launcher body have not been destroyed it shouldn't be impossible to dodge the spread attack at the end of the fight.&lt;br /&gt;
&lt;br /&gt;
Make sure to destroy the spinning turrets and mini turrets before the missile launcher is automatically triggered, which occurs shortly after the third attack by the spinning turrets.&lt;br /&gt;
&lt;br /&gt;
If you are feeling brave, you can also tick milk the boss by point-blanking the wings even after the wing panels and turrets have been destroyed. This is easiest to do with front options after destroying the right missile launcher cannon. However, make sure to destroy the boss before time out. You can use either an audio cue or the boss timer M2 gadget (if playing on PS4/Xbox One) to predict the boss time out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Full Dismantle&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Fully dismantling Nose Laughin requires the considerations for the partial dismantle as well as extra option manipulation for high-value targets. You also need to move quickly since you only have limited opportunities to damage the front propeller, and doing so can become tricky after the missile launcher is automatically triggered.&lt;br /&gt;
&lt;br /&gt;
First, focus on destroying the tail turret with trace options from the side. After doing so, attack the front propeller from the left whenever the boss drifts down. Make sure to escape back down before it drifts back up. You can also damage the propeller turret from the side, which makes destroying it easier. During this phase, it can be easier to focus exclusively on targets on the left wing so that you can more easily get in position to attack the front propeller from the corner.&lt;br /&gt;
&lt;br /&gt;
Ideally, you have destroyed all the targets on the left wing and dealt heavy damage to the front propeller before the missile launcher is triggered so that you can spend the rest of the fight focusing on the other side. Destroy the right missile launcher cannon for safety. If this is done the right corner of the screen becomes a safe spot from which you can destroy the front propeller. Destroy any remaining wing panels and tick milk until it comes time to destroy the boss at time out.&lt;br /&gt;
&lt;br /&gt;
The final spread shot will become essentially impossible to dodge, so it is good to plan a suicide here. Your goal should be to either suicide on a missile or destroy the other cannon and die to the spread, and then point blank the boss while invincible to destroy the missile launcher body and boss core as the boss leaves the screen (note that Grasshopper and Wild Snail will need to destroy the missile launcher body with an option and Gain will need to use tail options to divert his swords). In order for this to work best, you will need to damage the core and missile launcher some beforehand. The boss core can be damaged enough while the missile launcher is being triggered. You can damage the missile launcher body by misdirecting the missile launcher and quickly sneaking in a few shots from the other side. (If you are very precise you can destroy the missile launcher body before the second cannon, guaranteeing you destroy it before the core.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-|&lt;br /&gt;
 Mad Ball=&lt;br /&gt;
&lt;br /&gt;
==Score Breakdown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part !! Shot/Option !! Weapon/Penetrating !! rowspan=&amp;quot;8&amp;quot; style=&amp;quot;background-color:#f9f9f9&amp;quot; | [[File:MB1 breakdown.png|400 px]]&lt;br /&gt;
|-&lt;br /&gt;
| Outer Turret || 10,000 (x8) || 10,000 (x8)&lt;br /&gt;
|-&lt;br /&gt;
| Connection (outer) || 20,000 (x16) || 20,000 (x16)&lt;br /&gt;
|-&lt;br /&gt;
| Connection (thick) || 30,000 (x8) || 30,000 (x8)&lt;br /&gt;
|-&lt;br /&gt;
| Connection (thin) || 50,000 (x8) || 50,000 (x8)&lt;br /&gt;
|-&lt;br /&gt;
| Inner Turret || 30,000 (x8) || 30,000 (x8)&lt;br /&gt;
|-&lt;br /&gt;
| '''Central Turret''' || '''50,000''' || '''10,000'''&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core || 100,000 || 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! General Overview&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Mad Ball is a unique boss defined by two distinctive features.&lt;br /&gt;
&lt;br /&gt;
The first defining feature of the fight is its rhythm. Mad Ball alternates between an &amp;quot;active&amp;quot; phase and a &amp;quot;dormant&amp;quot; phase. During the active phase the outer ring will expand and the boss will attack the player with all of its currently activated turrets. During the dormant phase the outer ring and all turrets retract and the boss drifts harmlessly across the screen. Which parts are vulnerable also varies according to the phase. In general, it is easier to damage the boss core during the dormant phase, while the inner and central turrets may only be damaged during the active phase.&lt;br /&gt;
&lt;br /&gt;
The second defining feature of the Mad Ball fight is its randomness. During every active phase the active turrets will attack with a random weapon. While individually few of these attack patterns are exceptionally complicated, different patterns from the outer, inner, and central turret can overlap and become very difficult to handle. In addition, the boss moves completely randomly, which has critical implications for some attacks and when certain parts can be damaged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outer Ring&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:MB1 outerring.png|thumb|right|Outer ring turrets]]&lt;br /&gt;
At regular intervals the outer ring of turrets will open to launch an attack. Every turret in the outer ring will launch the same attack, but the attack is randomly chosen. However, each attack is launched by a unique turret so the player may observe which attack is coming and react accordingly. The possible attacks are:&lt;br /&gt;
# '''Aimed Bullets''' The aimed bullets move slowly and may be streamed easily.&lt;br /&gt;
# '''Aimed Lasers''' The laser turrets will lock on to the players location before firing. They may be easily misdirected since the lasers fire a few seconds after locking on.&lt;br /&gt;
# '''Spinning Vulcan''' The spinning vulcan attack is fixed, but the boss's movement during the attack is random. As a result, the player cannot route a fixed path through the pattern since the boss movement will alter the pattern via the bullet doppler effect. Luckily, you only have to weave through the pattern once and can retreat to the upper-left corner of the screen to avoid the second wave. The pattern is easier to dodge on the opposite side (horizontally) of the screen from the boss since the bullets will have to travel farther and spread out to reach you, but beware if the boss starts moving toward you because then the bullets will form a wall. In this case, be prepared to move to the other side of the screen before the first wave arrives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Connectors&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
There are many connecting segments between the outer turrets and the inner core. In total, there are 16 &amp;quot;outer&amp;quot; connectors linking the outer turrets along a ring (two between every pair of turrets) and 8 pairs of &amp;quot;thick&amp;quot; and &amp;quot;thin&amp;quot; connectors (one pair connecting each outer turret to the inner core). If an outer turret is destroyed, the connectors linking to it will self destruct and award no points. If an outer connector is destroyed, you will gain points for that connector but the outer turrets connecting to it will not get destroyed. If you destroy a thick or thin connector, its pair as well as the corresponding outer turret and connectors will self-destruct and award no points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Inner Ring&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The inner ring turrets activate after the boss's 5th attack or the corresponding outer turret has been destroyed. Activated inner ring turrets attack in a similar fashion to the outer ring; every turret uses the same attack but the attack is random. The possible attacks are:&lt;br /&gt;
# '''Random Bullets''' Good luck.&lt;br /&gt;
# '''Destructible Bullets (odd)''' These destructible bullets are aimed directly at the player. They may be destroyed relatively safely if the player is directly below the boss or slightly off-center. Alternatively, they may be macro-dodged.&lt;br /&gt;
# '''Destructible Bullets (even)''' These destructible bullets are also aimed at the player, but an even number are fired to surround the player. These bullets will not hit the player if they are far enough away from the boss and do not move.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Central Turret&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:MB1 center.png|thumb|right|Central turret attacks]]&lt;br /&gt;
The central turret is activated after the boss's 7th attack or all outer ring turrets have been destroyed. It uses random attacks, but like the outer ring the player may easily predict the attack by observing the turret that appears. Although the attacks used by the central turret are relatively simple, they will be fired in tandem with any inner turrets; these combination attacks can be quite fierce. The possible attacks are:&lt;br /&gt;
# '''8-Way''' The 8-way turret launches large, fast moving bullets in the eight cardinal directions. They are aimed at you, but can be angle-locked.&lt;br /&gt;
# '''Destructible Bullets''' The destructible bullet turret will lock on to the player, but then sweep left and right while firing. Since the bullets can be destroyed, the player can generally remain safe as long as they fire.&lt;br /&gt;
# '''Missiles''' The missile turret will aim at the player before locking into place and firing. It is easily misdirected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Boss Core&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The boss core lies beneath the central turret, but it may be damaged before destroying the central turret by attacking when the central turret has retreated. If the central turret has been destroyed, the boss core will be uncovered and can be damaged at all times. However, the uncovered boss core will continuously attack with large, fast-moving random bullets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Quick Kill&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Because of the nature of the boss the fight breaks down into two distinct phases, before and after the outer ring is destroyed. The most straightforward, although low-scoring, way to dispatch Mad Ball is to simply shoot it. The goal here is to destroy the outer ring turrets as soon as possible since their attacks become sparser and easier to dodge as more turrets are destroyed. &lt;br /&gt;
&lt;br /&gt;
Something you will have to come to terms with is that the Mad Ball fight will always have a degree of randomness that you will have to adapt to, whether it be the attacks used or the movement of the boss during these attacks. Because of this, it is good to stay alert and be ready to bomb if you can. In addition, there are steps you can take to make the fight safer:&lt;br /&gt;
&lt;br /&gt;
*Take note of which turrets appear and act accordingly.&lt;br /&gt;
*Always try to position yourself to the bottom-right of the boss before each attack. This makes it easier to lure the boss into firing towards the side, allowing you to more safely attack from below. You can easily avoid the outer ring lasers, central turret missiles, and central turret destructible bullets in this manner.&lt;br /&gt;
*Try to destroy the last outer ring turrets at the beginning of an attack if you can. This lets you damage the inner ring for a phase without having to contend with an attack by the central turret.&lt;br /&gt;
*If the boss is firing destructible bullets, it is safest to position yourself directly beneath the boss and switch to the forward option formation.&lt;br /&gt;
*If the boss is using the 8-way central turret a safe spot is directly beneath the boss and slightly off-center, which will angle-lock the 8-way into firing straight down.&lt;br /&gt;
*Special weapons will pierce the inner and central turrets to damage the boss core even during the boss's attacks. You can take advantage of this to quickly end the fight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bombing the Outer Ring&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Obtaining as many points as possible from Mad Ball requires bombing the outer ring since it is the only way to destroy the outer ring and all of the connecting segments simultaneously. Because of this, you will inevitably need to spend the first phase of the fight not shooting and dodging the full attacks from the outer ring until the perfect opportunity to bomb presents itself. Shooting, bombing, or dying at the wrong time (due to death shrapnel) will compromise your score gain from the outer ring. &lt;br /&gt;
&lt;br /&gt;
Destroying all of the segments connecting the outer turrets nominally awards 960,000 points, but in practice only the ships with area-of-effect special weapons (Gain, Chitta, and Bornnam) can reasonably expect to harvest all of these points because they are the only ships that can damage all of the parts simultaneously. The other ships will see lower point yields and high variance in points obtained even when successfully pulling off the trick due to the number of moving parts involved.&lt;br /&gt;
&lt;br /&gt;
When attempting to bomb the outer ring, pay close attention to the position of the boss. Any parts above the &amp;quot;Insert Coin&amp;quot; prompt at the top of the screen will take damage from a separate health pool, rendering them effectively invincible. As a result, if the boss is too high on the screen when you bomb you will be unable to destroy all of the parts and get full points. This is particularly annoying for Flying Baron and Wild Snail who rely on the boss not moving above this zone while they are respawning.&lt;br /&gt;
&lt;br /&gt;
[[File:MB1 insertcoin.png|thumb|center|Parts above the dashed line are invincible, so wait until it drifts down to bomb!]]&lt;br /&gt;
&lt;br /&gt;
The HP of the boss parts will vary depending on rank and the given weapon fragment numbers should be treated as minimum thresholds. Bringing a few more weapon fragments should help you reliably destroy the outer ring in almost all circumstances, with the tradeoff of dealing slightly more damage to the inner core of the boss.&lt;br /&gt;
&lt;br /&gt;
Every ship employs a different strategy dependent on their special weapon, detailed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Silver Sword''' wants to suicide at the start of the fight by crashing into the left side of the boss right as the outer ring opens for the first attack. After this, bomb the outer ring right as it opens. Because Silver Sword's special weapon does constant damage, you will always need to bomb twice to destroy the outer ring after the suicide. You need to enter the fight with at least 28 weapon fragments in order for the second bomb to cover sufficient area to destroy the outer ring (the second bomb will be two thin columns but is wide enough to damage all of the parts while they are retracted). If you would like a wider second bomb, entering the fight with at least 33 fragments will ensure your second visually covers most of the boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Grasshopper''' wants to suicide at the start of the fight by crashing into the left side of the boss right as the outer ring opens for the first attack. After this, bomb the outer ring as it opens. You should enter the fight with at least 16 weapon fragments to reliably destroy the outer ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Flying Baron''' wants to suicide midway through one of the outer ring's attacks. While invincible during the respawn, use a special weapon while circling on top of the boss as the outer ring is retracted and beginning to open. You need to enter the fight with at least 15 weapon fragments in order to have enough ammunition to have a decent chance to destroy the outer ring after the suicide. This trick is unreliable because you cannot control or predict the movement of the boss during the interim while you respawn. The damage from Flying Baron's missiles seems inconsistent so you may want to bring more weapon fragments into the fight so Flying Baron releases more missiles, but if the boss decides to move to the top of the screen while you are attempting to destroy the outer ring the uppermost turrets will survive no matter how many weapon fragments you use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Wild Snail''' wants to suicide midway through one of the outer ring's attacks. While invincible during the respawn, use a special weapon while sitting on top of the boss as the outer ring is retracted and beginning to open. Wild Snail does not need to enter the fight with any weapon fragments because the 20 fragments it gains upon dying are sufficient to destroy the outer ring. However, this trick is unreliable because some turrets will survive no matter what you do if the boss moves to the top of the screen while you respawn. There is no way to predict or control the boss's movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Gain''' wants to bomb the outer ring right before it opens. It takes at least 26 weapon fragments to destroy the outer ring. If you deal a tiny amount of damage to the outer turrets while they are retracted, there is a random chance you can double-kill them when bombing the outer ring. This will award a bonus 10,000 points for every double-kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Chitta''' wants to bomb the outer ring right before it opens. It takes 53 weapon fragments to destroy the outer ring (you will need to bomb twice). It is possible to perform the trick after bring the required weapon fragments into the fight or by suiciding during the activation of the first bomb to gain more weapon fragments to make up the difference. (Note that if the boss is being attacked by a special weapon and death shrapnel simultaneously only the damage from the special weapon will be calculated. Otherwise the death shrapnel would destroy the outer ring and you would receive no points.) If you deal a tiny amount of damage to the outer turrets while they are retracted, there is a random chance you can double-kill them when bombing the outer ring. This will award a bonus 10,000 points for every double-kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Miyamoto''' wants to suicide at the start of the fight by crashing into the left side of the boss right as the outer ring opens for the first attack. After this, you will need to bomb the outer ring twice, once while it is retracted and once right as it opens. You should enter the fight with at least 39 weapon fragments to be able to reliably destroy the outer ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Bornnam''' wants to bomb the outer ring right before it opens. It takes at least 35 weapon fragments to destroy the outer ring. If you deal a tiny amount of damage to the outer turrets while they are retracted, there is a random chance you can double-kill them when bombing the outer ring. This will award a bonus 10,000 points for every double-kill.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Destroying the Inner Ring&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Once the outer ring of turrets is destroyed, you will have to decide whether you want to destroy the inner turrets as well. If you bombed the outer ring your special weapon will have done significant damage to the boss's core as well, so harvesting full points from the inner ring entails careful damage control; making sure you damage the inner turrets while minimizing further damage to the core. This is easier said then done for the following reasons:&lt;br /&gt;
&lt;br /&gt;
*The core will be briefly vulnerable whenever you destroy an inner turret, so it is better to tap fire when the turrets are weak. (No, they do not have a health indicator.)&lt;br /&gt;
*The turrets are invincible while not attacking, and any bullets you shoot during this period will damage the core.&lt;br /&gt;
*The hitbox for the central turret changes depending on which attack is being used and how it is aiming, and does not always overlap with the core. This means you can damage the core even if the central turret is active if you are not precise with your shots.&lt;br /&gt;
*Destructible bullets will eat up a lot of your shot damage unless you have a penetrating shot. However, you do not want to attack the boss with penetrating shots since you risk losing significant points (40,000) if you destroy the central turret with a penetrating shot.&lt;br /&gt;
*Perhaps most fundamentally, you have to damage the turrets while they are harassing you with all manner of overlapping bullet patterns. This is especially tricky because you often have to split your attention between your ship (to dodge) and the boss (to line up your shots to minimize damage to the core).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With all that said there are some tricks you can use to make the inner turrets easier to destroy:&lt;br /&gt;
&lt;br /&gt;
*The inner core will have more HP remaining if you destroy the outer ring with fewer weapon fragments. This can give you a little more leeway to destroy the inner turrets before ending the fight.&lt;br /&gt;
*The central turret will not activate until the attack phase after you destroy all of the outer turrets. This means that if you bomb and destroy the outer ring as it activates you can spend an attack phase damaging the inner turrets while the central turret and core remain invincible, a nice head start.&lt;br /&gt;
*If in doubt, try to stop firing so you don't accidentally damage something you don't want to damage. If you position yourself right below and to the side of the boss when it is not attacking, you can always sneak in some shots as the turrets activate and then back off once the attack starts. Being close to the boss also makes it easier to take precise shots and misdirect missile/destructible bullet attacks from the central turret.&lt;br /&gt;
*Switching your options to the forward formation can help with precision, but homing options are even better! To set up the homing formation, pick up two of the four weapon fragments that the large tank earlier in the stage drops and let the other two fall offscreen along with the three fragments dropped by the small tanks that follow. You only really need one homing option for Mad Ball, which will lock on to the core but allow inner turrets to cross between the option and the core (so you can use it to damage inner turrets). Additional homing options will lock onto inner turrets. This is particularly useful if you are using a ship that requires a suicide to properly dismantle the outer core, since you can guarantee option drops at your leisure.&lt;br /&gt;
*Finally, practice and pray. There is a lot of randomness in this fight, so doing well takes experience.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-|&lt;br /&gt;
 Earth Crisis=&lt;br /&gt;
&lt;br /&gt;
==Score Breakdown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part !! Shot/Option !! Weapon/Penetrating !! rowspan=&amp;quot;8&amp;quot; style=&amp;quot;background-color:#f9f9f9&amp;quot; | [[File:EC bossoverview.png |700 px]]&lt;br /&gt;
|-&lt;br /&gt;
| Rotating Turret (3 per base) || 5,000x3 (x6) || 5,000x3 (x6)&lt;br /&gt;
|-&lt;br /&gt;
| Rotating Turret Base || 10,000 (x6) || 10,000 (x6)&lt;br /&gt;
|-&lt;br /&gt;
| Front Hatch Turret || 10,000 (x6) || 10,000 (x6)&lt;br /&gt;
|-&lt;br /&gt;
| Center Turret || 5,000 (x3) || 5,000 (x3)&lt;br /&gt;
|-&lt;br /&gt;
| Missile Launcher || 30,000 (x2) || 30,000 (x2)&lt;br /&gt;
|-&lt;br /&gt;
| Rear Hatch Turret || 50,000 (x2) || 50,000 (2)&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core || 100,000 || 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! General Overview&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Earth Crisis is the first boss that contains multiple phases. It also contains destructible parts that may be dismantled for extra score. Furthermore, the order in which the parts activate can be manipulated so that the boss may be dismantled with minimal risk. The activation of the boss core may also be delayed, allowing the player to tick milk the boss if desired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rotating Turrets&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The first phase of the boss consists of six sets of rotating turrets. Each set of rotating turrets contains three turrets which shoot aimed spread shots with variable numbers of bullets depending on the number of turrets remaining. If all three turrets in a set are active, they will shoot 2-3 bullets. If two turrets are active, they will shoot 4-5 bullets. If only one turret remains, it will fire 6-7 bullets. When all turrets are destroyed, the player may destroy the base for extra points.&lt;br /&gt;
&lt;br /&gt;
When the boss spawns, scaffolding will obstruct the two bottom sets of rotating turrets. This renders them invincible, but they will also not fire. After a brief period of time, the boss will move up screen to reveal the bottom turrets, at which point they can be destroyed. Note that during this transition the player can seal the bullets from the bottom turrets even if they are on the bottom of the screen. A minor rank optimization is to move around the boss during this time to avoid unnecessary bullet sealing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Front Hatch Turrets&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
There are six front hatch turrets in the second phase, three on each side of the boss. These turrets will open up to fire aimed bullets, with the top and bottom turrets firing three bullets at a time and the center turrets rapidly firing single bullets. Only one hatch turret on either side may be active at a time and the turrets can only be damaged while open.&lt;br /&gt;
&lt;br /&gt;
Once all three hatch turrets on a side have been destroyed, the missile launcher behind them will activate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Missile Launchers&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
There are two missile launchers that will activate once the three front hatch turrets in front of them have been destroyed. The missile launchers will rotate to aim at the player and at regular intervals lock into place to fire missile salvos. The missiles may easily be misdirected.&lt;br /&gt;
&lt;br /&gt;
The missile launchers are invincible prior to the destruction of the hatch turrets. Destroying the missile launcher will reveal the rear hatch turret beneath it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rear Hatch Turrets&lt;br /&gt;
|-&lt;br /&gt;
|There are two rear hatch turrets, one beneath each missile launcher. The rear hatch turrets will open up at regular intervals to fire an aimed fan of bullets at the player. Although this bullet pattern is fast and intimidating, it may be consistently dodged by slightly moving away from your position when the hatch opens.&lt;br /&gt;
&lt;br /&gt;
The rear hatch turrets are invincible while closed. There is an animation that plays when they open that can be used as a visual cue that they are about to shoot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Center Turrets&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
There are three center turrets that fire aimed bullets at the player. Once all three are destroyed, the boss core will activate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Boss Core&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The boss core is invincible prior to activation and will activate after the three center turrets are destroyed.&lt;br /&gt;
&lt;br /&gt;
Once activated, the core will open and fire a bullet pattern that consists of a spread shot aimed directly at the player surrounded by two fans of bullets, one at either side of the spread shot. The number of bullets in the spread shot depends on the number of rear hatch turrets the player has destroyed. If the player has not destroyed any rear hatch turrets, the spread will only have one bullet. If one rear hatch turret has been destroyed, the spread will have three bullets. If both rear hatch turrets have been destroyed, the spread will have five bullets and completely fill the gap between the spread and the bullet fans.&lt;br /&gt;
&lt;br /&gt;
The boss core plays an animation upon opening when it is about to fire that may be used as a visual cue to dodge. Unlike the rear hatch turrets, the boss core may be damaged when closed as long as it has activated. If both rear hatch turrets have been destroyed, the most reliable way to dodge the pattern from the boss core is to move into the nearest gap within one of the bullet fans fired to the side of the spread shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! First Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The first phase may ultimately be dispatched by executing basic cutbacks and is not particularly difficult, especially if the player is diligent in destroying all three rotating turrets in a set in quick succession. (This limits the number of wide spread shots fired at the player.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Second Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The second phase may be blitzed by quickly destroying the center turrets and focusing on the boss core (and often is in survival play), but it is safer and more lucrative to dismantle the boss parts since the player has complete control over which parts activate when. The trick is to leave one of the center turrets alive in order to avoid activating the boss core while you destroy the other boss parts one by one. Note that you can seal bullets from the center turret and that doing so will make the fight much easier. The following is a safe and consistent route to dismantle the boss parts:&lt;br /&gt;
&lt;br /&gt;
1) When the second phase begins, swap to the forward options formation. Destroy the front hatch turrets as they open while also destroying two of the center turrets. You will have to move across the screen multiple times during this step, so stop firing while swapping sides to minimize the damage you do to the center turret you wish to leave alive.&lt;br /&gt;
&lt;br /&gt;
2) Ideally the missile turrets activate at the same time. Once they do, choose one to focus on and shoot it from close to the launcher but still within the sealing range of the center turret. When it fires missiles, move out the way.&lt;br /&gt;
&lt;br /&gt;
3) When the missile launcher has been destroyed, continue focusing on that side of the boss in order to destroy the newly revealed rear hatch turret. When the hatch turret opens, dodge the spread by moving down screen and tapping left or right. Misdirect the missiles from the other launcher as needed.&lt;br /&gt;
&lt;br /&gt;
4) After destroying the first rear hatch turret, repeat for the other side. Destroying the second missile launcher and rear hatch turret should be easier since you do not have to worry about the set you have already destroyed.&lt;br /&gt;
&lt;br /&gt;
5) Once the second rear hatch turret has been destroyed, activate the boss core by taking out the remaining center turret and destroy the core. To easily dodge the pattern from the core, align yourself with the edge between the center of the boss and the treads. When the boss core opens, move diagonally down to the edge on the opposite side and dodge into the nearest gap of the bullet fan.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!The Milk&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
The Earth Crisis tick milk is rather (in)famous and involves delaying destroying the last center turret in order to keep from activating the boss core. While the core is inactive it is invincible, allowing the player to tick milk the boss until time out. There are multiple safe spots from which you can perform this trick.&lt;br /&gt;
&lt;br /&gt;
The score yield for tick milking the boss is variable and depends on the ship, with Miyamoto gaining the most points from the trick. In order to maximize the score yield, the player should collect four options prior to the fight and (depending on the ship) activate the special shot power up. The player should also activate a higher autofire rate for more tick points. Ships with non-piercing shots should increase their fire rate to 15 Hz while ships with piercing shots may remain at 10 Hz.&lt;br /&gt;
&lt;br /&gt;
Although the execution for the tick milk is not demanding, it is considered advanced because doing this trick will increase rank significantly. Thus, careful routing is required in order to mitigate the rank increase. One way to limit the rank gained is to tick milk the boss from outside the sealing range of the live center turret. (There is a safe spot at the top of the screen and to the left of center from which the center turret cannot hit the player.) In addition, the player is recommended to suicide and drop all of their options after the fight in order to maximize the rank lost from dying. If you have multiple lives and rank is still high, consider suiciding a second time before you pick up any options.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-|&lt;br /&gt;
 Satanic Surfer=&lt;br /&gt;
&lt;br /&gt;
==Score Breakdown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part !! Shot/Option !! Weapon/Penetrating !! rowspan=&amp;quot;11&amp;quot; style=&amp;quot;background-color:#f9f9f9&amp;quot; | [[File:SS overview.png |600 px]]&lt;br /&gt;
|-&lt;br /&gt;
| Mini Turret || 1,000 (x10) || 1,000 (x10)&lt;br /&gt;
|-&lt;br /&gt;
| Side Turret || 1,000 (x4) || 1,000 (x4)&lt;br /&gt;
|-&lt;br /&gt;
| '''Large Turret Cannon''' || '''10,000 (x2)''' || '''1,000 (x2)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Large Turret Segment (3 per turret)''' || '''10,000x3 (x2)''' || '''1,000x3 (x2)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Large Turret Base''' || '''20,000 (x2)''' || '''2,000 (x2)'''&lt;br /&gt;
|-&lt;br /&gt;
| Center Turret || 2,000 (x4) || 2,000 (x4)&lt;br /&gt;
|-&lt;br /&gt;
| Hatch Turret || 30,000 (x2) || 30,000 (x2)&lt;br /&gt;
|-&lt;br /&gt;
| Homing Drone || 5,000 || 5,000&lt;br /&gt;
|-&lt;br /&gt;
| Tail (4 segments) || 5,000 (x4) || 5,000 (x4)&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core || 100,000 || 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
|-|&lt;br /&gt;
 Nose Laughin mk2=&lt;br /&gt;
&lt;br /&gt;
==Score Breakdown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part !! Shot/Option !! Weapon/Penetrating&lt;br /&gt;
|-&lt;br /&gt;
| Tail Cover || 4,000 || 4,000&lt;br /&gt;
|-&lt;br /&gt;
| '''Tail Turret''' || '''50,000''' || '''5,000'''&lt;br /&gt;
|-&lt;br /&gt;
| Tail 1 || 3,000 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Tail 2 || 2,000 || 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Tail 3 || 1,000 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Spinning Turret || 5,000 (x2) || 5,000 (x2)&lt;br /&gt;
|-&lt;br /&gt;
| Mini Turret || 3,000 (x2) || 3,000 (x2)&lt;br /&gt;
|-&lt;br /&gt;
| Wing Turret || 10,000 (x4) || 10,000 (x4)&lt;br /&gt;
|-&lt;br /&gt;
| '''Propeller Turret''' || '''50,000 (x2)''' || '''5,000 (x2)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Front Propeller''' || '''50,000''' || '''5,000'''&lt;br /&gt;
|-&lt;br /&gt;
| Missile Launcher Cannon || 1,000 (x2) || 1,000 (x2)&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile Launcher Body''' || '''50,000''' || '''5,000'''&lt;br /&gt;
|-&lt;br /&gt;
| Wing Panel (8 phases) || 1,000x8 (x6) || 1,000x8 (x6)&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core || 100,000 || 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
|-|&lt;br /&gt;
 Mad Ball mk2=&lt;br /&gt;
&lt;br /&gt;
==Score Breakdown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part !! Shot/Option !! Weapon/Penetrating&lt;br /&gt;
|-&lt;br /&gt;
| Outer Turret || 10,000 (x8) || 10,000 (x8)&lt;br /&gt;
|-&lt;br /&gt;
| Connection (outer) || 20,000 (x16) || 20,000 (x8)&lt;br /&gt;
|-&lt;br /&gt;
| Connection (thick) || 30,000 (x8) || 30,000 (x8)&lt;br /&gt;
|-&lt;br /&gt;
| Connection (thin) || 50,000 (x8) || 50,000 (x8)&lt;br /&gt;
|-&lt;br /&gt;
| Inner Turret || 30,000 (x8) || 30,000 (x8)&lt;br /&gt;
|-&lt;br /&gt;
| '''Central Turret''' || '''50,000''' || '''10,000'''&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core || 100,000 || 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
|-|&lt;br /&gt;
 Black Heart=&lt;br /&gt;
&lt;br /&gt;
==Score Breakdown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part !! Shot/Option !! Weapon/Penetrating&lt;br /&gt;
|-&lt;br /&gt;
| Wing Panel (8 phases) || 1,000x8 (x4) || 1,000x8 (x4)&lt;br /&gt;
|-&lt;br /&gt;
| Popcorn || 1,000 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core || 100,000 || 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
|-|&lt;br /&gt;
 Junky Monkey=&lt;br /&gt;
&lt;br /&gt;
==Score Breakdown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part !! Shot/Option !! Weapon/Penetrating&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core (Phase 1) || 50,000 || 50,000&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core (Phase 2) || 50,000 || 50,000&lt;br /&gt;
|-&lt;br /&gt;
| Arm || 10,000 (x32) || 10,000 (x32)&lt;br /&gt;
|-&lt;br /&gt;
| '''Side Hatch''' || '''1,000 (x4)''' || '''100 (x4)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Ground Turret''' || '''1,000 (x2)''' || '''100 (x2)'''&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core (Phase 3) || 100,000 || 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
|-|&lt;br /&gt;
 Black Heart mk2=&lt;br /&gt;
&lt;br /&gt;
==Score Breakdown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part !! Shot/Option !! Weapon/Penetrating&lt;br /&gt;
|-&lt;br /&gt;
| Wing Panel (8 phases) || 1,000x8 (x4) || 1,000x8 (x4)&lt;br /&gt;
|-&lt;br /&gt;
| Popcorn || 1,000 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Grenade || 300 || 300&lt;br /&gt;
|-&lt;br /&gt;
| '''Grenade Explosion''' || - || '''1,000 (weapon)'''&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core || 100,000 || 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
|-|&lt;br /&gt;
 Glow Squid=&lt;br /&gt;
&lt;br /&gt;
==Score Breakdown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part !! Shot/Option !! Weapon/Penetrating&lt;br /&gt;
|-&lt;br /&gt;
| Wing Panel (8 phases) || 1,000x8 (x2) || 1,000x8 (x2)&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core (Phase 2) || 100,000 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| Boss Core (Phase 3) || 300,000 || 300,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# ボスパーツ点数表, http://mtlayk.web.fc2.com/Game/Garegga/Gare_BScore.htm&lt;br /&gt;
# T3-Kamui, Special Demonstrations #13, https://www.youtube.com/watch?v=M4fnxn4xeBE&amp;amp;feature=youtu.be&amp;amp;t=825&lt;br /&gt;
# Tein Gauntlet, ギャラ子がガレッガ一号1600万, https://www.youtube.com/watch?v=QHxMYeTWGTw&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:SS_overview.png&amp;diff=22864</id>
		<title>File:SS overview.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:SS_overview.png&amp;diff=22864"/>
		<updated>2023-07-15T01:33:52Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Satanic Surfer parts overview&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:EC_bossoverview.png&amp;diff=22863</id>
		<title>File:EC bossoverview.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:EC_bossoverview.png&amp;diff=22863"/>
		<updated>2023-07-15T01:19:47Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earth Crisis parts overview&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19275</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19275"/>
		<updated>2023-02-07T06:45:48Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silversworda.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and decent speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshoppera.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is quite slow. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbarona.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but not uniquely bad either. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnaila.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is the slowest one but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gaina.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainb.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainc.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainabc.png]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittaa.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittab.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittac.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittaabc.png]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga miyamotoa.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga miyamotob.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga miyamotoc.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga miyamotoabc.png]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga bornnama.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga bornnamb.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga bornnamc.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga bornnamabc.png]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_bornnamabc.png&amp;diff=19274</id>
		<title>File:Garegga bornnamabc.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_bornnamabc.png&amp;diff=19274"/>
		<updated>2023-02-07T06:45:22Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bornnam ABC sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_bornnamc.png&amp;diff=19273</id>
		<title>File:Garegga bornnamc.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_bornnamc.png&amp;diff=19273"/>
		<updated>2023-02-07T06:44:54Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bornnam C sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_bornnamb.png&amp;diff=19272</id>
		<title>File:Garegga bornnamb.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_bornnamb.png&amp;diff=19272"/>
		<updated>2023-02-07T06:44:29Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bornnam B sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_bornnama.png&amp;diff=19271</id>
		<title>File:Garegga bornnama.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_bornnama.png&amp;diff=19271"/>
		<updated>2023-02-07T06:44:04Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bornnam A sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19270</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19270"/>
		<updated>2023-02-07T06:43:26Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silversworda.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and decent speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshoppera.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is quite slow. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbarona.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but not uniquely bad either. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnaila.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is the slowest one but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gaina.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainb.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainc.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainabc.png]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittaa.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittab.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittac.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittaabc.png]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga miyamotoa.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga miyamotob.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga miyamotoc.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga miyamotoabc.png]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_miyamotoabc.png&amp;diff=19269</id>
		<title>File:Garegga miyamotoabc.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_miyamotoabc.png&amp;diff=19269"/>
		<updated>2023-02-07T06:42:45Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Miyamoto ABC sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_miyamotoc.png&amp;diff=19268</id>
		<title>File:Garegga miyamotoc.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_miyamotoc.png&amp;diff=19268"/>
		<updated>2023-02-07T06:42:18Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Miyamoto C sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_miyamotob.png&amp;diff=19267</id>
		<title>File:Garegga miyamotob.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_miyamotob.png&amp;diff=19267"/>
		<updated>2023-02-07T06:41:51Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Miyamoto B sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_miyamotoa.png&amp;diff=19266</id>
		<title>File:Garegga miyamotoa.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_miyamotoa.png&amp;diff=19266"/>
		<updated>2023-02-07T06:41:19Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Miyamoto A sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19265</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19265"/>
		<updated>2023-02-07T06:39:58Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silversworda.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and decent speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshoppera.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is quite slow. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbarona.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but not uniquely bad either. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnaila.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is the slowest one but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gaina.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainb.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainc.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainabc.png]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittaa.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittab.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittac.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga chittaabc.png]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_chittaabc.png&amp;diff=19264</id>
		<title>File:Garegga chittaabc.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_chittaabc.png&amp;diff=19264"/>
		<updated>2023-02-07T06:39:34Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Chitta ABC sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_chittac.png&amp;diff=19263</id>
		<title>File:Garegga chittac.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_chittac.png&amp;diff=19263"/>
		<updated>2023-02-07T06:39:03Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chitta C sprite&lt;/div&gt;</summary>
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	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_chittab.png&amp;diff=19262</id>
		<title>File:Garegga chittab.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_chittab.png&amp;diff=19262"/>
		<updated>2023-02-07T06:38:18Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chitta B sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_chittaa.png&amp;diff=19261</id>
		<title>File:Garegga chittaa.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_chittaa.png&amp;diff=19261"/>
		<updated>2023-02-07T06:36:48Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Chitta A sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19260</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19260"/>
		<updated>2023-02-07T06:36:08Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
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&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silversworda.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and decent speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshoppera.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is quite slow. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbarona.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but not uniquely bad either. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnaila.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is the slowest one but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gaina.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainb.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainc.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga gainabc.png]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_gainabc.png&amp;diff=19259</id>
		<title>File:Garegga gainabc.png</title>
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		<updated>2023-02-07T06:35:22Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Gain ABC sprite&lt;/div&gt;</summary>
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	<entry>
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		<updated>2023-02-07T06:34:46Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Gain C sprite&lt;/div&gt;</summary>
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_gainb.png&amp;diff=19257</id>
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		<updated>2023-02-07T06:34:15Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Gain B sprite&lt;/div&gt;</summary>
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	<entry>
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		<updated>2023-02-07T06:33:47Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Gain A sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19255</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19255"/>
		<updated>2023-02-07T06:32:52Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
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&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silversworda.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and decent speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshoppera.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is quite slow. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbarona.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but not uniquely bad either. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnaila.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga wildsnailabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is the slowest one but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
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		<id>https://shmups.wiki/index.php?title=File:Garegga_wildsnailabc.png&amp;diff=19254</id>
		<title>File:Garegga wildsnailabc.png</title>
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		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Wild Snail ABC sprite&lt;/div&gt;</summary>
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		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Wild Snail C sprite&lt;/div&gt;</summary>
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		<title>File:Garegga wildsnailb.png</title>
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		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Wild Snail B sprite&lt;/div&gt;</summary>
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		<updated>2023-02-07T06:30:30Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Wild Snail A sprite&lt;/div&gt;</summary>
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	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19250</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19250"/>
		<updated>2023-02-07T06:29:35Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
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&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silversworda.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and decent speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshoppera.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is quite slow. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbarona.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga flyingbaronabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but not uniquely bad either. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is the slowest one but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_flyingbaronabc.png&amp;diff=19249</id>
		<title>File:Garegga flyingbaronabc.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_flyingbaronabc.png&amp;diff=19249"/>
		<updated>2023-02-07T06:27:46Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Flying Baron ABC sprite&lt;/div&gt;</summary>
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		<title>File:Garegga flyingbaronc.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_flyingbaronc.png&amp;diff=19248"/>
		<updated>2023-02-07T06:27:14Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Flying Baron C sprite&lt;/div&gt;</summary>
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_flyingbaronb.png&amp;diff=19247</id>
		<title>File:Garegga flyingbaronb.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_flyingbaronb.png&amp;diff=19247"/>
		<updated>2023-02-07T06:26:39Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Flying Baron B sprite&lt;/div&gt;</summary>
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_flyingbarona.png&amp;diff=19246</id>
		<title>File:Garegga flyingbarona.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_flyingbarona.png&amp;diff=19246"/>
		<updated>2023-02-07T06:26:05Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
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&lt;div&gt;Flying Baron A sprite&lt;/div&gt;</summary>
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	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19245</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19245"/>
		<updated>2023-02-07T06:24:48Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
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&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silversworda.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and decent speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshoppera.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga grasshopperabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is quite slow. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but not uniquely bad either. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is the slowest one but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_grasshopperabc.png&amp;diff=19244</id>
		<title>File:Garegga grasshopperabc.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_grasshopperabc.png&amp;diff=19244"/>
		<updated>2023-02-07T06:23:57Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grasshopper ABC sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_grasshopperc.png&amp;diff=19243</id>
		<title>File:Garegga grasshopperc.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_grasshopperc.png&amp;diff=19243"/>
		<updated>2023-02-07T06:23:22Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grasshopper C sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_grasshopperb.png&amp;diff=19242</id>
		<title>File:Garegga grasshopperb.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_grasshopperb.png&amp;diff=19242"/>
		<updated>2023-02-07T06:22:47Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grasshopper B sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_grasshoppera.png&amp;diff=19241</id>
		<title>File:Garegga grasshoppera.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_grasshoppera.png&amp;diff=19241"/>
		<updated>2023-02-07T06:21:57Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grasshopper A sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19240</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19240"/>
		<updated>2023-02-07T06:20:21Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silversworda.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordb.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
[[File:Garegga silverswordabc.png]] &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and decent speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is quite slow. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but not uniquely bad either. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is the slowest one but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_silverswordabc.png&amp;diff=19239</id>
		<title>File:Garegga silverswordabc.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_silverswordabc.png&amp;diff=19239"/>
		<updated>2023-02-07T06:19:20Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Silver Sword ABC sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_silverswordc.png&amp;diff=19238</id>
		<title>File:Garegga silverswordc.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_silverswordc.png&amp;diff=19238"/>
		<updated>2023-02-07T06:18:35Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Silver Sword C sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_silverswordb.png&amp;diff=19237</id>
		<title>File:Garegga silverswordb.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_silverswordb.png&amp;diff=19237"/>
		<updated>2023-02-07T06:17:47Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Silver Sword B sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Garegga_silversworda.png&amp;diff=19236</id>
		<title>File:Garegga silversworda.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Garegga_silversworda.png&amp;diff=19236"/>
		<updated>2023-02-07T06:15:10Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Silver Sword A sprite&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19235</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19235"/>
		<updated>2023-02-07T06:13:50Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and decent speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is quite slow. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but not uniquely bad either. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is the slowest one but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19229</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19229"/>
		<updated>2023-02-06T07:36:34Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and decent speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it quite slow. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but not uniquely bad either. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is the slowest one but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19220</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19220"/>
		<updated>2023-02-05T18:21:33Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and only slightly above-average speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival. The B-variant, Cannonball, is noteworthy for being red.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is also the slowest ship in the game. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but not uniquely bad either. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is one of the slower ships but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19219</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19219"/>
		<updated>2023-02-05T18:19:19Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and only slightly above-average speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the advantage a new player may be looking for when trying to clear the game for survival. The B-variant, Cannonball, is noteworthy for being red.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is also the slowest ship in the game. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Don't use Flying Baron. Yes, it has an awesome design and some of the coolest ship names, but it's not worth it. To be clear, it is reasonably fast and has a non-piercing shot, which isn't exceptional but nothing that plenty of other ships can't deal with. What brings Flying Baron down is its weapon, which is one of the worst bombs in the game (if not the worst). In fairness, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from enemy bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is one of the slower ships but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction as well as max out rank to wring every point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19217</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=19217"/>
		<updated>2023-02-05T09:29:33Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga]] is a vertically scrolling [[shoot'em up]] game developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. ''*Exception: Options spawned from the player ship after a death will not count towards the search formation but can be used to activate it.*'' Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silver Sword is unremarkable in many ways. It has a standard non-piercing shot and only slightly above-average speed. Its special weapon is unique in that it does a flat amount of damage regardless of the weapon fragments consumed, making it one of the strongest at low power but the weakest by far at full power. Instead, Silver Sword's weapon increases its range as more weapon fragments are used. Furthermore, the weapon can be aimed; it moves in the opposite direction as Silver Sword is moving when deployed, making it very flexible overall. The most curious thing about Silver Sword is its hitbox, which is slightly lower on the sprite than every other ship. This can help with item collection but is hardly the type of &amp;quot;x-factor&amp;quot; a new player may be looking for when trying to clear the game for survival. The B-variant, Cannonball, is noteworthy for being red.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs'''&lt;br /&gt;
* Silver Sword's weapon is an homage to the bomb from the Taito shmup Gun Frontier.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Grasshopper is most defined by its shot, which is very weak initially but becomes one of the strongest in the game upon gaining piercing bullets at shot Lv 4. However, there's a catch: the shot is very narrow at all levels, so Grasshopper is far more reliant on options for coverage than any other ship in the game and often vulnerable without that coverage since it is also the slowest ship in the game. Grasshopper's weapon is fast to start up and offers limited off-center coverage in front of the ship, but it's a little weaker than you might expect. The trick is that the spent shell casings dispensed behind the ship do much more damage, which is useful in a few spots but ultimately makes it awkward to use in many scoring tricks. Grasshopper is the lowest-scoring ship in the game, but that doesn't necessarily mean it's bad for survival. On the contrary, it shot can melt through bosses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Flying Baron has some of the coolest ship names. It is also a mess. It is reasonably fast but has a non-piercing shot, which it makes up for by having one of the worst bombs in the game (if not the worst). To be fair, you can influence the direction the weapon's missiles fly in since the missile &amp;quot;cloud&amp;quot; will roughly follow the horizontal movement of the ship, but the missiles' homing capabilities leave much to be desired and their random nature makes some tricks (i.e. Mad Ball's outer ring) incredibly unreliable to execute. Flying Baron's weapon is also somewhat lacking in defensive utility since the missiles are deployed behind the ship; it takes a little extra time for them to provide the proper cover from the bullets likely coming from the front. Flying Baron is not recommended for players at any skill level unless they are morbidly curious, brave, and/or exceptionally dedicated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Wild Snail is the best ship for general survival play. It is one of the slower ships but has a powerful main shot with piercing bullets that easily destroy all enemies encountered throughout the game, including the later bosses. Furthermore, its weapon is very damaging as well and has some aiming capabilities so it can provide good cover regardless of the ship's position on screen. However, the aiming on the flamethrowers is random so if you want it to fire in a specific direction you need to carefully position yourself so that there is a target in that direction. Unfortunately, the random nature of the weapon makes it unreliable for many scoring tricks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain is the second fastest ship and has a standard non-piercing shot. However, his options fire swords that are piercing and quite strong, although they can only fire one sword at a time and have to wait for the previous one to go offscreen before they fire again. Gain's strongest tool is his weapon, an area-of-effect bomb that does a lot of damage and trivializes many scoring tricks. Gain is the highest-scoring ship in the game but arguably the hardest to achieve a truly elite score with since you need to juggle both piercing and non-piercing shots for enemy destruction. Oh, and max out rank to wring every last point out of the last bosses. However, don't let this dissuade you from playing as Gain if you're going for a survival clear; he has all of the tools one could ask for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Chitta is a monkey's paw personified. She has a standard speed and non-piercing shot type, but her options and weapon have special properties that sound really good on paper but don't perform well in practice. Her options shoot homing bullets, but are less useful than promised since the homing isn't particularly effective. They also often aim away from the targets you want to shoot or towards targets you don't want to shoot, so it can often feel like you are fighting them as well as the enemies on screen. Needless to say, properly controlling Chitta's options is a skill unto itself. She also has an area-of-effect bomb, but it is weak and doesn't have very many active frames. Furthermore, it has such an excessive amount of startup that it is awkward to time and has practically no defensive utility. Chitta does have more invincibilty frames than any other ship during her weapon startup, but this doesn't make up for the weapon's shortcomings. Chitta can score fairly well since area-of-effect bombs are well-suited to many scoring tricks, but she is still one of the worst ships and not generally recommended.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are her H-subweapon from Mahou Daisakusen&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Miyamoto is the fastest ship in the game. He has a non-piercing shot, but his options shoot bullets that explode on impact and are overall the strongest options in the game. Furthermore, his options give a large amount of tick points, which benefit a uniquely aggressive playstyle that emphasizes point-blanking and tick point milking. His weapon is actually pretty weak since Miyamoto can't shoot while using it, but it covers almost the entire screen in front of him and comes out nearly instantly. Although Miyamoto has hardly any invincibility while bombing, he doesn't really need it since his weapon is the closest to a traditional panic bomb in the game. As a result, he is excellent for survival play.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bornnam is one of the slower ships but makes up for it with his main shot, a non-piercing shot with excellent screen coverage. Furthermore, his options shoot wide bullets for even greater coverage. However, his strongest asset is his area-of-effect bomb, which makes many scoring tricks much easier to execute. Between his shot and weapon he is probably one of the most consistent ships for mid-level score play and the best ship to learn how to score with.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop weapon fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many rank mitigation strategies you can implement in order to keep rank relatively low. Some of the more common strategies include:&lt;br /&gt;
&lt;br /&gt;
* Playing with the default or 10 Hz autofire rate&lt;br /&gt;
* Keeping ~two extra lives and trying to suicide slightly before you gain an extra life&lt;br /&gt;
* Powering up slowly with large shot icons and playing with fewer than four options &lt;br /&gt;
* Avoiding unnecessary item pick-ups, focusing instead on what you need in the moment&lt;br /&gt;
* Exercising a little shot discipline by not firing when there are no enemies on screen (you can also often tap fire to wipe out popcorn waves)&lt;br /&gt;
&lt;br /&gt;
Luckily, none of these strategies are strictly required to clear the game and mistakes can almost always be played around, so it is probably better to think of them more as guidelines to keep things from getting too crazy rather than rules to abide by. In addition, sometimes deviating from these strategies can make things easier. For instance, while collecting every weapon fragment might increase the rank a fair bit you may still find yourself often collecting them anyway to bomb scenery for score and secrets. This helps get you extra lives that you can then use to lower rank, or you can simply keep a few fragments in stock in case you need to panic bomb. &lt;br /&gt;
&lt;br /&gt;
Trying to internalize all of this can be difficult when you first pick up the game, especially since there is rarely direct feedback if you are doing something &amp;quot;wrong&amp;quot;. In this case, it is probably better to pick one or two rank strategies to focus on while you learn the stage layouts. You can then slowly add in more rank control strategies if desired as you become more comfortable with the game. Here is a simplified view of rank factors in order of relative importance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Autofire &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Collecting excess low-value medals &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Options &amp;gt; Extra lives &amp;gt;&amp;gt; Main shot level &amp;gt; Collecting excess weapon fragments'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources. ''See [[Battle Garegga/Stages]] for more information.''&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a general FAQ and detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Battle Garegga Rev.2016 version differences==&lt;br /&gt;
&lt;br /&gt;
This version was made by M2. Here are some key differences :&lt;br /&gt;
&lt;br /&gt;
- M2 Gadgets can be activated to display informations : Score, Controller, Rank Graph, Ship Stock, Special Weapon, Boss Timer, Boss Stamina, Next Item, Rapid Count, Hidden Option Formation and Music.&lt;br /&gt;
&lt;br /&gt;
- Ability to change enemy bullet color : No Flashing, Flashing (Bright), Flashing (Dark), Flashing (Pink bullets), Flashing (Blue bullets), Flashing (Yellow bullets), Flashing (Green bullets).&lt;br /&gt;
&lt;br /&gt;
- Bugs like &amp;quot;endless patterns&amp;quot; and &amp;quot;being unable to continue&amp;quot; were corrected.&lt;br /&gt;
&lt;br /&gt;
- Four different soundtracks are now selectable for gameplay : the original arcade BGM, the Saturn version BGM, the SweepRecord Remix 2016 and Rev.2016 perfect edition soundtrack.&lt;br /&gt;
&lt;br /&gt;
- Includes additional modes that are not present in the arcade release : Premium Mode, Super Easy Mode and Custom Mode.&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
It is a new arrange mode created by M2.&lt;br /&gt;
&lt;br /&gt;
'''Default settings differences compared to the original arcade mode''' :&lt;br /&gt;
&lt;br /&gt;
- Score extends : Only 1 million and 2 million&lt;br /&gt;
&lt;br /&gt;
- Fixed Rank : Fixed per stage&lt;br /&gt;
&lt;br /&gt;
- Mad Ball random attacks : Fixed Premium&lt;br /&gt;
&lt;br /&gt;
- Item received from Slayer : Extend&lt;br /&gt;
&lt;br /&gt;
- Special Weapon at start : 1 Large&lt;br /&gt;
&lt;br /&gt;
- Small weapon item value : 2 Small&lt;br /&gt;
&lt;br /&gt;
- Auto Special Weapon : If there is 1 or more Large weapon in stock AND if the shot button is being pressed when hit, auto-weapon is activated&lt;br /&gt;
&lt;br /&gt;
- Special Weapon Score : Always provide bonus&lt;br /&gt;
&lt;br /&gt;
- Item Fall Speed : Fixed to 75 % of lowest rank&lt;br /&gt;
&lt;br /&gt;
- Auto collect Medals : On (very short range)&lt;br /&gt;
&lt;br /&gt;
- Missed Medal penalty : 5 levels lower&lt;br /&gt;
&lt;br /&gt;
- Special Weapon invincibility extension : On&lt;br /&gt;
&lt;br /&gt;
- Player ship hitbox reduction : 1/2 size&lt;br /&gt;
&lt;br /&gt;
- In-game rapid fire speed : Fixed at 15 rapid fire shots&lt;br /&gt;
&lt;br /&gt;
There are also differences in these parameters : Enemy HP, Enemy bullet density and Enemy bullet speed. Set as Premium, but said to be based on arcade version as 100 % (default setting).&lt;br /&gt;
&lt;br /&gt;
'''Other extends''' : &lt;br /&gt;
&lt;br /&gt;
- The hidden extend from the mid-boss of the Factory stage is still there.&lt;br /&gt;
&lt;br /&gt;
- Each mid-boss and boss will give you an extend when you destroy them IF you don't have any extend in stock AND IF you destroy it while it's actively shooting bullets. Destroying it when it's not shooting bullets will give a Large weapon instead. (Theory by Liquidus0 after multiple tests, has to be confirmed).&lt;br /&gt;
&lt;br /&gt;
'''Change for the stages order''' : &lt;br /&gt;
&lt;br /&gt;
Factory is now the second stage instead of being the third one and Plateau is now the third stage instead of being the second one.&lt;br /&gt;
&lt;br /&gt;
'''Blast Branch Mode'''&lt;br /&gt;
&lt;br /&gt;
In progress by Liquidus0.&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Custom Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;Note: Not sure if this is the best place to put it, but it seemed like an OK option - feel free to move if it doesn't meet standards&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A fan website, [https://web.archive.org/web/20170110141139/http://www.battlegareg.ga/index.html ''The Genius of Garegga''], presents a thesis about the game's design. It argues that the entire game is intentionally designed to encourage intuitive learning, that the game is designed around a philosophy of opportunity and consequence, and that it rewards thoughtful play and intentionality more than raw execution. To quote the abstract:&lt;br /&gt;
  Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:&lt;br /&gt;
  You can do anything, but everything has consequences.&lt;br /&gt;
  ...take what you need and make the most of what you have.&lt;br /&gt;
  ...your wits can make up for where your reflexes fail.&lt;br /&gt;
Though not universally accepted within the community, it's an interesting and valuable perspective regardless, and presents compelling evidence for some claims.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Battle Garegga/Video Index|Video index for Battle Garegga]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
# Rev.2016 and Premium Mode infos gathering (From Icarus and M2) and tests by [[User:Liquidus0|Liquidus0]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Option mechanic]]&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga/Advanced_Rank&amp;diff=18104</id>
		<title>Battle Garegga/Advanced Rank</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga/Advanced_Rank&amp;diff=18104"/>
		<updated>2022-11-15T06:41:58Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* HP Scaling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Rank in Battle Garegga is a bounded integer. Its maximum value is 15,728,640, and its minimum value is 2,097,152 for &amp;quot;normal&amp;quot; DIP switch settings and &amp;quot;Arcade&amp;quot; mode in the Battle Garegga Rev.2016 port.&lt;br /&gt;
&lt;br /&gt;
In the arcade release, rank is hidden from the player. However, the Battle Garegga Rev.2016 port allows the player to track rank as a percentage in real time in the &amp;quot;rank graph&amp;quot; M2 gadget. The rank% displayed in the rank graph is a simple linear conversion from the rank variable stored by the game:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''rank% = 100 * [(max-rank)/(max-min)]''&lt;br /&gt;
&lt;br /&gt;
''max'' = 15,728,640 (0xF00000 in hexadecimal)&lt;br /&gt;
&lt;br /&gt;
''min'' = 2,097,152 (0x200000 in hexadecimal)&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that ''rank%'' is 0.0% when ''rank=max'' and 100.0% when ''rank=min''. Thus, high rank means low difficulty and vice versa.&lt;br /&gt;
&lt;br /&gt;
For a rank change from any given source, the conversion goes:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''Δrank% = 100 * [Δrank / (max - min)]''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rank is updated every frame according to a value called the frame rank as well as other specific events. These events are firing the ship's main shot, firing an option, picking up an item, deploying the ship's special weapon, sealing an enemy bullet, and dying.&lt;br /&gt;
&lt;br /&gt;
''Note: The rank graph only displays rank% with one significant figure, which is larger than many rank changes throughout the game. Thus, tables of rank% will display more significant figures than encountered in game for the sake of accuracy.''&lt;br /&gt;
&lt;br /&gt;
=== HP Scaling ===&lt;br /&gt;
&lt;br /&gt;
One of the most noticeable effects of rank is how it influences enemy HP. When an enemy spawns, its maximum HP is calculated by the formula:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''HP = ((0x300 - 2*(rank &amp;gt;&amp;gt; 16)) * base) &amp;gt;&amp;gt; 8''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this formula, ''base'' is the default enemy HP. Note that changing rank will not update the HP values of any enemies on screen, only new enemies that spawn under the new rank value.&lt;br /&gt;
&lt;br /&gt;
What this means in practice is that enemy HP scales linearly from x1-x3 of the base HP value as the absolute rank decreases and rank% increases. Enemies will spawn with their base HP value when rank is the maximum value of a 24-bit integer, 0xFFFFFF. However, the default rank value (i.e. 0.0%) is 0xF00000 so the base HP values are never actually encountered during gameplay. When rank reaches half of a 24-bit integer, 0x800000, this scaling is x2 and enemies spawn with double their base HP. If rank were to reach the minimum value of a 24-bit integer, 0x0, the scaling would be x3 and enemies would spawn with triple their base HP. However, the minimum rank value (i.e. 100.0%) is 0x200000 so enemies with triple HP are also never encountered. (Setting the DIP switch to &amp;quot;hardest&amp;quot; will lower the minimum rank to 0x80000, but since this is considerably greater than 0x0 enemies will still spawn with less than triple HP.)&lt;br /&gt;
&lt;br /&gt;
A summary of enemy HP scaling encountered in game is displayed in the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank (hexadecimal) !! Rank% !! HP Scaling&lt;br /&gt;
|-&lt;br /&gt;
| 0xF00000 || 0.0 || x1.125&lt;br /&gt;
|-&lt;br /&gt;
| 0xC00000 || 23.07692 || x1.5&lt;br /&gt;
|-&lt;br /&gt;
| 0x800000 || 53.84615 || x2&lt;br /&gt;
|-&lt;br /&gt;
| 0x200000 || 100.0 || x2.75&lt;br /&gt;
|-&lt;br /&gt;
| 0x80000 || 111.53846 || 2.9375&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Frame Rank ==&lt;br /&gt;
&lt;br /&gt;
The frame rank is a value applied to the rank on every frame during a playthrough. Like rank, it is hidden from the player in the original arcade release, but displayed in the upper left-hand corner of the rank graph on the Battle Garegga Rev.2016 port. The frame rank is a singular value the game tracks and updates as needed. However, it can be useful to think of the frame rank as dependent upon two components:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; ''Frame Rank = Base Value + Extras'' &amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Base Value===&lt;br /&gt;
&lt;br /&gt;
The base value depends on the highest autofire rate activated during the credit. Its default value is equal to 22 for the &amp;quot;normal&amp;quot; DIP switch setting on the Japanese arcade release and the &amp;quot;Arcade&amp;quot; mode of the Battle Garegga Rev.2016 port. Note that returning to a lower fire rate will ''not'' lower the frame rank to a previous value, so it is worth carefully considering when to increase the autofire rate.&lt;br /&gt;
&lt;br /&gt;
''Note: Because the frame rank is a small number, the total rank% change per second is included as well in the following table.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 22 || 0x16 || 0.00016 || 0.00968&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 22 || 0x16 || 0.00016 || 0.00968&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 33 || 0x21 || 0.00024 || 0.01453&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 44 || 0x2C || 0.00032 || 0.01937&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 66 || 0x42 || 0.00048 || 0.02905&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 88 || 0x58 || 0.00065 || 0.03873&lt;br /&gt;
|-&lt;br /&gt;
| 60 Hz* || 110 || 0x6E || 0.00081 || 0.04841&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''*Note: 60 Hz autofire is only accessible through a glitch and will activate if you tap the shot button on the frame you respawn. In practice, this means you have a 50% chance of activating it if you hold down a 30 Hz external autofire button after dying. Miyamoto can trigger this glitch without needing to die by holding 30 Hz autofire after bombing.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extras ===&lt;br /&gt;
&lt;br /&gt;
The extra additions are small values added to the current frame rank upon obtaining certain power ups. Levelling up the main shot with a small shot power up (including the special shot level up) increases the current frame rank by 1. Activating a secret option formation (except for wide formation, which does not affect frame rank) increases the current frame rank by 2. These values are added every time one of the conditions is fulfilled, even if you have already activated the power up or formation during the current playthrough. Losing the power up or option formation will not decrease the current frame rank by the value that was added.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Activation !! Frame Rank Increase !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| Shot Lv Up w/ small shot power up || +1 || 0.000007 || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Special Shot Lv Up || +1 || 0.000007 || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Activate shadow option formation || +1 || 0.000007 || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Activate homing/search option formations || +2 || 0.000015 || 0.00088&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Autofire ===&lt;br /&gt;
&lt;br /&gt;
When changing the autofire rate, the new frame rank will be:&lt;br /&gt;
&lt;br /&gt;
* the current frame rank, or &lt;br /&gt;
* the new base value, &lt;br /&gt;
&lt;br /&gt;
whichever is greater. This means that it is advantageous to change the autofire rate ''after'' powering up with small shot power ups or special option formations, since the extra additions will be &amp;quot;absorbed&amp;quot; into the new base value if changing to 12 Hz or higher autofire.&lt;br /&gt;
&lt;br /&gt;
== Main Shot ==&lt;br /&gt;
&lt;br /&gt;
The value of the rank increment applied whenever firing the main shot depends on the number of bullet &amp;quot;clusters&amp;quot; in the shot level of the ship being used and whether the cluster is of non-penetrating or penetrating bullets. The increment at any individual shot level is unique for each ship. In addition, if the sprite limit for player shots on screen has been reached due to a high autofire rate, the rank increment for shots not fired will still be applied.&lt;br /&gt;
&lt;br /&gt;
''Note: Because the rank increment per shot is a small number for each ship and shot level, the rank% increase per second for each autofire rate is included in the tables below.''&lt;br /&gt;
&lt;br /&gt;
=== Silver Sword ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| Special || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grasshopper ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| Special || 220 || 0xDC || 0.00161 || 0.01388 || 0.01614 || 0.01937 || 0.02421 || 0.03228 || 0.04842&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flying Baron ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
| Special || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wild Snail ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 220 || 0xDC || 0.00161 || 0.01388 || 0.01614 || 0.01937 || 0.02421 || 0.03228 || 0.04842&lt;br /&gt;
|-&lt;br /&gt;
| Special || 220 || 0xDC || 0.00161 || 0.01388 || 0.01614 || 0.01937 || 0.02421 || 0.03228 || 0.04842&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gain ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| Special || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chitta ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| Special || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miyamoto ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
| Special || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bornnam ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 0x78 || 0.00088 || 0.00757 || 0.00880 || 0.01056 || 0.01320 || 0.01761 || 0.02641&lt;br /&gt;
|-&lt;br /&gt;
| Special || 120 || 0x78 || 0.00088 || 0.00757 || 0.00880 || 0.01056 || 0.01320 || 0.01761 || 0.02641&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Option Shot ==&lt;br /&gt;
&lt;br /&gt;
A rank increment is applied for every individual option bullet fired. The value of this increment is the same for all ships except for Gain and Miyamoto, whose option bullets have larger rank increments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Rank per bullet (decimal) !! Rank per bullet (hexadecimal) !! Rank% per bullet&lt;br /&gt;
|-&lt;br /&gt;
| Garegga ships, Chitta, Bornnam || 20 || 0x14 || 0.00015&lt;br /&gt;
|-&lt;br /&gt;
| Miyamoto || 60 || 0x3C || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Gain || 240 || 0xF0 || 0.00176&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
The value added to the rank when collecting an item depends on the item, with two exceptions. The first exception is when collecting a shot power up, option, or weapon fragment at max capacity, which will increase the value added to rank. The second exception is when collecting a small shot power up or small weapon fragment that levels up the main shot or fills a weapon stock, which will also increase the rank added.&lt;br /&gt;
&lt;br /&gt;
The total rank increase from collecting 40 small weapon fragments is also included in the table below for an easy comparison to collecting a single large weapon fragment.&lt;br /&gt;
&lt;br /&gt;
=== Small Shot Power Ups ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2048 || 0x800 || 0.01502&lt;br /&gt;
|-&lt;br /&gt;
| Max Shot Level || 10240 || 0x2800 || 0.07512&lt;br /&gt;
|-&lt;br /&gt;
| Shot Level Up || 10240 || 0x2800 || 0.07512&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Large Shot Power Ups ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 8192 || 0x2000 || 0.06010&lt;br /&gt;
|-&lt;br /&gt;
| Max Shot Level || 16384 || 0x4000 || 0.12019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Small Weapon Fragments ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2048 || 0x800 || 0.01502&lt;br /&gt;
|-&lt;br /&gt;
| Max Bomb Stocks || 10240 || 0x2800 || 0.07512&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Level Up || 67584 || 0x10800 || 0.49579&lt;br /&gt;
|-&lt;br /&gt;
| 40 Fragments || 147456 || 0x24000 || 1.08173&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Large Weapon Fragments ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 65536 || 0x10000 || 0.48077&lt;br /&gt;
|-&lt;br /&gt;
| Max Bomb Stocks || 73728 || 0x12000 || 0.54087&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Option Power Ups ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 65536 || 0x10000 || 0.48077&lt;br /&gt;
|-&lt;br /&gt;
| Max Options || 73728 || 0x12000 || 0.54087&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medals ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 8192 || 0x2000 || 0.06010&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 18432 || 0x4800 || 0.13522&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 28672 || 0x7000 || 0.21034&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 38912 || 0x9800 || 0.28546&lt;br /&gt;
|-&lt;br /&gt;
| 500+ || 118 || 0x76 || 0.00087&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Weapons ==&lt;br /&gt;
&lt;br /&gt;
A rank increment is applied to the rank whenever activating the ship's special weapon. This value is applied regardless of whether a full bomb stock was used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 16384 || 0x4000 || 0.12019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sealing Bullets ==&lt;br /&gt;
&lt;br /&gt;
A rank increment is applied for each individual bullet sealed. For the total rank increase, multiply this value by the number of bullets sealed for enemies that fire many bullets at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 2048 || 0x800 || 0.01502&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
&lt;br /&gt;
The rank increment upon death depends on the number of extra lives the player has on hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extra Lives !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 261120 || 0x3FC00 || -1.91556&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 391680 || 0x5FA00 || -2.87335&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 522240 || 0x7F800 || -3.83113&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 655360 || 0xA0000 || -4.80769&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 785920 || 0xBFE00 || -5.76547&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Game Over) || 785920 || 0xBFE00 || -5.76547&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DIP Switches ==&lt;br /&gt;
&lt;br /&gt;
Changing the DIP switch in the arcade version or in &amp;quot;Custom&amp;quot; mode of the Battle Garegga Rev.2016 port changes two things, the minimum rank and the base values that determine frame rank.&lt;br /&gt;
&lt;br /&gt;
Because of the different minimum rank, the maximum in-game difficulty will change between settings even though the starting difficulty will remain the same. Even though the minimum rank changes, the rank% will still be calculated using the minimum rank of the &amp;quot;normal&amp;quot; DIP switch setting. As a result, the maximum possible rank% will change to a number greater or lower than 100.0% depending on the DIP switch setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! DIP Switch Setting !! Minimum Rank (decimal) !! Minimum Rank (hexadecimal) !! Maximum Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 4,194,304 || 0x400000 || 84.6&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2,097,152 || 0x200000 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 1,048,576 || 0x100000 || 107.6&lt;br /&gt;
|-&lt;br /&gt;
| Hardest || 524,288 || 0x80000 || 111.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because of the different base values, the frame ranks encountered at different autofire rates will change accordingly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Easy'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 16 || 0x10 || 0.00012 || 0.00704&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 16 || 0x10 || 0.00012 || 0.00704&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 24 || 0x18 || 0.00018 || 0.01056&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 32 || 0x20 || 0.00023 || 0.01409&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 48 || 0x30 || 0.00035 || 0.02113&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 64 || 0x40 || 0.00047 || 0.02817&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hard'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 28 || 0x1C || 0.00021 || 0.01232&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 28 || 0x1C || 0.00021 || 0.01232&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 42 || 0x2A || 0.00031 || 0.01849&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 56 || 0x28 || 0.00041 || 0.02465&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 84 || 0x54 || 0.00062 || 0.03697&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 112 || 0x70 || 0.00082 || 0.04930&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hardest'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 36 || 0x24 || 0.00026 || 0.01585&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 36 || 0x24 || 0.00026 || 0.01585&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 54 || 0x36 || 0.00040 || 0.02377&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 72 || 0x48 || 0.00053 || 0.03169&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 108 || 0x6C || 0.00079 || 0.04754&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 144 || 0x90 || 0.00106 || 0.06338&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# Battle Garegga Rank Percentages, https://docs.google.com/spreadsheets/d/1--_IPOmSNxo6ShxzS2Up_q-DNEo2wPCHbuQMyj9NIwE/edit#gid=0&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga/Advanced_Rank&amp;diff=18103</id>
		<title>Battle Garegga/Advanced Rank</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga/Advanced_Rank&amp;diff=18103"/>
		<updated>2022-11-15T06:17:35Z</updated>

		<summary type="html">&lt;p&gt;CryingBaron: /* HP Scaling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Rank in Battle Garegga is a bounded integer. Its maximum value is 15,728,640, and its minimum value is 2,097,152 for &amp;quot;normal&amp;quot; DIP switch settings and &amp;quot;Arcade&amp;quot; mode in the Battle Garegga Rev.2016 port.&lt;br /&gt;
&lt;br /&gt;
In the arcade release, rank is hidden from the player. However, the Battle Garegga Rev.2016 port allows the player to track rank as a percentage in real time in the &amp;quot;rank graph&amp;quot; M2 gadget. The rank% displayed in the rank graph is a simple linear conversion from the rank variable stored by the game:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''rank% = 100 * [(max-rank)/(max-min)]''&lt;br /&gt;
&lt;br /&gt;
''max'' = 15,728,640 (0xF00000 in hexadecimal)&lt;br /&gt;
&lt;br /&gt;
''min'' = 2,097,152 (0x200000 in hexadecimal)&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that ''rank%'' is 0.0% when ''rank=max'' and 100.0% when ''rank=min''. Thus, high rank means low difficulty and vice versa.&lt;br /&gt;
&lt;br /&gt;
For a rank change from any given source, the conversion goes:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''Δrank% = 100 * [Δrank / (max - min)]''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rank is updated every frame according to a value called the frame rank as well as other specific events. These events are firing the ship's main shot, firing an option, picking up an item, deploying the ship's special weapon, sealing an enemy bullet, and dying.&lt;br /&gt;
&lt;br /&gt;
''Note: The rank graph only displays rank% with one significant figure, which is larger than many rank changes throughout the game. Thus, tables of rank% will display more significant figures than encountered in game for the sake of accuracy.''&lt;br /&gt;
&lt;br /&gt;
=== HP Scaling ===&lt;br /&gt;
&lt;br /&gt;
One of the most noticeable effects of rank is how it influences enemy HP. When an enemy spawns, its maximum HP is calculated by the formula:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''HP = ((0x300 - 2*(rank &amp;gt;&amp;gt; 16)) * base) &amp;gt;&amp;gt; 8''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this formula, ''base'' is the default enemy HP. Note that changing rank will not update the HP values of any enemies on screen, only new enemies that spawn under the new rank value.&lt;br /&gt;
&lt;br /&gt;
What this means in practice is that enemy HP scales linearly from x1-x3 of the base HP value as the absolute rank decreases and rank% increases. When rank reaches half of a 24-bit integer, 0x800000, this scaling is x2, doubling enemy HP. Although not attainable in game, if rank were to reach its absolute theoretical minimum, 0x0, the scaling would be x3, tripling enemy HP. Since the default rank value (i.e. 0.0%) is 0xF00000 there will always be some scaling applied to enemy HP values and the base HP values are never encountered during gameplay. A summary of enemy HP scaling encountered in game is displayed in the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank (hexadecimal) !! Rank% !! HP Scaling&lt;br /&gt;
|-&lt;br /&gt;
| 0xF00000 || 0.0 || x1.125&lt;br /&gt;
|-&lt;br /&gt;
| 0xC00000 || 23.07692 || x1.5&lt;br /&gt;
|-&lt;br /&gt;
| 0x800000 || 53.84615 || x2&lt;br /&gt;
|-&lt;br /&gt;
| 0x200000 || 100 || x2.75&lt;br /&gt;
|-&lt;br /&gt;
| 0x80000 || 111.53846 || 2.9375&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Frame Rank ==&lt;br /&gt;
&lt;br /&gt;
The frame rank is a value applied to the rank on every frame during a playthrough. Like rank, it is hidden from the player in the original arcade release, but displayed in the upper left-hand corner of the rank graph on the Battle Garegga Rev.2016 port. The frame rank is a singular value the game tracks and updates as needed. However, it can be useful to think of the frame rank as dependent upon two components:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; ''Frame Rank = Base Value + Extras'' &amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Base Value===&lt;br /&gt;
&lt;br /&gt;
The base value depends on the highest autofire rate activated during the credit. Its default value is equal to 22 for the &amp;quot;normal&amp;quot; DIP switch setting on the Japanese arcade release and the &amp;quot;Arcade&amp;quot; mode of the Battle Garegga Rev.2016 port. Note that returning to a lower fire rate will ''not'' lower the frame rank to a previous value, so it is worth carefully considering when to increase the autofire rate.&lt;br /&gt;
&lt;br /&gt;
''Note: Because the frame rank is a small number, the total rank% change per second is included as well in the following table.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 22 || 0x16 || 0.00016 || 0.00968&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 22 || 0x16 || 0.00016 || 0.00968&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 33 || 0x21 || 0.00024 || 0.01453&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 44 || 0x2C || 0.00032 || 0.01937&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 66 || 0x42 || 0.00048 || 0.02905&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 88 || 0x58 || 0.00065 || 0.03873&lt;br /&gt;
|-&lt;br /&gt;
| 60 Hz* || 110 || 0x6E || 0.00081 || 0.04841&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''*Note: 60 Hz autofire is only accessible through a glitch and will activate if you tap the shot button on the frame you respawn. In practice, this means you have a 50% chance of activating it if you hold down a 30 Hz external autofire button after dying. Miyamoto can trigger this glitch without needing to die by holding 30 Hz autofire after bombing.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extras ===&lt;br /&gt;
&lt;br /&gt;
The extra additions are small values added to the current frame rank upon obtaining certain power ups. Levelling up the main shot with a small shot power up (including the special shot level up) increases the current frame rank by 1. Activating a secret option formation (except for wide formation, which does not affect frame rank) increases the current frame rank by 2. These values are added every time one of the conditions is fulfilled, even if you have already activated the power up or formation during the current playthrough. Losing the power up or option formation will not decrease the current frame rank by the value that was added.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Activation !! Frame Rank Increase !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| Shot Lv Up w/ small shot power up || +1 || 0.000007 || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Special Shot Lv Up || +1 || 0.000007 || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Activate shadow option formation || +1 || 0.000007 || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Activate homing/search option formations || +2 || 0.000015 || 0.00088&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Autofire ===&lt;br /&gt;
&lt;br /&gt;
When changing the autofire rate, the new frame rank will be:&lt;br /&gt;
&lt;br /&gt;
* the current frame rank, or &lt;br /&gt;
* the new base value, &lt;br /&gt;
&lt;br /&gt;
whichever is greater. This means that it is advantageous to change the autofire rate ''after'' powering up with small shot power ups or special option formations, since the extra additions will be &amp;quot;absorbed&amp;quot; into the new base value if changing to 12 Hz or higher autofire.&lt;br /&gt;
&lt;br /&gt;
== Main Shot ==&lt;br /&gt;
&lt;br /&gt;
The value of the rank increment applied whenever firing the main shot depends on the number of bullet &amp;quot;clusters&amp;quot; in the shot level of the ship being used and whether the cluster is of non-penetrating or penetrating bullets. The increment at any individual shot level is unique for each ship. In addition, if the sprite limit for player shots on screen has been reached due to a high autofire rate, the rank increment for shots not fired will still be applied.&lt;br /&gt;
&lt;br /&gt;
''Note: Because the rank increment per shot is a small number for each ship and shot level, the rank% increase per second for each autofire rate is included in the tables below.''&lt;br /&gt;
&lt;br /&gt;
=== Silver Sword ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| Special || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grasshopper ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| Special || 220 || 0xDC || 0.00161 || 0.01388 || 0.01614 || 0.01937 || 0.02421 || 0.03228 || 0.04842&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flying Baron ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
| Special || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wild Snail ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 220 || 0xDC || 0.00161 || 0.01388 || 0.01614 || 0.01937 || 0.02421 || 0.03228 || 0.04842&lt;br /&gt;
|-&lt;br /&gt;
| Special || 220 || 0xDC || 0.00161 || 0.01388 || 0.01614 || 0.01937 || 0.02421 || 0.03228 || 0.04842&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gain ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| Special || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chitta ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| Special || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miyamoto ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
| Special || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bornnam ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 0x78 || 0.00088 || 0.00757 || 0.00880 || 0.01056 || 0.01320 || 0.01761 || 0.02641&lt;br /&gt;
|-&lt;br /&gt;
| Special || 120 || 0x78 || 0.00088 || 0.00757 || 0.00880 || 0.01056 || 0.01320 || 0.01761 || 0.02641&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Option Shot ==&lt;br /&gt;
&lt;br /&gt;
A rank increment is applied for every individual option bullet fired. The value of this increment is the same for all ships except for Gain and Miyamoto, whose option bullets have larger rank increments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Rank per bullet (decimal) !! Rank per bullet (hexadecimal) !! Rank% per bullet&lt;br /&gt;
|-&lt;br /&gt;
| Garegga ships, Chitta, Bornnam || 20 || 0x14 || 0.00015&lt;br /&gt;
|-&lt;br /&gt;
| Miyamoto || 60 || 0x3C || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Gain || 240 || 0xF0 || 0.00176&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
The value added to the rank when collecting an item depends on the item, with two exceptions. The first exception is when collecting a shot power up, option, or weapon fragment at max capacity, which will increase the value added to rank. The second exception is when collecting a small shot power up or small weapon fragment that levels up the main shot or fills a weapon stock, which will also increase the rank added.&lt;br /&gt;
&lt;br /&gt;
The total rank increase from collecting 40 small weapon fragments is also included in the table below for an easy comparison to collecting a single large weapon fragment.&lt;br /&gt;
&lt;br /&gt;
=== Small Shot Power Ups ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2048 || 0x800 || 0.01502&lt;br /&gt;
|-&lt;br /&gt;
| Max Shot Level || 10240 || 0x2800 || 0.07512&lt;br /&gt;
|-&lt;br /&gt;
| Shot Level Up || 10240 || 0x2800 || 0.07512&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Large Shot Power Ups ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 8192 || 0x2000 || 0.06010&lt;br /&gt;
|-&lt;br /&gt;
| Max Shot Level || 16384 || 0x4000 || 0.12019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Small Weapon Fragments ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2048 || 0x800 || 0.01502&lt;br /&gt;
|-&lt;br /&gt;
| Max Bomb Stocks || 10240 || 0x2800 || 0.07512&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Level Up || 67584 || 0x10800 || 0.49579&lt;br /&gt;
|-&lt;br /&gt;
| 40 Fragments || 147456 || 0x24000 || 1.08173&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Large Weapon Fragments ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 65536 || 0x10000 || 0.48077&lt;br /&gt;
|-&lt;br /&gt;
| Max Bomb Stocks || 73728 || 0x12000 || 0.54087&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Option Power Ups ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 65536 || 0x10000 || 0.48077&lt;br /&gt;
|-&lt;br /&gt;
| Max Options || 73728 || 0x12000 || 0.54087&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medals ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 8192 || 0x2000 || 0.06010&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 18432 || 0x4800 || 0.13522&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 28672 || 0x7000 || 0.21034&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 38912 || 0x9800 || 0.28546&lt;br /&gt;
|-&lt;br /&gt;
| 500+ || 118 || 0x76 || 0.00087&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Weapons ==&lt;br /&gt;
&lt;br /&gt;
A rank increment is applied to the rank whenever activating the ship's special weapon. This value is applied regardless of whether a full bomb stock was used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 16384 || 0x4000 || 0.12019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sealing Bullets ==&lt;br /&gt;
&lt;br /&gt;
A rank increment is applied for each individual bullet sealed. For the total rank increase, multiply this value by the number of bullets sealed for enemies that fire many bullets at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 2048 || 0x800 || 0.01502&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
&lt;br /&gt;
The rank increment upon death depends on the number of extra lives the player has on hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extra Lives !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 261120 || 0x3FC00 || -1.91556&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 391680 || 0x5FA00 || -2.87335&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 522240 || 0x7F800 || -3.83113&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 655360 || 0xA0000 || -4.80769&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 785920 || 0xBFE00 || -5.76547&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Game Over) || 785920 || 0xBFE00 || -5.76547&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DIP Switches ==&lt;br /&gt;
&lt;br /&gt;
Changing the DIP switch in the arcade version or in &amp;quot;Custom&amp;quot; mode of the Battle Garegga Rev.2016 port changes two things, the minimum rank and the base values that determine frame rank.&lt;br /&gt;
&lt;br /&gt;
Because of the different minimum rank, the maximum in-game difficulty will change between settings even though the starting difficulty will remain the same. Even though the minimum rank changes, the rank% will still be calculated using the minimum rank of the &amp;quot;normal&amp;quot; DIP switch setting. As a result, the maximum possible rank% will change to a number greater or lower than 100.0% depending on the DIP switch setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! DIP Switch Setting !! Minimum Rank (decimal) !! Minimum Rank (hexadecimal) !! Maximum Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 4,194,304 || 0x400000 || 84.6&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2,097,152 || 0x200000 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 1,048,576 || 0x100000 || 107.6&lt;br /&gt;
|-&lt;br /&gt;
| Hardest || 524,288 || 0x80000 || 111.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because of the different base values, the frame ranks encountered at different autofire rates will change accordingly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Easy'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 16 || 0x10 || 0.00012 || 0.00704&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 16 || 0x10 || 0.00012 || 0.00704&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 24 || 0x18 || 0.00018 || 0.01056&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 32 || 0x20 || 0.00023 || 0.01409&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 48 || 0x30 || 0.00035 || 0.02113&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 64 || 0x40 || 0.00047 || 0.02817&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hard'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 28 || 0x1C || 0.00021 || 0.01232&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 28 || 0x1C || 0.00021 || 0.01232&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 42 || 0x2A || 0.00031 || 0.01849&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 56 || 0x28 || 0.00041 || 0.02465&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 84 || 0x54 || 0.00062 || 0.03697&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 112 || 0x70 || 0.00082 || 0.04930&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hardest'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 36 || 0x24 || 0.00026 || 0.01585&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 36 || 0x24 || 0.00026 || 0.01585&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 54 || 0x36 || 0.00040 || 0.02377&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 72 || 0x48 || 0.00053 || 0.03169&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 108 || 0x6C || 0.00079 || 0.04754&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 144 || 0x90 || 0.00106 || 0.06338&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# Battle Garegga Rank Percentages, https://docs.google.com/spreadsheets/d/1--_IPOmSNxo6ShxzS2Up_q-DNEo2wPCHbuQMyj9NIwE/edit#gid=0&lt;/div&gt;</summary>
		<author><name>CryingBaron</name></author>
		
	</entry>
</feed>